I will attempt my best to correct you without being a donkey
While you are close to what I'm attempting to have him do, you are also off. I'm attempting to have him extend the ItemSword class but override all the necessary stuff that is done by the super method he calls. This allows him to use his own enum for the process.
You am sorry to say you are wrong, but it is a mistake most people make. When you call the super method for ItemSword it sets all the same values he had originally been setting after his super. By overriding those himself he can use his own enum.
That is essentially what I was trying to say (which yes, would not require forge or edit base classes). I still say the forge route is far easier.
And yes, it is true that he does not even need an enum, but (if he did do that route) it would be much easier later on for extendibility.
Also the reason for the last compile error is because you have the order of the variables in the call to the super constructor the wrong way around
Whenever i tried to invoke the super, it did not work like that. Using the super method, at least as i was taught, only passes the values through the constructor of the superclass.
--snip--
Yes but what he is saying is to basically ignore all the stuff that is done by the super constructor. He is suggesting overriding what all the methods return making any changes the super constructer makes moot
Yes but what he is saying is to basically ignore all the stuff that is done by the super constructor. He is suggesting overriding what all the methods return making any changes the super constructer makes moot
Ahhhh, thank you for clarification, but that seems so much harder than just implementing forge lol. Apparently forge is attempting to phase out ModLoader anyway, and it might just do it, so why not be ahead of the game? Plus, Forge adds a lot more functionality to the tools present in modding, such as the ability to have infinite sprite indices, and also to add Blocks to creative simply by overriding a method in the Block.java file.
Ahhhh, thank you for clarification, but that seems so much harder than just implementing forge lol. Apparently forge is attempting to phase out ModLoader anyway, and it might just do it, so why not be ahead of the game? Plus, Forge adds a lot more functionality to the tools present in modding, such as the ability to have infinite sprite indices, and also to add Blocks to creative simply by overriding a method in the Block.java file.
Yeah I have experienced Forges new Modloader (FML) system 1st hand. Problem is the keybinding registering seem to not work with it. It's causing lots of hell for me
Yeah I have experienced Forges new Modloader (FML) system 1st hand. Problem is the keybinding registering seem to not work with it. It's causing lots of hell for me
I was having an issue with the new forge earlier when i was trying to install the ICBM mod, but I guess you can't expect something to be perfect on its first release (first release with a Mod Loader implemented I mean). Seeing all the amazing things that have come out of the developers of the Minecraft Forge API though, I have complete faith in them to deliver a product that will be very stable and versatile eventually. Good luck in getting your keybindings fixed!
I was having an issue with the new forge earlier when i was trying to install the ICBM mod, but I guess you can't expect something to be perfect on its first release (first release with a Mod Loader implemented I mean). Seeing all the amazing things that have come out of the developers of the Minecraft Forge API though, I have complete faith in them to deliver a product that will be very stable and versatile eventually. Good luck in getting your keybindings fixed!
Ohh this one I am a little pissed about. Because of how it is set up it will automattically overrite the original modloader. Now I (and assuming others) will be getting bombarded with messages saying that thier mods don't work. Seems to me that should have been something that was picked up in early testing.
Anyway, back on topic. To the OP, seriously look into using Forge, its a great API that is basically becoming standard
I will make the comment thought that Forge can't do everything. From what I've seen there are still things which ModLoader can do which Forge currently cannot.
Me, I'm content to use whatever has the easiest use for people using it while getting the job done. I'm against having users need to download more than one additional mod just to use one mod.
Here's the only list I could quickly find of what Forge can do. If any of things appeal to you then I'd suggest using Forge. If not, then no. http://minecraftforge.net/wiki/Minecraft_Forge
I will make the comment thought that Forge can't do everything. From what I've seen there are still things which ModLoader can do which Forge currently cannot.
Me, I'm content to use whatever has the easiest use for people using it while getting the job done. I'm against having users need to download more than one additional mod just to use one mod.
But thats the thing, the newer version of Forge have Modloader built in now. It may be buggy (and those bugs are making people complain a lot on my threads) but it's only been out for like 48 hours. Give it a bit of time and it will be standard
Are you telling me that Risugami's ModLoader and Forge are merging? If that is so then I will probably switch to that eventually, as the main reason I'm using ModLoader is simply for the Reflection it allows (I've attempted it by myself originally but that turned out poorly)
Other than that and some other features that ModLoader gives I'd prefer to use neither, but I hate editing base classes.
Keep everything that you had there originally, just change the super to what I gave. I'm wondering if I gave the wrong thing for part of it. Try EMERALD instead of GOLD
My errors don't propose a problem with the GOLD part. Is there somewhere I am supposed to put it? I simply put it in the first line in the brackets. My errors now are:
== ERRORS FOUND ==
src\minecraft\net\minecraft\src\ItemMagicSword.java:6: illegal start of type
super(EnumToolMaterial.GOLD, par1);
^
src\minecraft\net\minecraft\src\ItemMagicSword.java:6: <identifier> expected
super(EnumToolMaterial.GOLD, par1);
^
src\minecraft\net\minecraft\src\ItemMagicSword.java:6: <identifier> expected
super(EnumToolMaterial.GOLD, par1);
^
I studied programming some, but I have no idea if anything I am saying makes sense to anyone but myself, lol. Sorry if i make no sense and have no idea what i'm talking about, but what i stated always worked for me
If I were to use Forge which I have no problem in doing, is there a beginner tutorial I could follow? Would I have to rebuild my three files from ground up?
