Posted December 17, 20159 yr So far i was trying to make a gun that after each shot it has to be reload. So the scenario is: shoot-reload-shoot-reload an so on. However adding a reload state makes the gun do weird things wich you can see here https://www.youtube.com/watch?v=dU6lfGEXyx0&feature=youtu.be This is the item class that i use for each gun in the mod. ItemMod is just a class that extends Item and do nothing special (just setting the creative tab and unlocalized name) package com.konnor; import java.util.List; import java.util.Random; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.ItemStack; import net.minecraft.util.BlockPos; import net.minecraft.util.EnumChatFormatting; import net.minecraft.util.StatCollector; import net.minecraft.world.World; public class ItemGun extends ItemMod { private String support; private String cane; private boolean reload = false; public ItemGun(String par1, String par2) { super(); this.support = "material." + par1; this.cane = "material." + par2; this.setMaxStackSize(1); } public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player) { BlockPos pos = player.getPosition(); Random rand = new Random(); if(reload) { world.playSound((double)pos.getX(), (double)pos.getY(), (double)pos.getZ(), "connorkpt:reload", 0.2F + rand.nextFloat() * 0.2F, 0.9F + rand.nextFloat() * 0.15F, false); reload = false; } else if((player.inventory.hasItem(ModItems.bullet) || player.capabilities.isCreativeMode)) { IInventory inv = player.inventory; for(int i=0; i < inv.getSizeInventory(); i++) { if(inv.getStackInSlot(i) != null) { ItemStack j = inv.getStackInSlot(i); if(j.getItem() != null && j.getItem() == ModItems.bullet) { inv.decrStackSize(i, 1); i = inv.getSizeInventory(); } } } if (!world.isRemote) { world.spawnEntityInWorld(new EntityBullet(world, player)); } world.playSound((double)pos.getX(), (double)pos.getY(), (double)pos.getZ(), "connorkpt:gun", 0.2F + rand.nextFloat() * 0.2F, 0.9F + rand.nextFloat() * 0.15F, false); reload = true; } return stack; } @Override public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean Adva) { EnumChatFormatting chat; EnumChatFormatting chat2; if(this.support.equals("material.oak")) chat = EnumChatFormatting.YELLOW; else if(this.support.equals("material.birch")) chat = EnumChatFormatting.WHITE; else chat = EnumChatFormatting.GRAY; if(this.cane.equals("material.gold")) chat2 = EnumChatFormatting.YELLOW; else if(this.cane.equals("material.silver")) chat2 = EnumChatFormatting.WHITE; else chat2 = EnumChatFormatting.GRAY; if(this != ModItems.rapier_gun && this != ModItems.rifle_axe) { list.add(StatCollector.translateToLocal("support.name") + ": " + chat + StatCollector.translateToLocal(support)); list.add(StatCollector.translateToLocal("material.name") + ": " + chat2 + StatCollector.translateToLocal(cane)); } } } Don't blame me if i always ask for your help. I just want to learn to be better
December 17, 20159 yr First of all: for(int i=0; i < inv.getSizeInventory(); i++) { if(inv.getStackInSlot(i) != null) { ItemStack j = inv.getStackInSlot(i); if(j.getItem() != null && j.getItem() == ModItems.bullet) { inv.decrStackSize(i, 1); i = inv.getSizeInventory(); } } } That will decrease 1 form all the bullet stacks that is in your inventory. A boolean should fix it. Than, there is a thing player.posX, player.posY, player.posZ. Finally: (player.inventory.hasItem(ModItems.bullet) Returns true for some reason. How did you register your items?
December 17, 20159 yr Author The for cycle only decrease the first stack of bullets that encount, i've already tested it The player.posX/Y/Z thing is used when the sound should be played. The items are registered as usual, in the init method of the main mod file, using GameRegistry.registerItem(item, name); Don't blame me if i always ask for your help. I just want to learn to be better
December 17, 20159 yr You know there is a function called consumeInventoryItem, which just consumes the item. Also, items must be registered in the preInit . NOT the init phase. Now, the last most important thing is: you cannot store values inside your item classes. There are only one instance of every item, which makes every field in that class, static throughout all items in the game. Which means all items will reload at the same time. Not good... Do it with metadata instead. 0 equals no reload, 1 is reload. Got it? I might be terribly wrong.. Like really, really wrong. But I'm just trying to help.
December 17, 20159 yr Author i was trying doing that to avoid using metadata and sub-items But i'll do it. So every time i click i should change the item in hand of player, right? Also why the item registration should be done in the preInit? I always do that in the init and it never gives me a problem Don't blame me if i always ask for your help. I just want to learn to be better
December 17, 20159 yr Yes, update the item the player is holding. Also why the item registration should be done in the preInit? I always do that in the init and it never gives me a problem It works yes, but the there is a reason to why there are different phases. If I remember correctly, preInit is registration, init is crafting recipes, forge hooks..., and postInit is bridging to other mods. I might be terribly wrong.. Like really, really wrong. But I'm just trying to help.
December 17, 20159 yr Author I understand, maybe it has an impact on mod performance in general? Don't blame me if i always ask for your help. I just want to learn to be better
December 17, 20159 yr No. I guess it would have an impact if somebody wanted to bridge over to your mod. Also, their are some stuff like, tabs before blocks and items, items and blocks before crafting recipes.. etc. And the different states do help prevent that. After all, you cannot use any of your items before the items have been instantiated. I might be terribly wrong.. Like really, really wrong. But I'm just trying to help.
December 17, 20159 yr Author Yes, the order i already know, infact in my mod the tabs and blocks are the first two things registered Don't blame me if i always ask for your help. I just want to learn to be better
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