Jump to content

[SOLVED]Item-Name Color Problem.


Tsiumi

Recommended Posts

Hello

How can I define my Itemname?

I don't mean the Name like "Item Name"

The String Name "item_name"

When i do this:

public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean Adva){
    
    
    stack.setStackDisplayName(EnumChatFormatting.YELLOW + StatCollector.translateToLocal("item."+toString()+"."+"name"));	


} }

I got this Ingame:

width=800 height=470http://abload.de/img/2015-08-11_15.52.50dpqa4.png[/img]

How can I fix that?

I want to define:

item.item_name.name but I want this for more Items not just 4 one.

Like:

StatCollector.translateToLoca("item.item_name.name)

 

Link to comment
Share on other sites

Maybe i don't understand your question. Here is what i've understand:

You have an item called (for example) "Super Sword"

It's unlocalized name will be: "item.super_sword.name"

This name must be colored in yellow but the name of the item must be "Super Sword" instead of "item.super_sword.name".

If i'm right you want to know the translated string corresponding to "item.super_sword.name", so you should use this code:

your_item.getLocalizedName();

wich will return the translated name for your item (in this case if you item in the code is called "sword" and you do sword.getLocalizedName(); you will get "Super Sword" as result)

Don't blame me if i always ask for your help. I just want to learn to be better :)

Link to comment
Share on other sites

jabelar that's not my problem.

But I've fixed it.

btw I use a translation file. :D

Thx JimiIT92 I've an Idea.

It works with:

public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean Adva){

   

   

    stack.setStackDisplayName(EnumChatFormatting.GOLD + StatCollector.translateToLocal(this.getUnlocalizedName()+".name"));

 

 

} }

Link to comment
Share on other sites

Ehm.... i don't speak german but standing to what Google Translate says i can tell you this: that code might work but there are tons of methods that are surely better than that. And because he is a modder longer than me and he helps me a lot too, i suggest to follow his answer ;) Mine might work and you could be ignore the other answer, it's just a your choice :)

Don't blame me if i always ask for your help. I just want to learn to be better :)

Link to comment
Share on other sites

I would not suggest you keep doing what you are doing.  Follow the way dies said.

 

Also, what is with this???

 

        item.xinsidion.ewm.items.ItemBasicMagic@?????

 

That seems very strange.  Would have expected something like item.xinsidion.ItemBasicMagic@?????

 

not necessarily wrong, but seems very odd.

Long time Bukkit & Forge Programmer

Happy to try and help

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • I am not using hardcoded recipes, I'm using Vanilla's already existing code for leather armor dying. (via extending and implementing DyeableArmorItem / DyeableLeatherItem respectively) I have actually figured out that it's something to do with registering item colors to the ItemColors instance, but I'm trying to figure out where exactly in my mod's code I would be placing a call to the required event handler. Unfortunately the tutorial is criminally undescriptive. The most I've found is that it has to be done during client initialization. I'm currently trying to do the necessary setup via hijacking the item registry since trying to modify the item classes directly (via using SubscribeEvent in the item's constructor didn't work. Class so far: // mrrp mrow - mcmod item painter v1.0 - catzrule ch package catzadvitems.init; import net.minecraft.client.color.item.ItemColors; import net.minecraft.world.item.Item; import net.minecraftforge.registries.ObjectHolder; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.client.event.ColorHandlerEvent; import catzadvitems.item.DyeableWoolArmorItem; @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class Painter { @ObjectHolder("cai:dyeable_wool_chestplate") public static final Item W_CHEST = null; @ObjectHolder("cai:dyeable_wool_leggings") public static final Item W_LEGS = null; @ObjectHolder("cai:dyeable_wool_boots") public static final Item W_SOCKS = null; public Painter() { // left blank, idk if forge throws a fit if constructors are missing, not taking the chance of it happening. } @SubscribeEvent public static void init(FMLClientSetupEvent event) { new Painter(); } @Mod.EventBusSubscriber private static class ForgeBusEvents { @SubscribeEvent public static void registerItemColors(ColorHandlerEvent.Item event) { ItemColors col = event.getItemColors(); col.register(DyeableUnderArmorItem::getItemDyedColor, W_CHEST, W_LEGS, W_SOCKS); //placeholder for other dye-able items here later.. } } } (for those wondering, i couldn't think of a creative wool helmet name)
    • nvm found out it was because i had create h and not f
    • Maybe there's something happening in the 'leather armor + dye' recipe itself that would be updating the held item texture?
    • @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Pre e) { e.setCanceled(true); model.renderToBuffer(e.getPoseStack(), pBuffer, e.getPackedLight(), 0f, 0f, 0f, 0f, 0f); //ToaPlayerRenderer.render(); } Since getting the render method from a separate class is proving to be bit of a brick wall for me (but seems to be the solution in older versions of minecraft/forge) I've decided to try and pursue using the renderToBuffer method directly from the model itself. I've tried this route before but can't figure out what variables to feed it for the vertexConsumer and still can't seem to figure it out; if this is even a path to pursue.  The vanilla model files do not include any form of render methods, and seem to be fully constructed from their layer definitions? Their renderer files seem to take their layers which are used by the render method in the vanilla MobRenderer class. But for modded entities we @Override this function and don't have to feed the method variables because of that? I assume that the render method in the extended renderer takes the layer definitions from the renderer classes which take those from the model files. Or maybe instead of trying to use a render method I should be calling the super from the renderer like   new ToaPlayerRenderer(context, false); Except I'm not sure what I would provide for context? There's a context method in the vanilla EntityRendererProvider class which doesn't look especially helpful. I've been trying something like <e.getEntity(), model<e.getEntity()>> since that generally seems to be what is provided to the renderers for context, but I don't know if it's THE context I'm looking for? Especially since the method being called doesn't want to take this or variations of this.   In short; I feel like I'm super super close but I have to be missing something obvious? Maybe this insane inane ramble post will provide some insight into this puzzle?
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.