Hey SCMowns2 I have a problem when trying to test my mod woth 50 gems!!! I was soo excited BECAUSE IT TOOK ME 3 MONTHS TO DO IT but... it failed... help?!??
First of all I based it off of a tv show which has millions of viewers so I am not at all surprised that you had the same idea as me. But after reading your absurd comment I looked through your topics on your profile and there is not one post of you having this idea and the one mod you made (Mario mod) does not have a copyright on it. So I sadly have to dismiss your charges
@Akuren no it is not its own sepreate world type sorry :/ that would create all types of problem because some people may want to play it on super flat
Don't think so, I'm having problems with the mobs you know.
this is the code but can't use it because 1.4 came out :
package net.minecraft.src;
public class EntityWalkingDeadZombie extends EntityAnimal
{
public EntityWalkingDeadZombie(World par1World)
{
super(par1World);
this.texture = "/mob/cow.png";
this.setSize(0.9F, 1.3F);
this.getNavigator().setAvoidsWater(true);
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(1, new EntityAIPanic(this, 0.38F));
this.tasks.addTask(2, new EntityAIMate(this, 0.2F));
this.tasks.addTask(3, new EntityAITempt(this, 0.25F, Item.wheat.shiftedIndex, false));
this.tasks.addTask(4, new EntityAIFollowParent(this, 0.25F));
this.tasks.addTask(5, new EntityAIWander(this, 0.2F));
this.tasks.addTask(6, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
this.tasks.addTask(7, new EntityAILookIdle(this));
}
/**
* Returns true if the newer Entity AI code should be run
*/
public boolean isAIEnabled()
{
return true;
}
public int getMaxHealth()
{
return 10;
}
/**
* Returns the sound this mob makes while it's alive.
*/
protected String getLivingSound()
{
return "mob.walkingdeadzombie";
}
/**
* Returns the sound this mob makes when it is hurt.
*/
protected String getHurtSound()
{
return "mob.cowhurt";
}
/**
* Returns the sound this mob makes on death.
*/
protected String getDeathSound()
{
return "mob.zombiehurt";
}
/**
* Returns the volume for the sounds this mob makes.
*/
protected float getSoundVolume()
{
return 0.4F;
}
/**
* Returns the item ID for the item the mob drops on death.
*/
protected int getDropItemId()
{
return Item.leather.shiftedIndex;
}
/**
* Drop 0-2 items of this living's type
*/
protected void dropFewItems(boolean par1, int par2)
{
int var3 = this.rand.nextInt(3) + this.rand.nextInt(1 + par2);
int var4;
/**
* Called when a player interacts with a mob. e.g. gets milk from a cow, gets into the saddle on a pig.
*/
public boolean interact(EntityPlayer par1EntityPlayer)
{
ItemStack var2 = par1EntityPlayer.inventory.getCurrentItem();
if (var2 != null && var2.itemID == Item.bucketEmpty.shiftedIndex)
{
if (--var2.stackSize <= 0)
{
par1EntityPlayer.inventory.setInventorySlotContents(par1EntityPlayer.inventory.currentItem, new ItemStack(Item.bucketMilk));
}
else if (!par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.bucketMilk)))
{
par1EntityPlayer.dropPlayerItem(new ItemStack(Item.bucketMilk.shiftedIndex, 1, 0));
}
/**
* This function is used when two same-species animals in 'love mode' breed to generate the new baby animal.
*/
{
return new EntityWalkingDeadZombie(this.worldObj);
}
}
Copyright infrigment!!! I'm doing this mod (with some epic animations) gonna do all episodes from 1-5 (also gonna do season 2) From the game I think you stole my idea.
My jump scare was when I saw Herobrine (I was in beta 1.0 somehow like that day in by October 2010) and I thought like "I'm not in multiplayer? So what is that?!" I got closer to it.. and it told me "I'm watching you" and it dissapeared. Me, quickly deleting my world I entered my new world with a sign popping up right in my spawn point.. told me "You shouldn't have done that" I was like "Holly molly what the fudge!!!!!!" that was the horribliest thing ever happened to me in minecraft survival.
hmm... same thing happened to me (almost) but I was curing a villager until he got through the iron bars. I don't know how that even happened I got really mad I destroyed my N64 Controllers- Trololololol.
