Somonestolemyusername Posted January 12, 2021 Share Posted January 12, 2021 hi. I am trying to make a custom gun/bow I got the properties ready but idk how to connect it to the object in the registry handler. can someone help? Quote Link to comment Share on other sites More sharing options...
Thorius Posted January 13, 2021 Share Posted January 13, 2021 You can register it like this: public static final RegistryObject<Item> BOWTEST = ITEMS.register("bowtest", () -> new BowItem(new Item.Properties().maxDamage(500).group(AnItemGroup))); Instead of the vanilla BowItem you can also use your own class. But seeing your other posts, you already did this with other items, so i don't understand your problem. Quote Link to comment Share on other sites More sharing options...
Somonestolemyusername Posted January 13, 2021 Author Share Posted January 13, 2021 (edited) I did that but I'm saying I made a separate mod class for it and I want to take the properties from there and put it into the bow while registering. Edited January 13, 2021 by Somonestolemyusername Quote Link to comment Share on other sites More sharing options...
Somonestolemyusername Posted January 13, 2021 Author Share Posted January 13, 2021 (edited) I want to add my custom bow class because it makes it so that the ammo is bullets, and the speed of the throwing is velocity 100 and that it shoots constantly and not like a real bow but like a ak47 I was able to do this with mcreator but i cant seem to do it with java. Edited January 13, 2021 by Somonestolemyusername typo Quote Link to comment Share on other sites More sharing options...
Somonestolemyusername Posted January 13, 2021 Author Share Posted January 13, 2021 here is the code for the gun i made and registered public static final RegistryObject<Item> AK47 = ITEMS.register("ak47", () -> new Ak47(new Item.Properties().group(ModItemGroup.instance).maxDamage(10000))); Ak47 class: package com.vicken.mod3.items; import com.vicken.mod3.entities.projectiles.Ak47ArrowEntity; import com.vicken.mod3.util.RegistryHandler; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.enchantment.Enchantments; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.projectile.AbstractArrowEntity; import net.minecraft.entity.projectile.ArrowEntity; import net.minecraft.item.ItemStack; import net.minecraft.item.Items; import net.minecraft.world.World; import java.util.function.Predicate; public class Ak47 extends ModBow { public Ak47(Properties builder) { super(builder); } @Override protected AbstractArrowEntity createArrow(World worldIn, ItemStack ammoStack, PlayerEntity playerentity) { return new Ak47ArrowEntity(worldIn, playerentity); } @Override protected double getArrowDamage(ItemStack bowStack, AbstractArrowEntity arrowEntity) { int powerLevel = EnchantmentHelper.getEnchantmentLevel(Enchantments.POWER, bowStack); return (double)powerLevel * 100.5D + 100.5D; } @Override public Predicate<ItemStack> getInventoryAmmoPredicate() { return (ammoStack) -> { return ammoStack.getItem() == RegistryHandler.BULLET.get(); }; } } modBow class: package com.vicken.mod3.items; import com.vicken.mod3.util.RegistryHandler; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.enchantment.Enchantments; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.projectile.AbstractArrowEntity; import net.minecraft.item.ArrowItem; import net.minecraft.item.BowItem; import net.minecraft.item.ItemStack; import net.minecraft.item.Items; import net.minecraft.stats.Stats; import net.minecraft.tags.ItemTags; import net.minecraft.util.SoundCategory; import net.minecraft.util.SoundEvents; import net.minecraft.world.World; import java.util.function.Predicate; public class ModBow extends BowItem { public ModBow(Properties builder) { super(builder); } public void onPlayerStoppedUsing(ItemStack bowStack, World