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Modding Forge Mods?


vemacs

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I've decided to change around some strings to a Forge mod (namely Fihgu's protection mod), so I've opened the ZIP file (not of the coremod) using JD-GUI, changed it around a bit, and saved it as the original .class name (EventHandler.java).

 

However, when running:

javac -classpath protection.zip EventHandler.java

 

It outputs:

 

EventHandler.java:3: error: '.' expected
import aa;
         ^
EventHandler.java:3: error: ';' expected
import aa;
          ^
EventHandler.java:4: error: class, interface, or enum expected
import cpw.mods.fml.common.IPlayerTracker;
       ^
EventHandler.java:10: error: '.' expected
import gm;
         ^
EventHandler.java:10: error: ';' expected
import gm;
          ^
EventHandler.java:11: error: class, interface, or enum expected
import iq;
       ^
EventHandler.java:17: error: '.' expected
import qx;
         ^
EventHandler.java:17: error: ';' expected
import qx;
          ^
EventHandler.java:18: error: class, interface, or enum expected
import rp;
       ^
EventHandler.java:19: error: '.' expected
import s;
        ^
EventHandler.java:19: error: ';' expected
import s;
         ^
EventHandler.java:20: error: class, interface, or enum expected
import ur;
       ^
EventHandler.java:21: error: '.' expected
import y;
        ^
EventHandler.java:21: error: ';' expected
import y;
         ^
EventHandler.java:22: error: class, interface, or enum expected
import yc;
       ^
15 errors

 

Which means that the ClassPath is not being resolved. How would I go about recompiling a .class file from a forge mod (not a coremod)?

 

Thanks in advance.

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The problem you have is the JD-GUI decompile's the mod but names all the base java library's as there deobfuscated names. the only way you can get the source code to a persons mod is to ask the mod writer but it is highly unlikely that they will let you have there source code but they might be able to help you to get to what you are trying to do.

I hope this helps.

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The problem you have is the JD-GUI decompile's the mod but names all the base java library's as there deobfuscated names. the only way you can get the source code to a persons mod is to ask the mod writer but it is highly unlikely that they will let you have there source code but they might be able to help you to get to what you are trying to do.

I hope this helps.

 

I'm pretty sure you're incorrect on that part. I'm currently trying to use Bearded Octo Nemesis to deobfuscate the mod, and need support on that, but that goes into another thread.

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Okay, I've deobfuscated and decompiled the code using BON and JD-GUI, and made my patches.

 

Now, when I'm trying to recompile the .java, I get a lot of symbol not found errors:

 

EventHandler.java:217: error: cannot find symbol
        ChunkCoordinates spawn = player.worldObj.getSpawnPoint();
        ^
  symbol:   class ChunkCoordinates
  location: class EventHandler
EventHandler.java:227: error: cannot find symbol
    return EnumSet.of(TickType.SERVER);
                      ^
  symbol:   variable TickType
  location: class EventHandler
75 errors

 

How would I go about resolving that?

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