Jump to content

Wondering about potions


Sylph3ed

Recommended Posts

I'm making a mod where you can use different poison and potions to use in foods and on weapons, but I'm having a problem in getting the potions to actually show up in the brewing tab.  I've got the potion list extended to let me use up to 256 potions, and have one of the potions coded as so:

 

 

Potion Extension

 

@PreInit
public void preInit(FMLPreInitializationEvent event) {
	Potion[] potionTypes = null;

	for (Field f : Potion.class.getDeclaredFields()) {
		f.setAccessible(true);
		try { // Checks the potion name and sees if it fits on the potion
				// types list; also checks the fields to see if it matches
			if (f.getName().equals("potionTypes")
					|| f.getName().equals("field_76425_a")) {
				Field modfield = Field.class.getDeclaredField("modifiers");
				modfield.setAccessible(true);
				modfield.setInt(f, f.getModifiers() & ~Modifier.FINAL);

				potionTypes = (Potion[]) f.get(null);
				final Potion[] newPotionTypes = new Potion[256];
				System.arraycopy(potionTypes, 0, newPotionTypes, 0,
						potionTypes.length);
				f.set(null, newPotionTypes);
			}
		} catch (Exception e) {
			System.err
					.println("Severe error. Please report this to the mod author. (Sylph3ed)");
			System.err.println(e);
		}
	}
	MinecraftForge.EVENT_BUS.register(new PoisonsPlusEventHooks());
}

 

 

Potion Event Handler

 

package mod.sylph3ed.poisonsplus;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.DamageSource;
import net.minecraftforge.event.ForgeSubscribe;
import net.minecraftforge.event.entity.living.LivingEvent.LivingUpdateEvent;

public class PoisonsPlusEventHooks {
EntityPlayer player;
@ForgeSubscribe
public void onEntityUpdate(LivingUpdateEvent event) {

	if (event.entityLiving.isPotionActive(PoisonsPlus.potionPainOfHunger)) {
		if (player.getFoodStats().getPrevFoodLevel() < player
				.getFoodStats().getFoodLevel()) {
			event.entityLiving.attackEntityFrom(DamageSource.magic, (player
					.getFoodStats().getFoodLevel() - player.getFoodStats()
					.getPrevFoodLevel()));
		}
		if (event.entityLiving.getActivePotionEffect(
				PoisonsPlus.potionPainOfHunger).getDuration() == 0) {
			event.entityLiving
					.removePotionEffect(PoisonsPlus.potionPainOfHunger.id);
			return;
		}
	}
}
}

 

 

Potion Builder?

 

package mod.sylph3ed.poisonsplus;

import net.minecraft.potion.Potion;


public class PotionPoisonsPlus extends Potion {

public PotionPoisonsPlus(int par1, boolean par2, int par3) {
	super(par1, par2, par3);
	// TODO Auto-generated constructor stub
}


// Set the icon
public Potion setIconIndex(int par1, int par2) {
	super.setIconIndex(par1, par2);
	return this;
}
}

 

Link to comment
Share on other sites

package mod.sylph3ed.poisonsplus;

import net.minecraft.potion.Potion;


public class PotionPoisonsPlus extends Potion {

public PotionPoisonsPlus(int par1, boolean par2, int par3) {
	super(par1, par2, par3);
	// TODO Auto-generated constructor stub
}


// Set the icon
public Potion setIconIndex(int par1, int par2) {
	super.setIconIndex(par1, par2);
	return this;
}
}

 

all you need is this code...

then you should add this into your main file

 

public static Potion potionofmymod = new PotionPoisonPlus(an id over 25).setUnlocalizedName("potionofmymod");

 

To add your potion to an entity

 

player.addPotionEffect(new PotionEffect(mainmodfile.potionofmymod.potionID,200,0))

Link to comment
Share on other sites

package mod.sylph3ed.poisonsplus;

import net.minecraft.potion.Potion;


public class PotionPoisonsPlus extends Potion {

public PotionPoisonsPlus(int par1, boolean par2, int par3) {
	super(par1, par2, par3);
	// TODO Auto-generated constructor stub
}


// Set the icon
public Potion setIconIndex(int par1, int par2) {
	super.setIconIndex(par1, par2);
	return this;
}
}

 

all you need is this code...

then you should add this into your main file

 

public static Potion potionofmymod = new PotionPoisonPlus(an id over 25).setUnlocalizedName("potionofmymod");

 

To add your potion to an entity

 

player.addPotionEffect(new PotionEffect(mainmodfile.potionofmymod.potionID,200,0))

 

How would you give it a custom icon?

Link to comment
Share on other sites

package mod.sylph3ed.poisonsplus;

import net.minecraft.potion.Potion;


public class PotionPoisonsPlus extends Potion {

public PotionPoisonsPlus(int par1, boolean par2, int par3) {
	super(par1, par2, par3);
	// TODO Auto-generated constructor stub
}


// Set the icon
public Potion setIconIndex(int par1, int par2) {
	super.setIconIndex(par1, par2);
	return this;
}
}

 

all you need is this code...

then you should add this into your main file

 

public static Potion potionofmymod = new PotionPoisonPlus(an id over 25).setUnlocalizedName("potionofmymod");

 

To add your potion to an entity

 

player.addPotionEffect(new PotionEffect(mainmodfile.potionofmymod.potionID,200,0))

 

How would you give it a custom icon?

Looks like you can't; it's hardcoded. To the Suggestions board! (With you, I mean. I'm staying here.)