If I were to use Forge which I have no problem in doing, is there a beginner tutorial I could follow? Would I have to rebuild my three files from ground up?
Methusaleh96 has a bunch of tutorials for uses in forge, including how to use Forge's EnumHelper.java to make Tool and Armor Materials.
My errors don't propose a problem with the GOLD part. Is there somewhere I am supposed to put it? I simply put it in the first line in the brackets. My errors now are:
== ERRORS FOUND ==
src\minecraft\net\minecraft\src\ItemMagicSword.java:6: illegal start of type
super(EnumToolMaterial.GOLD, par1);
^
src\minecraft\net\minecraft\src\ItemMagicSword.java:6: <identifier> expected
super(EnumToolMaterial.GOLD, par1);
^
src\minecraft\net\minecraft\src\ItemMagicSword.java:6: <identifier> expected
super(EnumToolMaterial.GOLD, par1);
^
Switch EnumToolMaterial.GOLD and par1 in the super();
(Not trying to insult your intelligence, i just feel i'm horrible at explaining things, so just change
I'm trying this now as it seems like the cleanest, most easily understandable solution. I had to re-make the from ground-up again, but the mod isn't exactly the most complicated thing, so it won't be hard
Quite simple to solve. For one, in your super you have not specified the enum. You must have EnumToolMaterial.SOMETHING (<--No I'm not yelling, lol)
As for the one related to your mod_*** file, you're calling a constructor method in your sword which doesn't exist. Your sword currently accepts one integer. You need to add a parameter for the enum your giving it.
That is essentially what I was trying to say (which yes, would not require forge or edit base classes). I still say the forge route is far easier.
And yes, it is true that he does not even need an enum, but (if he did do that route) it would be much easier later on for extendibility.
Also the reason for the last compile error is because you have the order of the variables in the call to the super constructor the wrong way around
Yes but what he is saying is to basically ignore all the stuff that is done by the super constructor. He is suggesting overriding what all the methods return making any changes the super constructer makes moot
Ahhhh, thank you for clarification, but that seems so much harder than just implementing forge lol. Apparently forge is attempting to phase out ModLoader anyway, and it might just do it, so why not be ahead of the game? Plus, Forge adds a lot more functionality to the tools present in modding, such as the ability to have infinite sprite indices, and also to add Blocks to creative simply by overriding a method in the Block.java file.
Yeah I have experienced Forges new Modloader (FML) system 1st hand. Problem is the keybinding registering seem to not work with it. It's causing lots of hell for me
I was having an issue with the new forge earlier when i was trying to install the ICBM mod, but I guess you can't expect something to be perfect on its first release (first release with a Mod Loader implemented I mean). Seeing all the amazing things that have come out of the developers of the Minecraft Forge API though, I have complete faith in them to deliver a product that will be very stable and versatile eventually. Good luck in getting your keybindings fixed!
Ohh this one I am a little pissed about. Because of how it is set up it will automattically overrite the original modloader. Now I (and assuming others) will be getting bombarded with messages saying that thier mods don't work. Seems to me that should have been something that was picked up in early testing.
Anyway, back on topic. To the OP, seriously look into using Forge, its a great API that is basically becoming standard
Me, I'm content to use whatever has the easiest use for people using it while getting the job done. I'm against having users need to download more than one additional mod just to use one mod.
Here's the only list I could quickly find of what Forge can do. If any of things appeal to you then I'd suggest using Forge. If not, then no.
http://minecraftforge.net/wiki/Minecraft_Forge
But thats the thing, the newer version of Forge have Modloader built in now. It may be buggy (and those bugs are making people complain a lot on my threads) but it's only been out for like 48 hours. Give it a bit of time and it will be standard
Other than that and some other features that ModLoader gives I'd prefer to use neither, but I hate editing base classes.
My errors don't propose a problem with the GOLD part. Is there somewhere I am supposed to put it? I simply put it in the first line in the brackets. My errors now are:
If I were to use Forge which I have no problem in doing, is there a beginner tutorial I could follow? Would I have to rebuild my three files from ground up?
Methusaleh96 has a bunch of tutorials for uses in forge, including how to use Forge's EnumHelper.java to make Tool and Armor Materials.
Methusaleh96's Forge Tutorials
Switch EnumToolMaterial.GOLD and par1 in the super();
(Not trying to insult your intelligence, i just feel i'm horrible at explaining things, so just change to
I'm trying this now as it seems like the cleanest, most easily understandable solution. I had to re-make the from ground-up again, but the mod isn't exactly the most complicated thing, so it won't be hard
Check the first post for my latest issue please!
Only two errors to conquer!
..please..
As for the one related to your mod_*** file, you're calling a constructor method in your sword which doesn't exist. Your sword currently accepts one integer. You need to add a parameter for the enum your giving it.