Posted February 5, 20205 yr I've been trying to make a custom mob that extends SkeletonEntity. However when I spawn him he isn't wearing a bow. I would like him to carry a custom bow which I have already created. I am new to the @Overrirde so I am asking for help.
February 5, 20205 yr 46 minutes ago, diesieben07 said: Please learn basic Java before writing a mod. Here’s a list of pre requisites for modding that include some good java tutorials. About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials 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)
February 5, 20205 yr Author Quote Look at how AbstractSkeletonEntity adds the bow. I've tried to Override the setEquipmentBasedOnDifficult, but haven't got it to work this way. Thanks for the quick reply. @Override protected void setEquipmentBasedOnDifficulty(DifficultyInstance difficulty) { super.setEquipmentBasedOnDifficulty(difficulty); this.setItemStackToSlot(EquipmentSlotType.MAINHAND, new ItemStack(InformatikacraftItems.amethyst_bow));
February 7, 20205 yr Author On 2/5/2020 at 11:14 PM, diesieben07 said: Define "haven't gotten it to work". The skeletons aren't holding the custom bow, nor using it when attacking.
February 7, 20205 yr Author package com.github.erce312.informatikacraft.entities; import com.github.erce312.informatikacraft.init.InformatikacraftEntities; import com.github.erce312.informatikacraft.init.InformatikacraftItems; import net.minecraft.entity.EntityType; import net.minecraft.entity.monster.SkeletonEntity; import net.minecraft.inventory.EquipmentSlotType; import net.minecraft.item.ItemStack; import net.minecraft.world.DifficultyInstance; import net.minecraft.world.World; public class Reaper extends SkeletonEntity { @SuppressWarnings("unchecked") public Reaper(EntityType<? extends SkeletonEntity> type, World wotldIn) { super((EntityType<? extends SkeletonEntity>) InformatikacraftEntities.REAPER, wotldIn); } @Override protected void setEquipmentBasedOnDifficulty(DifficultyInstance difficulty) { super.setEquipmentBasedOnDifficulty(difficulty); this.setItemStackToSlot(EquipmentSlotType.MAINHAND, new ItemStack(InformatikacraftItems.amethyst_bow)); } }
February 7, 20205 yr Author Yes the code is being called Reaper.setEquipmentBasedOnDifficulty(DifficultyInstance) line: 24 This is the stack from the debugger.
February 10, 20205 yr Author I've tried to extend AbstarctSkeletonEntity insted of SkeletonEntity and also to give him a vanilla item. But in both cases the entity isn't holding the item.
February 10, 20205 yr Author https://github.com/erec312/informatikacraft. Ok I have changed it. Thank you for your patience.
February 10, 20205 yr this.addLayer(new HeldItemLayer(this)); Add this into your renderer constructor. On an unrelated note, you seem to be registering your entity World spawns at the entity registry event. I am not entirely sure if that's the correct place to register those. At least you do it after you register your entities, so I guess there is no problem. Anyway just saying, someone more knowledgeable than me can perhaps give you more information on that. Edited February 10, 20205 yr by Cerandior
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