Trynthlas Posted January 20, 2015 Posted January 20, 2015 Hi folks, I'm tinkering with a little archery mod and I want to change all bows (and arrows) in the game so that they use my custom Item & Entity classes instead of the vanilla ItemBow and EntityArrow. This thread offers some suggestions and I'd been leaning towards one of jabelar's: 4) Replacing things with your own versions that extend the vanilla class. You can use events to intercept the creation of things, or you can just look for them on regular tick, and replace them (create your own in same position and kill the existing one). ...buuuut, not sure if that's the best way to go about it, as there are a lot of ways in which bows are created. And, in looking at the EntitySkeleton code, even if I replaced the bow, they still would pop out regular arrows since their ranged attack method only uses the held item for determining damage, etc (they don't actually fire the bow through the same use-event cycle as the player does). I suppose I could intercept the arrows on spawn, which is a lot less "things to watch" than there are for the bow. That's a bit off-track, though. What would be the best plan to swap-in my custom bow for ALL cases where the default ItemBow is used? Quote
Anon10W1z Posted January 20, 2015 Posted January 20, 2015 If you don't want to tinker too much with the item registry, I suggest you remove the recipe for the vanilla bow, set its creative tab to null, and add the recipe for the new bow. Also, add a recipe so vanilla bows can be converted into the new bows. Look up how to remove crafting recipes. Quote Maker of the Craft++ mod.
Trynthlas Posted January 20, 2015 Author Posted January 20, 2015 If you don't want to tinker too much with the item registry, I suggest you remove the recipe for the vanilla bow, set its creative tab to null, and add the recipe for the new bow. Also, add a recipe so vanilla bows can be converted into the new bows. Look up how to remove crafting recipes. I don't have a problem digging into the item registry, assuming it isn't going to entirely explode compatibility with other mods. I haven't looked at it that much yet, but I can. Your suggestion doesn't handle bows used/dropped by mobs, loot in chests, or possibly traded for from villagers (and maybe some others I'm not thinking about off the top of my head - which is why I made this post - there's a lot of places where they can enter the world). Quote
Jacky2611 Posted January 20, 2015 Posted January 20, 2015 Use some sort of inventory event to replace bows & arrows and create your own skeleton. Then remove the standard skeleton from the spawn list, remove its spawn egg and add your own one. (Although this means that no other mod can do something with the vanilla skeleton) I would avoid messing with vanilla classes in any case because it breaks your compatibility with other mods in some cases. Quote Here could be your advertisement!
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