Jump to content

Recommended Posts

Posted

1. I'd like to be able to let one item change into another over time. From 10-15 minutes approximately.

 

2. Also how would I go about creating a Mana Bar? It'd be charged over time and some items from my mod would only work if the bar has enough charge + when those items are used the bar would go down.

 

Are these things possible?

Posted

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.

Posted

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

Okay, so I have this class.

 

package mods.DennisMod.COMMON;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.item.Item;

 

public class Stutter extends Item {

 

public Stutter(int par1) {

super(par1);

 

}

@Override

    public void registerIcons(IconRegister iconRegister)

    {

    itemIcon = iconRegister.registerIcon("DennisMod:stutter");

    }

 

 

}

 

 

Where do I put this?

Posted

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

Okay, so I have this class.

 

package mods.DennisMod.COMMON;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.item.Item;

 

public class Stutter extends Item {

 

public Stutter(int par1) {

super(par1);

 

}

@Override

    public void registerIcons(IconRegister iconRegister)

    {

    itemIcon = iconRegister.registerIcon("DennisMod:stutter");

    }

 

 

}

 

 

Where do I put this?

Lolz, markdown fail.

 

...You put it in the Stutter class.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

Okay, so I have this class.

 

package mods.DennisMod.COMMON;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.item.Item;

 

public class Stutter extends Item {

 

public Stutter(int par1) {

super(par1);

 

}

@Override

    public void registerIcons(IconRegister iconRegister)

    {

    itemIcon = iconRegister.registerIcon("DennisMod:stutter");

    }

 

 

}

 

 

Where do I put this?

Lolz, markdown fail.

 

...You put it in the Stutter class.

I meant what should I put there? Like pubic void onUpdate or something?

Posted

1) More importantly, you need to override onUpdate(), which will be called every tick.

How would I go about doing that exactly?

Redefine onUpdate(ItemStack, World, Entity, int, bool) in the item that you want to change. Put some sort of a check in there: if X ticks have passed, change the contents of the ItemStack.

Okay, so I have this class.

 

package mods.DennisMod.COMMON;

 

import net.minecraft.client.renderer.texture.IconRegister;

import net.minecraft.creativetab.CreativeTabs;

import net.minecraft.item.Item;

 

public class Stutter extends Item {

 

public Stutter(int par1) {

super(par1);

 

}

@Override

    public void registerIcons(IconRegister iconRegister)

    {

    itemIcon = iconRegister.registerIcon("DennisMod:stutter");

    }

 

 

}

 

 

Where do I put this?

Lolz, markdown fail.

 

...You put it in the Stutter class.

I meant what should I put there? Like pubic void onUpdate or something?

...Yes. And with the arguments I described. Just like you override registerIcons(IconRegister).

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.