• 1

    posted a message on [1.2.5] Extended Tools Mod
    This mod is good when you want to make a big castle look better ^^
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Extended Tools Mod
    Nice mod i will check it out ^^
    Posted in: Minecraft Mods
  • 0

    posted a message on Help-WorldGeneration
    How do i make a WorldGeneration, like it spawns close to you when you make a new world? Do you have a video or something that can help me i am so confused i found a video but it is minecraft 1.1 and it is not working can some one help
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    Here:
    http://www.mediafire.com/imageview.php?quickkey=bsqa2fg6y961dyr&thumb=5

    I used the purple one is that good?and it starts with 0 and ends with 255 rightand about the 256x256 you have to put it in your self or does it do it by it selfand if it does do it by its self, how? and sorry for all these messages i can think straight today lol
    Posted in: Modification Development
  • 0

    posted a message on How do i make my Bow look like it is shooting
    People help me on this but it is still not working:

    mod_MyBow


    package net.minecraft.src;
    import java.util.Random;

    public class mod_MyBow extends BaseMod
    {

    public static final Item DiamondBow = new ItemBow(4000).setItemName("DiamondBow");

    public void load()
    {

    DiamondBow.iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow.png");
    ModLoader.addName(DiamondBow, "Bows");
    ModLoader.addRecipe(new ItemStack(DiamondBow, 1), new Object[]
    {
    " ", " X*", " ",
    '*', Item.bow, 'X', Item.diamond
    });

    }
    public String getVersion()
    {
    return "3.14159265";
    }
    }








    ItemMyBow


    package net.minecraft.src;
    import java.util.Random;

    import net.minecraft.src.forge.ForgeHooks;

    public class ItemMyBow extends Item
    {
    public ItemMyBow(int i)
    {
    super(i);
    maxStackSize = 1;
    setMaxDamage(500);

    }


    public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4)
    {
    if (ForgeHooks.onArrowLoose(par1ItemStack, par2World, par3EntityPlayer, getMaxItemUseDuration(par1ItemStack) - par4))
    {
    return;
    }

    boolean var5 = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0;

    if (var5 || par3EntityPlayer.inventory.hasItem(Item.arrow.shiftedIndex))
    {
    int var6 = this.getMaxItemUseDuration(par1ItemStack) - par4;
    float var7 = (float)var6 / 20.0F;
    var7 = (var7 * var7 + var7 * 2.0F) / 3.0F;

    if ((double)var7 < 0.1D)
    {
    return;
    }

    if (var7 > 1.0F)
    {
    var7 = 1.0F;
    }

    EntityArrow var8 = new EntityArrow(par2World, par3EntityPlayer, var7 * 2.0F);

    if (var7 == 1.0F)
    {
    var8.arrowCritical = true;
    }

    int var9 = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);

    if (var9 > 0)
    {
    var8.setDamage(var8.getDamage() + (double)var9 * 0.5D + 0.5D);
    }

    int var10 = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);

    if (var10 > 0)
    {
    var8.setKnockbackStrength(var10);
    }

    if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
    {
    var8.setFire(100);
    }

    par1ItemStack.damageItem(1, par3EntityPlayer);
    par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + var7 * 0.5F);

    if (!var5)
    {
    par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.shiftedIndex);
    }
    else
    {
    var8.doesArrowBelongToPlayer = false;
    }

    if (!par2World.isRemote)
    {
    par2World.spawnEntityInWorld(var8);
    }
    }
    }

    public ItemStack onFoodEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
    {
    return par1ItemStack;
    }


    public int getMaxItemUseDuration(ItemStack par1ItemStack)
    {
    return 72000;
    }


    public EnumAction getItemUseAction(ItemStack par1ItemStack)
    {
    return EnumAction.bow;
    }


    public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
    {
    ItemStack stack = ForgeHooks.onArrowNock(par1ItemStack, par2World, par3EntityPlayer);
    if (stack != null)
    {
    return stack;
    }

    if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(Item.arrow.shiftedIndex))
    {
    par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack));
    }

    return par1ItemStack;
    }
    public void onUpdate(ItemStack itemstack,World world,Entity entity,int i,boolean flag)
    {
    EntityPlayer entityplayer = (EntityPlayer)entity;
    ItemStack itemstack1 = entityplayer.inventory.getCurrentItem();
    if(entityplayer.isUsingItem() && itemstack1.itemID == mod_MyBow.DiamondBow.shiftedIndex)
    {
    int k = itemstack.getMaxItemUseDuration() - entityplayer.getItemInUseCount();
    if (k >= 18)
    {
    iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow3.png");
    }
    else if(k > 13)
    {
    iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow2.png");
    }
    else if(k > 0)
    {
    iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow1.png");
    }
    }
    else
    {
    iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow.png");
    }
    }


    public String getVersion()
    {
    return "3.14159265";
    }
    }


    Can any one help?and if you know any thing about arrows please tell me, i dont know how to code it in the bow so it can shoot it, and i dont know how to code a arrow, i tryed but it didnt work ^^, so if you can help on that, that will be great
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    Okay you said high,med,low so that means it is 112,113,114,115

    112 your Item, 113 When you about to attack, 114 2nd stage, 115 ATTACK, is that right

    But it is not working what do i do?Please help me
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    Wait do you mean this:

