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Armor Rendering Effect Not appearing (isItemEnchanted????)


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Posted

Hi, I'm trying to make a piece of armor that appears enchanted when you wear it, without having an enchantment.

There is a method in ItemStack called isItemEnchanted, but i'm not sure if I can use that to be able to get desired results.

I already have hasEffect applied to the Item, but it doesn't effect the rendering on the player while worn.

Please help!

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;
	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)
	{
		return "/mods/Click_Bionicle/armor/" + this.getUnlocalizedName().substring(5) + "_" + par1.getItemDamage() + ".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;
		}
	}
}
}

Posted

You need this method in your item class:

 

public boolean hasEffect(ItemStack is){
        return true;
}

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

Posted

Yeah, I misunderstood and thought you needed the item enchanty :P I haven't done anything with armour myself (for shame) so I can'tt really help, sorry  :-\

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

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