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Link to comment
Share on other sites

Alright, but how would I go about putting in my own custom effect for that potion?  I can make all the potions I want, but can't really be a poison without an effect! (Sorry for a lack of posting, but had to do this from a phone, so can't add my own code example...)

Link to comment
Share on other sites

Alright, but how would I go about putting in my own custom effect for that potion?  I can make all the potions I want, but can't really be a poison without an effect! (Sorry for a lack of posting, but had to do this from a phone, so can't add my own code example...)

Just override performEffect().

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Link to comment
Share on other sites

Something else came up and I'm not sure if the potion needs its own item.  What I'm trying to do with them is have craftable recipies that apply them to weapons and food.  I'll see what I can come up with, but suggestions are welcome!

Link to comment
Share on other sites

Im using this code to add my custom icons...

inventory.png is an edited version of original inventory...

 

 

	@Override
public int getStatusIconIndex() {
Minecraft.getMinecraft().renderEngine.bindTexture("mytextures/gui/inventory.png");
return super.getStatusIconIndex();
}

 

And to select from these icons you use

 

.setIconIndex(2, 0);
.setIconIndex(1, 3);
etc...

Link to comment
Share on other sites

Im using this code to add my custom icons...

inventory.png is an edited version of original inventory...

 

 

	@Override
public int getStatusIconIndex() {
Minecraft.getMinecraft().renderEngine.bindTexture("mytextures/gui/inventory.png");
return super.getStatusIconIndex();
}

 

And to select from these icons you use

 

.setIconIndex(2, 0);
.setIconIndex(1, 3);
etc...

 

Mind if I use this method? Couldn't think of a better way myself! ;D

Link to comment
Share on other sites

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • WHO CAN HELP ME GET MY BITC0IN BACK WITH MIGHTY HACKER REC0VERY AND HIRE THE BEST HACKER FOR ALL HACKER SERVICES AT MIGHTY HACKER RECOVERY I can't believe the turn of events that led me to reclaiming my lost Bitc0in! A few months ago, I fell victim to a phishing scam and lost a significant amount of money. I was devastated and hopeless, believing I'd never see my money again. After some research, I came across Mighty Hacker Rec0very. Skeptical but desperate, I decided to contact them. I began chatting with one of their hackers and was immediately impressed by their expertise and professionalism. They patiently walked me through the recovery process, reassuring me along the way. They worked diligently on my case for several weeks, using their expertise to locate my lost funds. It was intense, but I felt optimistic for the first time since the scam. The communication was clear, and I received regular updates, which reduced my anxiety. Finally, I received the news that my Bitc0in had been successfully recovered! I couldn't believe it—I was ecstatic! I'm extremely grateful to the hacker who assisted me. Mighty Hacker Rec0very transformed a nightmare into a triumph, and I'm grateful beyond words. If anyone is in a similar situation, I highly recommend contacting them! WH@TS@PP: +1 8  45 6 99 50  44 EM@IL: support @ mightyhackerrecovery . com FB: mighty hacker recovery
    • A friend found this code, but I don't know where. It seems to be very outdated, maybe from 1.12? and so uses TextureManager$loadTexture and TextureManager$deleteTexture which both don't seem to exist anymore. It also uses Minecraft.getMinecraft().mcDataDir.getCanonicalPath() which I replaced with the resource location of my texture .getPath()? Not sure if thats entirely correct. String textureName = "entitytest.png"; File textureFile = null; try { textureFile = new File(Minecraft.getMinecraft().mcDataDir.getCanonicalPath(), textureName); } catch (Exception ex) { } if (textureFile != null && textureFile.exists()) { ResourceLocation MODEL_TEXTURE = Resources.OTHER_TESTMODEL_CUSTOM; TextureManager texturemanager = Minecraft.getMinecraft().getTextureManager(); texturemanager.deleteTexture(MODEL_TEXTURE); Object object = new ThreadDownloadImageData(textureFile, null, MODEL_TEXTURE, new ImageBufferDownload()); texturemanager.loadTexture(MODEL_TEXTURE, (ITextureObject)object); return true; } else { return false; }   Then I've been trying to go through the source code of the reload resource packs from minecraft, to see if I can "cache" some data and simply reload some textures and swap them out, but I can't seem to figure out where exactly its "loading" the texture files and such. Minecraft$reloadResourcePacks(bool) seems to be mainly controlling the loading screen, and using this.resourcePackRepository.reload(); which is PackRepository$reload(), but that function seems to be using this absolute confusion of a line List<String> list = this.selected.stream().map(Pack::getId).collect(ImmutableList.toImmutableList()); and then this.discoverAvailable() and this.rebuildSelected. The rebuild selected seemed promising, but it seems to just be going through each pack and doing this to them? pack.getDefaultPosition().insert(list, pack, Functions.identity(), false); e.g. putting them into a list of packs and returning that into this.selected? Where do the textures actually get baked/loaded/whatever? Any info on how Minecraft reloads resource packs or how the texture manager works would be appreciated!
    • This might be a long shot , but do you remember how you fixed that?
    • Yeah, I'll start with the ones I added last night.  Wasn't crashing until today and wasn't crashing at all yesterday (+past few days since removing Cupboard), so deductive reasoning says it's likeliest to be one of the new ones.  A few horse armor mods and a corn-based add-on to Farmer's Delight, the latter which I hope to keep - I could do without the horse armor mods if necessary.  Let me try a few things and we'll see. 
  • Topics

×
×
  • Create New...

Important Information

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