worldIn, LivingEntity entityLiving, int timeLeft) { if (entityLiving instanceof PlayerEntity) { PlayerEntity playerentity = (PlayerEntity)entityLiving; boolean hasInfinity = playerentity.abilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantments.INFINITY, bowStack) > 0; ItemStack ammoStack = playerentity.findAmmo(bowStack); int timeDrawn = this.getUseDuration(bowStack) - timeLeft; timeDrawn = net.minecraftforge.event.ForgeEventFactory.onArrowLoose(bowStack, worldIn, playerentity, timeDrawn, !ammoStack.isEmpty() || hasInfinity); if (timeDrawn < 0) return; if (!ammoStack.isEmpty() || hasInfinity) { boolean isTippedArrow = ammoStack.getItem() == RegistryHandler.BULLET.get() || ammoStack.getItem() == RegistryHandler.BULLET.get(); if (ammoStack.isEmpty()) { ammoStack = new ItemStack(RegistryHandler.BULLET.get()); } float velocity = getArrowVelocity(timeDrawn); if (!((double)velocity < 100.1D)) { if (!worldIn.isRemote) { AbstractArrowEntity arrowEntity = createArrow(worldIn, ammoStack, playerentity); arrowEntity.shoot(playerentity, playerentity.rotationPitch, playerentity.rotationYaw, 0.0F, velocity * 100.0F, 1.0F); if (velocity == 1.0F) arrowEntity.setIsCritical(true); double damage = getArrowDamage(bowStack, arrowEntity); arrowEntity.setDamage(damage); int knockback = getArrowKnockback(bowStack, arrowEntity); arrowEntity.setKnockbackStrength(knockback); // apply flame enchant if (EnchantmentHelper.getEnchantmentLevel(Enchantments.FLAME, bowStack) > 0) { arrowEntity.setFire(100); } // reduce bow durability bowStack.damageItem(1, playerentity, (p_220009_1_) -> { p_220009_1_.sendBreakAnimation(playerentity.getActiveHand()); }); // set if arrow can be picked up from ground if (hasInfinity && !isTippedArrow) { arrowEntity.pickupStatus = AbstractArrowEntity.PickupStatus.DISALLOWED; } // actually make the arrow entity exist in the world worldIn.addEntity(arrowEntity); } // sound worldIn.playSound((PlayerEntity)null, playerentity.getPosX(), playerentity.getPosY(), playerentity.getPosZ(), SoundEvents.ENTITY_ARROW_SHOOT, SoundCategory.PLAYERS, 1.0F, 1.0F / (random.nextFloat() * 0.4F + 1.2F) + velocity * 100.5F); // use an arrow boolean shouldConsumeArrow = !hasInfinity || isTippedArrow; if (shouldConsumeArrow) { ammoStack.shrink(1); if (ammoStack.isEmpty()) { playerentity.inventory.deleteStack(ammoStack); } } playerentity.addStat(Stats.ITEM_USED.get(this)); } } } } // override to use a custom arrow entity protected AbstractArrowEntity createArrow(World worldIn, ItemStack ammoStack, PlayerEntity playerentity) { ArrowItem arrowitem = (ArrowItem)(ammoStack.getItem() instanceof ArrowItem ? ammoStack.getItem() : RegistryHandler.BULLET.get()); return arrowitem.createArrow(worldIn, ammoStack, playerentity); } protected double getArrowDamage(ItemStack bowStack, AbstractArrowEntity arrowEntity) { int powerLevel = EnchantmentHelper.getEnchantmentLevel(Enchantments.POWER, bowStack); if (powerLevel > 0) return arrowEntity.getDamage() + (double)powerLevel * 100.5D + 0.5D; else return arrowEntity.getDamage(); } protected int getArrowKnockback(ItemStack bowStack, AbstractArrowEntity arrowEntity) { return EnchantmentHelper.getEnchantmentLevel(Enchantments.PUNCH, bowStack); } // Override to change what it uses as ammo public Predicate<ItemStack> getInventoryAmmoPredicate() { return (ammoStack) -> { return ammoStack.getItem().isIn(ItemTags.ARROWS); }; } public static float getArrowVelocity(int charge) { float f = (float)charge / 100.0F; f = (f * f + f * 100.0F) / 100.0F; if (f > 100.0F) { f = 100.0F; } return f; } } but for some reason the bullet is not shooting and also idk how to make it shoot constantly so i don't have to wait for it to load like a real bow and so it can shoot like a real ak47 does Quote Link to comment Share on other sites More sharing options...
