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Posted (edited)

I'm trying to make an item that acts like a sword most of the time but when it is in offhand it needs to act like a shield. I have already tried merging the classes but that didn't work and caused the one of the items to be deleted when you take the other one out of your offhand. How would I make an item like what I want?

Edited by Blue_Atlas
Posted

Ok so i managed to make a shield that only works in the offhand. however it doesn't take damage. here is my code how would i make it get damaged?

public class ItemShieldOnlyOffHand extends Item implements IHasModel 
{
	public ItemShieldOnlyOffHand(String name)
	{
		this.maxStackSize = 1;
        this.setMaxDamage(336);
        this.addPropertyOverride(new ResourceLocation("blocking"), new IItemPropertyGetter()
        {
            @SideOnly(Side.CLIENT)
            public float apply(ItemStack stack, @Nullable World worldIn, @Nullable EntityLivingBase entityIn)
            {
                return entityIn != null && entityIn.isHandActive() && entityIn.getActiveItemStack() == stack ? 1.0F : 0.0F;
            }
        });
        BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(this, ItemArmor.DISPENSER_BEHAVIOR);
		setUnlocalizedName(name);
		setRegistryName(name);
		setCreativeTab(Main.netherstartab);
		
		ModItemsInit.ITEMS.add(this);
	}
	
	public EnumAction getItemUseAction(ItemStack stack)
    {
        return EnumAction.BLOCK;
    }

    public int getMaxItemUseDuration(ItemStack stack)
    {
        return 72000;
    }

    public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn)
    {
    	if(handIn == EnumHand.OFF_HAND)
    	{
    		ItemStack itemstack = playerIn.getHeldItem(handIn);
    		playerIn.setActiveHand(handIn);
    		return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemstack);
    	}
    	else
    	{
    		return new ActionResult<ItemStack>(EnumActionResult.FAIL, playerIn.getHeldItem(handIn));
    	}
    }
	
	@Override
	public void registerModels() 
	{
		Main.proxy.registerItemRenderer(this, 0, "inventory");
	}

}

 

Posted

Don’t use IHasModel, All items need a model and nothing that is needed to register models is private

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Posted
2 minutes ago, Blue_Atlas said:

Dude it is what I have for now, I don't have anything else for now. Anyways I got my item working like i wanted it to

To quote Draco18s

On 9/17/2018 at 9:43 AM, Draco18s said:

IHasModel is stupid and pointless (I will beat this out of you cargo cult programmers eventually). ALL items need models and all the information necessary to register a model is public. Code Style #3.

 

Have you considered putting this code in a for loop like this?

//inside model registry event
for(Item item : myItems) {
	Main.proxy.registerItemRenderer(item, 0, "inventory");
}

It stops you having to write the exact same code for each item

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My WebsiteCadiboo.github.io

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Posted
On 9/21/2018 at 7:57 AM, Cadiboo said:

To quote Draco18s

 

Have you considered putting this code in a for loop like this?


//inside model registry event
for(Item item : myItems) {
	Main.proxy.registerItemRenderer(item, 0, "inventory");
}

It stops you having to write the exact same code for each item

but how do i do it for blocks then? that only works for the items.

Posted
9 minutes ago, Blue_Atlas said:

but how do i do it for blocks then? that only works for the items.

Blocks have their models loaded automagically by their block states.

If you mean ItemBlocks

private static final String DEFAULT_VARIANT = "normal"

//inside model registry event
for(Block block : myBlocksWithItemBlocks) {
	ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), DEFAULT_VARIANT));
}
for(Item item : myItems) {
	ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), DEFAULT_VARIANT));
}

 

