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[1.9.4] Velocity & Ammo Requirements


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Hello, I've created this item that will charge up like a bow and shoot an ender pearl(thanks to the help of Choonster)


I'd like to expand on it a bit more, however. This is my class file for the item right now:

package bloopers.trinkets.items;

import javax.annotation.Nullable;

import net.minecraft.command.ICommandSender;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.item.EntityEnderPearl;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.entity.projectile.EntityTippedArrow;
import net.minecraft.init.Enchantments;
import net.minecraft.init.Items;
import net.minecraft.init.SoundEvents;
import net.minecraft.item.EnumAction;
import net.minecraft.item.Item;
import net.minecraft.item.ItemArrow;
import net.minecraft.item.ItemEnderPearl;
import net.minecraft.item.ItemStack;
import net.minecraft.stats.StatList;
import net.minecraft.util.ActionResult;
import net.minecraft.util.EnumActionResult;
import net.minecraft.util.EnumHand;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;

public class ItemEnderRifle extends Item
    public ItemEnderRifle()
        this.maxStackSize = 1;

    public EnumAction getItemUseAction(ItemStack stack)
        return EnumAction.BOW;
     * How long it takes to use or consume an item
    public int getMaxItemUseDuration(ItemStack stack)
        return 5000;
    public ActionResult<ItemStack> onItemRightClick(ItemStack itemStackIn, World worldIn, EntityPlayer playerIn, EnumHand hand)

            return new ActionResult(EnumActionResult.SUCCESS, itemStackIn);

    public void onPlayerStoppedUsing(ItemStack stack, World worldIn, EntityLivingBase entityLiving, int timeLeft)
    	if (!worldIn.isRemote)
            EntityEnderPearl entityenderpearl = new EntityEnderPearl(worldIn, entityLiving);
            entityenderpearl.setHeadingFromThrower(entityLiving, entityLiving.rotationPitch, entityLiving.rotationYaw, 0.0F, 1.5F, 1.0F);
            stack.damageItem(1, entityLiving);



So, I want to be able to make it require ammo(an ender pearl) AND I want it to have different velocities depending on how much you charge up the item(it's meant to throw ender pearls extra far)

Any help is appreciated.

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The ItemBow class' #onPlayerStoppedUsing method implementation shows you how to do all of those things - it's worth a read through and is pretty much copy-paste ready once you figure out what's going on.

I've managed to make the item work only if an ender pearl is in the inventory now. I can't figure out how to consume an ender pearl from the inventory and I also cannot figure out how to do the velocity(it seems like ender pearls have a lot less parameters than arrows)


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You should see something like this in the ItemBow class (at least in 1.8.0 and earlier):

if (!player.capabilities.isCreativeMode) {

That's one way you can consume an item.


As for the entity, you should make a custom entity rather than trying to use the vanilla ender pearl entity - that way you can make it do whatever you want.


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I think that method got removed in 1.9, but if you look at the bow you should be able to find the replacement code (its just a loop over the inventory looking for the right item).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.


Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.


DO NOT PM ME WITH PROBLEMS. No help will be given.

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