Thorius Posted January 13, 2021 Share Posted January 13, 2021 I think you should look at the vanilla SnowballItem and change it so that it uses ammo instead of itself. In summary, you should use onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) Quote Link to comment Share on other sites More sharing options...
Thorius Posted January 13, 2021 Share Posted January 13, 2021 For higher fire rate you can also use the onUsingTick(ItemStack stack, LivingEntity player, int count). Quote Link to comment Share on other sites More sharing options...
Thorius Posted January 13, 2021 Share Posted January 13, 2021 Also, giving the arrow a way too high velocity might cause problems because of engine limitations, so alternatively you could create new bullet entity and change its damage there. Quote Link to comment Share on other sites More sharing options...
Somonestolemyusername Posted January 14, 2021 Author Share Posted January 14, 2021 I tried using the onUsingTick but it made my game crashed even when i reduced the tick to 1 Quote Link to comment Share on other sites More sharing options...
Thorius Posted January 14, 2021 Share Posted January 14, 2021 Show me your class using onUsingTick. Quote Link to comment Share on other sites More sharing options...
Thorius Posted January 14, 2021 Share Posted January 14, 2021 (edited) It could look like this: package com.thoriuslight.professionsmod.item; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.projectile.SnowballEntity; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.item.Items; import net.minecraft.util.ActionResult; import net.minecraft.util.Hand; import net.minecraft.util.SoundCategory; import net.minecraft.util.SoundEvents; import net.minecraft.world.World; public class BOWTEST extends Item{ public BOWTEST(Properties builder) { super(builder); } @Override public ActionResult<ItemStack> onItemRightClick(World worldIn, PlayerEntity playerIn, Hand handIn) { playerIn.setActiveHand(handIn); return ActionResult.resultPass(playerIn.getHeldItem(handIn)); } @Override public int getUseDuration(ItemStack stack) { return 20; } @Override public void onUsingTick(ItemStack stack, LivingEntity player, int count) { if (!(player instanceof PlayerEntity)) { return; } World worldIn = player.world; worldIn.playSound((PlayerEntity)null, player.getPosX(), player.getPosY(), player.getPosZ(), SoundEvents.ENTITY_SNOWBALL_THROW, SoundCategory.NEUTRAL, 0.5F, 0.4F / (random.nextFloat() * 0.4F + 0.8F)); if (!worldIn.isRemote) { SnowballEntity snowballentity = new SnowballEntity(worldIn, player); snowballentity.setItem(new ItemStack(Items.DIAMOND)); snowballentity.shoot(player, player.rotationPitch, player.rotationYaw, 0.0F, 1.F, 1.0F); worldIn.addEntity(snowballentity); } } } After getUseDuration ticks there will be a small pause but it's not that noticeable. You have to set the active hand to be the item. Edited January 14, 2021 by Thorius Quote Link to comment Share on other sites More sharing options...
Somonestolemyusername Posted January 15, 2021 Author Share Posted January 15, 2021 oh I thought i just needed onUsingTick. also I looked over your code and I don't want my Gun/Bow shooting bullets like a snowball I want it to actually shoot like a real ak47 as i said before Quote Link to comment Share on other sites More sharing options...
Thorius Posted January 15, 2021 Share Posted January 15, 2021 The snowball entity class is actually very good as a template for bullets. You just have to add damage and change its skin. I don't think you have any advantages if you use the arrow class. Quote Link to comment Share on other sites More sharing options...
Somonestolemyusername Posted January 16, 2021 Author Share Posted January 16, 2021 (edited) but if I use the snowball class it will be like im shooting snowballs not bullets. you know mr crayfishes gun mod? i want my gun to be somewhat like that also i figured out how to connect my registered object to the class Edited January 16, 2021 by Somonestolemyusername Quote Link to comment Share on other sites More sharing options...
Thorius Posted January 16, 2021 Share Posted January 16, 2021 You have to create a new bullet entity class but you can use the snowball as a template. In kinematics there's not much difference between a snowball and a bullet. If it looks and hurts like a bullet then it's a bullet. But you have to register it as a new entity. Quote Link to comment Share on other sites More sharing options...