    The one with 115: is the last one right

    So it is like this: 112, then goes to 113,114,then 115 right or 115,114,113, then 112, If you are says what are those they are the animation textures, like 112 is what you have when you are now about to shoot, then when you are about to it goes to 113, then 114 then 115. so Which is it
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    Okay sorry for all that, i was trying to say how do you know where you put it down, I am going to use the purple one that has the square, can i use that one?
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    How do you know where it goes the items, because you dont see the square i dont know what the hell to do
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    okay i dont know what to do when i put that in my photoshop it is big, and in my photoshop it has items.png and when i click on it, the Width is 2.685 and the height is 2.685, it looks good when i put the photo in i dont know what i am doing are you there, when i click on the website that you send me it says how to make blocks,item and stuff like that
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    okay i download this thing form that website called terrain Reference it shows you the numbers so i can put it down and i will know ^^
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    How do i give them a ID?, i will try what you did with the 256x256 it look easier ^^
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    There is not working i have the 3.png


    package net.minecraft.src;
    import java.util.Random;

    import net.minecraft.src.forge.ForgeHooks;

    public class ItemMyBow extends Item
    {
    public ItemMyBow(int i)
    {
    super(i);
    maxStackSize = 1;
    setMaxDamage(500);

    }


    public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4)
    {
    if (ForgeHooks.onArrowLoose(par1ItemStack, par2World, par3EntityPlayer, getMaxItemUseDuration(par1ItemStack) - par4))
    {
    return;
    }

    boolean var5 = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0;

    if (var5 || par3EntityPlayer.inventory.hasItem(Item.arrow.shiftedIndex))
    {
    int var6 = this.getMaxItemUseDuration(par1ItemStack) - par4;
    float var7 = (float)var6 / 20.0F;
    var7 = (var7 * var7 + var7 * 2.0F) / 3.0F;

    if ((double)var7 < 0.1D)
    {
    return;
    }

    if (var7 > 1.0F)
    {
    var7 = 1.0F;
    }

    EntityArrow var8 = new EntityArrow(par2World, par3EntityPlayer, var7 * 2.0F);

    if (var7 == 1.0F)
    {
    var8.arrowCritical = true;
    }

    int var9 = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);

    if (var9 > 0)
    {
    var8.setDamage(var8.getDamage() + (double)var9 * 0.5D + 0.5D);
    }

    int var10 = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);

    if (var10 > 0)
    {
    var8.setKnockbackStrength(var10);
    }

    if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
    {
    var8.setFire(100);
    }

    par1ItemStack.damageItem(1, par3EntityPlayer);
    par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + var7 * 0.5F);

    if (!var5)
    {
    par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.shiftedIndex);
    }
    else
    {
    var8.doesArrowBelongToPlayer = false;
    }

    if (!par2World.isRemote)
    {
    par2World.spawnEntityInWorld(var8);
    }
    }
    }

    public ItemStack onFoodEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
    {
    return par1ItemStack;
    }


    public int getMaxItemUseDuration(ItemStack par1ItemStack)
    {
    return 72000;
    }


    public EnumAction getItemUseAction(ItemStack par1ItemStack)
    {
    return EnumAction.bow;
    }


    public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
    {
    ItemStack stack = ForgeHooks.onArrowNock(par1ItemStack, par2World, par3EntityPlayer);
    if (stack != null)
    {
    return stack;
    }

    if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(Item.arrow.shiftedIndex))
    {
    par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack));
    }

    return par1ItemStack;
    }
    public void onUpdate(ItemStack itemstack,World world,Entity entity,int i,boolean flag)
    {
    EntityPlayer entityplayer = (EntityPlayer)entity;
    ItemStack itemstack1 = entityplayer.inventory.getCurrentItem();
    if(entityplayer.isUsingItem() && itemstack1.itemID == mod_MyBow.DiamondBow.shiftedIndex)
    {
    int k = itemstack.getMaxItemUseDuration() - entityplayer.getItemInUseCount();
    if (k >= 18)
    {
    iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow3.png");
    }
    else if(k > 13)
    {
    iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow2.png");
    }
    else if(k > 0)
    {
    iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow1.png");
    }
    }
    else
    {
    iconIndex = ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow.png");
    }
    }


    public String getVersion()
    {
    return "3.14159265";
    }
    }

    I made 3.png, When you look in minecraft items you know the 3 bows i copy and changed it
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    I did ModLoader.addOverride("/gui/items.png" , "/items/DiamondBow.png"); and it works now ^^, i dont know how to make the 256x256 thing it dont say

    Okay i am making it, lets see if it works and is there any way of making a attack on the bow when you attack not shoot and it is as strong as stone well the diamondBow ^^ is there a way, i try but there was errors
    Posted in: Modification Development
  • 0

    posted a message on Help on my code for Bows, it dont look like it is shooting but it is
    Okay thank you so much, i will use the items folder but later no when i have the time well like 2 hours then i will make it and it will be easyer ^^ thank you so muchWhen i make my mod i will put your name down as one of the people that helped me ^^, do you have any video that will help me with worldgen, you know the spawning of villages and towerswhy is it a error when i put down ("/gui/items.png" , "/items/DiamondBow.png"); for each of themwell the ("/gui/items.png" , "/items/DiamondBow.png"); the BOLD had a error
    Posted in: Modification Development
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