Hey its easy to update mods. just drag your files the java classes to the newest modding folder you made go to src then minecraft until you find the other src then done on reobfuscate and thats the eaSY Way to update it. go to .
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I would probably paly 3-6 hours a day.
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Don't think so, I'm having problems with the mobs you know.
this is the code but can't use it because 1.4 came out :
package net.minecraft.src;
public class EntityWalkingDeadZombie extends EntityAnimal
{
public EntityWalkingDeadZombie(World par1World)
{
super(par1World);
this.texture = "/mob/cow.png";
this.setSize(0.9F, 1.3F);
this.getNavigator().setAvoidsWater(true);
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(1, new EntityAIPanic(this, 0.38F));
this.tasks.addTask(2, new EntityAIMate(this, 0.2F));
this.tasks.addTask(3, new EntityAITempt(this, 0.25F, Item.wheat.shiftedIndex, false));
this.tasks.addTask(4, new EntityAIFollowParent(this, 0.25F));
this.tasks.addTask(5, new EntityAIWander(this, 0.2F));
this.tasks.addTask(6, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
this.tasks.addTask(7, new EntityAILookIdle(this));
}
/**
* Returns true if the newer Entity AI code should be run
*/
public boolean isAIEnabled()
{
return true;
}
public int getMaxHealth()
{
return 10;
}
/**
* Returns the sound this mob makes while it's alive.
*/
protected String getLivingSound()
{
return "mob.walkingdeadzombie";
}
/**
* Returns the sound this mob makes when it is hurt.
*/
protected String getHurtSound()
{
return "mob.cowhurt";
}
/**
* Returns the sound this mob makes on death.
*/
protected String getDeathSound()
{
return "mob.zombiehurt";
}
/**
* Returns the volume for the sounds this mob makes.
*/
protected float getSoundVolume()
{
return 0.4F;
}
/**
* Returns the item ID for the item the mob drops on death.
*/
protected int getDropItemId()
{
return Item.leather.shiftedIndex;
}
/**
* Drop 0-2 items of this living's type
*/
protected void dropFewItems(boolean par1, int par2)
{
int var3 = this.rand.nextInt(3) + this.rand.nextInt(1 + par2);
int var4;
for (var4 = 0; var4 < var3; ++var4)
{
this.dropItem(Item.leather.shiftedIndex, 1);
}
var3 = this.rand.nextInt(3) + 1 + this.rand.nextInt(1 + par2);
for (var4 = 0; var4 < var3; ++var4)
{
if (this.isBurning())
{
this.dropItem(Item.beefCooked.shiftedIndex, 1);
}
else
{
this.dropItem(Item.fleshRotten.shiftedIndex, 1);
}
}
}
/**
* Called when a player interacts with a mob. e.g. gets milk from a cow, gets into the saddle on a pig.
*/
public boolean interact(EntityPlayer par1EntityPlayer)
{
ItemStack var2 = par1EntityPlayer.inventory.getCurrentItem();
if (var2 != null && var2.itemID == Item.bucketEmpty.shiftedIndex)
{
if (--var2.stackSize <= 0)
{
par1EntityPlayer.inventory.setInventorySlotContents(par1EntityPlayer.inventory.currentItem, new ItemStack(Item.bucketMilk));
}
else if (!par1EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Item.bucketMilk)))
{
par1EntityPlayer.dropPlayerItem(new ItemStack(Item.bucketMilk.shiftedIndex, 1, 0));
}
return true;
}
else
{
return super.interact(par1EntityPlayer);
}
}
/**
* This function is used when two same-species animals in 'love mode' breed to generate the new baby animal.
*/
{
return new EntityWalkingDeadZombie(this.worldObj);
}
}
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Way more epic than epic
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I wont buy you new pants.
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Forgot to mention that this is Paper Mario.