Somonestolemyusername Posted January 16, 2021 Author Share Posted January 16, 2021 (edited) ok can u help write the code? i started learning to mod a few weeks ago all i know is items armors block recipes and other stuff. also I already have a projectile class named Ak47ArrowEntity Edited January 16, 2021 by Somonestolemyusername Quote Link to comment Share on other sites More sharing options...
Somonestolemyusername Posted January 16, 2021 Author Share Posted January 16, 2021 all i has in it is package com.vicken.mod3.entities.projectiles; import com.vicken.mod3.util.RegistryHandler; import net.minecraft.block.BlockState; import net.minecraft.block.Blocks; import net.minecraft.block.WallTorchBlock; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.item.ItemEntity; import net.minecraft.entity.projectile.ArrowEntity; import net.minecraft.item.ItemStack; import net.minecraft.item.Items; import net.minecraft.potion.EffectInstance; import net.minecraft.potion.Effects; import net.minecraft.util.Direction; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.BlockRayTraceResult; import net.minecraft.util.math.RayTraceResult; import net.minecraft.world.World; public class Ak47ArrowEntity extends ArrowEntity { public Ak47ArrowEntity(World worldIn, LivingEntity shooter) { super(worldIn, shooter); RegistryHandler.BULLET.get(); } @Override protected void arrowHit(LivingEntity living) { super.arrowHit(living); living.setFire(15); } } Quote Link to comment Share on other sites More sharing options...
Thorius Posted January 16, 2021 Share Posted January 16, 2021 To spawn arrows, something like this would work: @Override public void onUsingTick(ItemStack stack, LivingEntity player, int count) { if (!(player instanceof PlayerEntity)) { return; } PlayerEntity playerEntity = (PlayerEntity)player; World worldIn = player.world; if (!worldIn.isRemote) { AbstractArrowEntity abstractarrowentity = new ArrowEntity(worldIn, playerEntity); abstractarrowentity.shoot(playerEntity, playerEntity.rotationPitch, playerEntity.rotationYaw, 0.0F, 10.0F, 1.0F); abstractarrowentity.setIsCritical(true); abstractarrowentity.setDamage(10.D); abstractarrowentity.setKnockbackStrength(1); abstractarrowentity.setFire(100); stack.damageItem(1, playerEntity, (p_220009_1_) -> { p_220009_1_.sendBreakAnimation(playerEntity.getActiveHand()); }); abstractarrowentity.pickupStatus = AbstractArrowEntity.PickupStatus.CREATIVE_ONLY; worldIn.addEntity(abstractarrowentity); } You dont even need your own arrow class for this. But creating a custom bullet would also have its benefits and would look better with less unused functionality. Quote Link to comment Share on other sites More sharing options...
Somonestolemyusername Posted January 17, 2021 Author Share Posted January 17, 2021 (edited) I have something like that here is the similar code I wrote package com.vicken.mod3.items; import com.vicken.mod3.util.RegistryHandler; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.enchantment.Enchantments; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.projectile.AbstractArrowEntity; import net.minecraft.item.ArrowItem; import net.minecraft.item.BowItem; import net.minecraft.item.ItemStack; import net.minecraft.item.Items; import net.minecraft.stats.Stats; import net.minecraft.tags.ItemTags; import net.minecraft.util.SoundCategory; import net.minecraft.util.SoundEvents; import net.minecraft.world.World; import java.util.function.Predicate; public class ModBow extends BowItem { public ModBow(Properties builder) { super(builder); } public void onPlayerStoppedUsing(ItemStack bowStack, World worldIn, LivingEntity entityLiving, int timeLeft) { if (entityLiving instanceof PlayerEntity) { PlayerEntity playerentity = (PlayerEntity)entityLiving; boolean hasInfinity = playerentity.abilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantments.INFINITY, bowStack) > 0; ItemStack ammoStack = playerentity.findAmmo(bowStack); int timeDrawn = this.getUseDuration(bowStack) - timeLeft; timeDrawn = net.minecraftforge.event.ForgeEventFactory.onArrowLoose(bowStack, worldIn, playerentity, timeDrawn, !ammoStack.isEmpty() || hasInfinity); if (timeDrawn < 0) return; if (!ammoStack.isEmpty() || hasInfinity) { boolean isTippedArrow = ammoStack.getItem() == RegistryHandler.BULLET.get() || ammoStack.getItem() == RegistryHandler.BULLET.get(); if (ammoStack.isEmpty()) { ammoStack = new ItemStack(RegistryHandler.BULLET.get()); } float velocity = getArrowVelocity(timeDrawn); if (!((double)velocity < 100.1D)) { if (!worldIn.isRemote) { AbstractArrowEntity arrowEntity = createArrow(worldIn, ammoStack, playerentity); arrowEntity.shoot(playerentity, playerentity.rotationPitch, playerentity.rotationYaw, 0.0F, velocity * 100.0F, 0.0F); if (velocity == 1000.0F) arrowEntity.setIsCritical(true); double damage = getArrowDamage(bowStack, arrowEntity); arrowEntity.setDamage(damage); int knockback = getArrowKnockback(bowStack, arrowEntity); arrowEntity.setKnockbackStrength(knockback); // apply flame enchant if (EnchantmentHelper.getEnchantmentLevel(Enchantments.FLAME, bowStack) > 0) { arrowEntity.setFire(100); } // reduce bow durability bowStack.damageItem(1, playerentity, (p_220009_1_) -> { p_220009_1_.sendBreakAnimation(playerentity.getActiveHand()); }); // set if arrow can be picked up from ground if (hasInfinity && !isTippedArrow) { arrowEntity.pickupStatus = AbstractArrowEntity.PickupStatus.DISALLOWED; } // actually make the arrow entity exist in the world worldIn.addEntity(arrowEntity); } // sound worldIn.playSound((PlayerEntity)null, playerentity.getPosX(), playerentity.getPosY(), playerentity.getPosZ(), SoundEvents.ENTITY_ARROW_SHOOT, SoundCategory.PLAYERS, 1.0F, 1.0F / (random.nextFloat() * 0.4F + 1.2F) + velocity * 100.5F); // use an arrow boolean shouldConsumeArrow = !hasInfinity || isTippedArrow; if (shouldConsumeArrow) { ammoStack.shrink(1); if (ammoStack.isEmpty()) { playerentity.inventory.deleteStack(ammoStack); } } playerentity.addStat(Stats.ITEM_USED.get(this)); } } } } // override to use a custom arrow entity protected AbstractArrowEntity createArrow(World worldIn, ItemStack ammoStack, PlayerEntity playerentity) { ArrowItem arrowitem = (ArrowItem)(ammoStack.getItem() instanceof ArrowItem ? ammoStack.getItem() : RegistryHandler.BULLET.get()); return arrowitem.createArrow(worldIn, ammoStack, playerentity); } protected double getArrowDamage(ItemStack bowStack, AbstractArrowEntity arrowEntity) { int powerLevel = EnchantmentHelper.getEnchantmentLevel(Enchantments.POWER, bowStack); if (powerLevel > 0) return arrowEntity.getDamage() + (double)powerLevel * 100.5D + 0.5D; else return arrowEntity.getDamage(); } protected int getArrowKnockback(ItemStack bowStack, AbstractArrowEntity arrowEntity) { return EnchantmentHelper.getEnchantmentLevel(Enchantments.PUNCH, bowStack); } // Override to change what it uses as ammo public Predicate<ItemStack> getInventoryAmmoPredicate() { return (ammoStack) -> { return ammoStack.getItem() == RegistryHandler.BULLET.get(); }; } @Override public Predicate<ItemStack> getAmmoPredicate() { return (ammoStack) -> { return ammoStack.getItem() == RegistryHandler.BULLET.get(); }; } public static float getArrowVelocity(int charge) { float f = (float)charge / 100.0F; f = (f * f + f * 100.0F) / 100.0F; if (f > 100.0F) { f = 100.0F; } return f; } } but for some reason its not shooting the bullets Edited January 17, 2021 by Somonestolemyusername Quote Link to comment Share on other sites More sharing options...
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