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Posted

Hi, So I'm working on a mod, and in it I have been able to program metadata for armor, but I can't get it to render different textures for when you're wearing the helmet. Everything works except that. The files I have organized such that the metadata lines up with the texture numbers. ("hau_0","hau_1","hau_2"... ect.)

Note: there are 7 metadata items.

Here's my Armor File:

package Bionicle;

import java.util.List;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.BlockDispenser;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.dispenser.IBehaviorDispenseItem;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumArmorMaterial;
import net.minecraft.item.Item;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.Icon;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import net.minecraftforge.common.IArmorTextureProvider;

public class ItemMask extends ItemArmor implements IArmorTextureProvider
{
   public static final String[] textureName = new String[] {"Gold", "Red", "Green", "Brown", "Blue", "White", "Black"};
   @SideOnly(Side.CLIENT)
   private Icon[] field_94594_d;

   //Always set to 0 for Masks
   public final int armorType;
   public final int damageReduceAmount;
   /**
    * Used on RenderPlayer to select the correspondent armor to be rendered on the player: 0 is cloth, 1 is chain, 2 is
    * iron, 3 is diamond and 4 is gold.
    */
   public final int renderIndex;
   private final EnumArmorMaterial material;
   @SideOnly(Side.CLIENT)
   private Icon field_94605_cw;
   @SideOnly(Side.CLIENT)
   private Icon field_94604_cx;

   public ItemMask(int par1, EnumArmorMaterial par2EnumArmorMaterial, int par3, int par4, boolean par5)
   {
      super(par1, par2EnumArmorMaterial, par3, par4);
      this.material = par2EnumArmorMaterial; 
      //TODO make EnumArmorMaterial for Bionicle and add Protodermis with different levels of Noble,Great,and Legendary
      this.armorType = par4;
      this.renderIndex = par3;
      this.hasSubtypes = par5;
      this.damageReduceAmount = 0;
      this.maxStackSize = 1;
      this.setMaxDamage(0);
      this.setCreativeTab(CreativeTabs.tabCombat);
   }

  public String getArmorTextureFile(ItemStack par1)

  {

      if(this.hasSubtypes)

      {

        for (int i = 0; i < 7; ++i)

        {

            return "/mods/Click_Bionicle/armor/hau_" + i + ".png";

        }

      }

      return "/mods/Click_Bionicle/armor/fire_1.png";

  }

   @SideOnly(Side.CLIENT)
   public boolean hasEffect(ItemStack par1ItemStack)
   {
      return !(par1ItemStack.getItemDamage() > 0);
   }

   @SideOnly(Side.CLIENT)
   /**
    * Gets an icon index based on an item's damage value
    */
   public Icon getIconFromDamage(int par1)
   {
      int j = MathHelper.clamp_int(par1, 0, 6);
      return this.field_94594_d[j];
   }
   @SideOnly(Side.CLIENT)
   public void updateIcons(IconRegister par1IconRegister)
   {
      if(this.hasSubtypes)
      {
         this.field_94594_d = new Icon[7];
         for (int i = 0; i < 7; ++i)
         {
            this.field_94594_d[i] = par1IconRegister.registerIcon(Bionicle.modid + ":" + this.getUnlocalizedName().substring(5) + textureName[i]);
         }
      }
      if(!this.hasSubtypes)
      {
         this.field_94594_d = new Icon[1];
         for (int i = 0; i < 1; ++i)
         {
            this.field_94594_d[i] = par1IconRegister.registerIcon(Bionicle.modid + ":" + this.getUnlocalizedName().substring(5));
         }
      }
   }

   /**
    * Return whether this item is repairable in an anvil.
    */
   public boolean getIsRepairable(ItemStack par1ItemStack, ItemStack par2ItemStack)
   {
      return true;
   }

   @SideOnly(Side.CLIENT)

   /**
    * returns a list of items with the same ID, but different meta (eg: dye returns 16 items)
    */
   public void getSubItems(int par1, CreativeTabs par2CreativeTabs, List par3List)
   {
      if(this.hasSubtypes)
      {
         for (int j = 0; j < 7; ++j)
         {
            par3List.add(new ItemStack(par1, 1, j));
         }
      }
      else
      {
         par3List.add(new ItemStack(par1, 1, 0));
      }
   }

   /**
    * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer
    */
   public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
   {
      int i = EntityLiving.getArmorPosition(par1ItemStack) - 1;
      ItemStack itemstack1 = par3EntityPlayer.getCurrentArmor(i);

      if (itemstack1 == null)
      {
         par3EntityPlayer.setCurrentItemOrArmor(i + 1, par1ItemStack.copy()); //Forge: Vanilla bug fix associated with fixed setCurrentItemOrArmor indexs for players.
         par1ItemStack.stackSize = 0;
      }

      return par1ItemStack;
   }
   /**
    * Asks if the helmet equipped has metadata, and then what mask it is an negates fall damage
    */
   public void onArmorTickUpdate(World world, EntityPlayer player, ItemStack stack)
   {
      ItemStack helmet = player.getCurrentItemOrArmor(4);
      if(this.hasSubtypes)
      {
         if(helmet.getItem() == Bionicle.maskMiru || !(helmet.getItemDamage() > 0))
         {
            player.fallDistance = 0;
         }
      }
   }
}

Hope you can help!!!

You will probably have to write your own renderer.

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.

  • Author

Anyone have any other suggestions? Making a new rendering file won't work, because it directly connects to the player entity.

How are you going about the metadata? You have setMaxDamage(0) so surely the armour will have infinite durability?

Writing a steampunk mod called MineTech, and author of a long dead fishing mod

  • Author

Solved it. I had to do this:

public String getArmorTextureFile(ItemStack par1)
{
	if(this.hasSubtypes)
	{
		return "/mods/Click_Bionicle/armor/hau_" + par1.getItemDamage() + ".png";
	}
	return "/mods/Click_Bionicle/armor/fire_1.png";
}

I just had to use the handy dandy ItemStack thing, and get the Item's damage from that. :P

Wayyy over thought this one.

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