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

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Posted

Here is the final code for anyone that wants to make an item like this:

package com.atlas.nether_star_mod.objects.items;

import javax.annotation.Nullable;

import com.atlas.nether_star_mod.Main;
import com.atlas.nether_star_mod.objects.init.ModItemsInit;
import com.atlas.nether_star_mod.util.IHasModel;
import com.google.common.collect.Multimap;

import net.minecraft.block.BlockDispenser;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.attributes.AttributeModifier;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.EnumAction;
import net.minecraft.item.IItemPropertyGetter;
import net.minecraft.item.Item;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ActionResult;
import net.minecraft.util.EnumActionResult;
import net.minecraft.util.EnumHand;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

public class ItemShieldOnlyOffHand extends Item
{
	private final float attackDamage;
	
	public ItemShieldOnlyOffHand(String name, int durability, float attackDamage)
	{
		this.maxStackSize = 1;
        this.setMaxDamage(durability);
        this.attackDamage = 2.0F + attackDamage;
        this.addPropertyOverride(new ResourceLocation("blocking"), new IItemPropertyGetter()
        {
            @SideOnly(Side.CLIENT)
            public float apply(ItemStack stack, @Nullable World worldIn, @Nullable EntityLivingBase entityIn)
            {
                return entityIn != null && entityIn.isHandActive() && entityIn.getActiveItemStack() == stack ? 1.0F : 0.0F;
            }
        });
        BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(this, ItemArmor.DISPENSER_BEHAVIOR);
		setUnlocalizedName(name);
		setRegistryName(name);
		setCreativeTab(Main.netherstartab);
		
		ModItemsInit.ITEMS.add(this);
	}
	
	public float getAttackDamage()
    {
        return this.attackDamage;
    }
	
	public boolean hitEntity(ItemStack stack, EntityLivingBase target, EntityLivingBase attacker)
    {
        stack.damageItem(1, attacker);
        return true;
    }
	
	public EnumAction getItemUseAction(ItemStack stack)
    {
        return EnumAction.BLOCK; 
    }

    public int getMaxItemUseDuration(ItemStack stack)
    {
        return 72000;
    }

    public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn)
    {
    	if(handIn == EnumHand.OFF_HAND)
    	{
    		ItemStack itemstack = playerIn.getHeldItem(handIn);
    		playerIn.setActiveHand(handIn);
    		return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemstack);
    	}
    	else
    	{
    		return new ActionResult<ItemStack>(EnumActionResult.FAIL, playerIn.getHeldItem(handIn));
    	}
    }
    
    public Multimap<String, AttributeModifier> getItemAttributeModifiers(EntityEquipmentSlot equipmentSlot)
    {
        Multimap<String, AttributeModifier> multimap = super.getItemAttributeModifiers(equipmentSlot);

        if (equipmentSlot == EntityEquipmentSlot.MAINHAND)
        {
            multimap.put(SharedMonsterAttributes.ATTACK_DAMAGE.getName(), new AttributeModifier(ATTACK_DAMAGE_MODIFIER, "Weapon modifier", (double)this.attackDamage, 0));
            multimap.put(SharedMonsterAttributes.ATTACK_SPEED.getName(), new AttributeModifier(ATTACK_SPEED_MODIFIER, "Weapon modifier", 1, 0));
        }

        return multimap;
    }
}

one note: it does not take damage when blocking

Posted

take a look at EntityPlayer#damageShield

I think you should be able to make it take damage by just overriding Item#isShield() and returning true OR if you want to be a bit more accurate check if the EntityLivingBase passed in isn't null & check if they are blocking and return true if they are

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Posted
1 hour ago, Cadiboo said:

Blocks have their models loaded automagically by their block states.

If you mean ItemBlocks


private static final String DEFAULT_VARIANT = "normal"

//inside model registry event
for(Block block : myBlocksWithItemBlocks) {
	ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), DEFAULT_VARIANT));
}
for(Item item : myItems) {
	ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), DEFAULT_VARIANT));
}

 

...Or just shove your ItemBlock into the ModItems.ITEMS array? Like the guy these people are copying from does anyway? You literally don't need a second array, ItemBlocks ARE ITEMS, that's the whole point.

  • Like 1

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