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  • MrBotkul
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  • Member for 9 years, 2 months, and 21 days
    Last active Sun, Feb, 10 2013 12:23:43
  • 0 Followers
  • 231 Total Posts
  • 3 Thanks
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  • View MrBotkul's Profile

    1

    Mar 1, 2012
    MrBotkul posted a message on Please read
    Ya I know but the minecraft is getting better and better
    Posted in: Survival Mode
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    1

    Feb 5, 2012
    MrBotkul posted a message on MineCraft 1.1 Duplication Glitch
    Posted in: Videos
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    4

    Jan 8, 2012
    MrBotkul posted a message on Lets see your characters!
    Posted in: Skins
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    1

    Nov 11, 2011
    MrBotkul posted a message on Best Mixed Wallpapers HD
    Wrong forum
    Posted in: Fan Art
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    2

    Nov 9, 2011
    MrBotkul posted a message on ♔ Recon Empire ♔ Server Now Open!!!
    I <3 this server
    Posted in: Minecraft Survival Servers (archive)
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    1

    Nov 5, 2011
    MrBotkul posted a message on Elevator Mod






    Link Elevator Mod
    Posted in: Redstone Discussion and Mechanisms
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    1

    Nov 3, 2011
    MrBotkul posted a message on The Herobrine Mod OFFICIAL 3.6
    I love the mod
    Posted in: Minecraft Mods
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  • View tricast's Profile

    1

    Jan 19, 2013
    tricast posted a message on [1.4.7] Jbond98's Beginner/Advanced ModLoader Minecraft Modding Tutorials! -Everything Updated to 1.4.7! [Updated 1/23/2013]
    Okay I'm having an issue with making an armor set. Whenever I put the armor on ingame, it turns my body completely white, except for on top of the head which has two letters written on top, g and t. I do not know how to fix it because i didn't see anything that would have set it but here's the code:
    mod_***
    package net.minecraft.src;
    public class mod_NosismArmor extends BaseMod
    {
    public static final Item NoH = new ItemArmor(5503, EnumArmorMaterial.NOSISM, ModLoader.addArmor("NoH"), 0).setItemName("Nosism Helmet");
    public static final Item NoC = new ItemArmor(5504, EnumArmorMaterial.NOSISM, ModLoader.addArmor("NoC"), 1).setItemName("Nosism Chestplate");
    public static final Item NoL = new ItemArmor(5505, EnumArmorMaterial.NOSISM, ModLoader.addArmor("NoL"), 2).setItemName("Nosism Leggings");
    public static final Item NoB = new ItemArmor(5506, EnumArmorMaterial.NOSISM, ModLoader.addArmor("NoB"), 3).setItemName("Nosism Boots");
    public void load()
    {
    NoH.iconIndex = ModLoader.addOverride("/gui/items.png", "/textures/NosismHelmet.png");
    NoC.iconIndex = ModLoader.addOverride("/gui/items.png", "/textures/NosismChest.png");
    NoL.iconIndex = ModLoader.addOverride("/gui/items.png", "/textures/NosismPants.png");
    NoB.iconIndex = ModLoader.addOverride("/gui/items.png", "/textures/NosismBoots.png");
    ModLoader.addRecipe(new ItemStack(NoH, 1), new Object [] {"###", "# #", Character.valueOf('#'), mod_NosismIng.Ing});
    ModLoader.addRecipe(new ItemStack(NoC, 1), new Object [] {"# #", "###", "###", Character.valueOf('#'), mod_NosismIng.Ing});
    ModLoader.addRecipe(new ItemStack(NoL, 1), new Object [] {"###", "# #", "# #", Character.valueOf('#'), mod_NosismIng.Ing});
    ModLoader.addRecipe(new ItemStack(NoB, 1), new Object [] {"# #", "# #", Character.valueOf('#'), mod_NosismIng.Ing});
    ModLoader.addName(NoH, "Nosism Helmet");
    ModLoader.addName(NoC, "Nosism Chestplate");
    ModLoader.addName(NoL, "Nosism Leggings");
    ModLoader.addName(NoB, "Nosism Boots");
    }
    public String getVersion()
    {
    return "More Tiers Mod";
    }
    }


    EnumArmorMaterial
    package net.minecraft.src;
    public enum EnumArmorMaterial
    {
        CLOTH(5, new int[]{1, 3, 2, 1}, 15),
        CHAIN(15, new int[]{2, 5, 4, 1}, 12),
        IRON(15, new int[]{2, 6, 5, 2}, 9),
        GOLD(7, new int[]{2, 5, 3, 1}, 25),
        DIAMOND(33, new int[]{3, 8, 6, 3}, 10),
        NOSISM(25, new int[]{3, 7, 5, 2}, 12);
        /**
    	 * Holds the maximum damage factor (each piece multiply this by it's own value) of the material, this is the item
    	 * damage (how much can absorb before breaks)
    	 */
        private int maxDamageFactor;
        /**
    	 * Holds the damage reduction (each 1 points is half a shield on gui) of each piece of armor (helmet, plate, legs
    	 * and boots)
    	 */
        private int[] damageReductionAmountArray;
        /** Return the enchantability factor of the material */
        private int enchantability;
        private EnumArmorMaterial(int par3, int[] par4ArrayOfInteger, int par5)
        {
    	    this.maxDamageFactor = par3;
    	    this.damageReductionAmountArray = par4ArrayOfInteger;
    	    this.enchantability = par5;
        }
        /**
    	 * Returns the durability for a armor slot of for this type.
    	 */
        public int getDurability(int par1)
        {
    	    return ItemArmor.getMaxDamageArray()[par1] * this.maxDamageFactor;
        }
        /**
    	 * Return the damage reduction (each 1 point is a half a shield on gui) of the piece index passed (0 = helmet, 1 =
    	 * plate, 2 = legs and 3 = boots)
    	 */
        public int getDamageReductionAmount(int par1)
        {
    	    return this.damageReductionAmountArray[par1];
        }
        /**
    	 * Return the enchantability factor of the material.
    	 */
        public int getEnchantability()
        {
    	    return this.enchantability;
        }
        /**
    	 * Return the crafting material for this armor material, used to determine the item that can be used to repair an
    	 * armor piece with an anvil
    	 */
        public int getArmorCraftingMaterial()
        {
    	    return this == CLOTH ? Item.leather.itemID : (this == CHAIN ? Item.ingotIron.itemID : (this == GOLD ? Item.ingotGold.itemID : (this == IRON ? Item.ingotIron.itemID : (this == DIAMOND ? Item.diamond.itemID : 0))));
        }
    }
    Posted in: Tutorials
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