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    posted a message on Pokémon
    If they had 3-types, then they would call it triple types, that might be to OP due to the fact that the pokemon would have a lot of immunities.
    Posted in: Culture, Media & Arts
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    posted a message on I SELL SKINS ON FIVERR! 2 FOR 1 OFFER AVAILABLE!
    This has scam all over it.
    Posted in: Skins
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    posted a message on How to generate a simple structure without creating new classes (MODLOADER)
    Hey guys, I'm Shar-Makai. Today I'm gonna show you how to generate structures without creating new classes, so to start out your gonna need to have a mod_ file already created, once thats done, add this into your mod file:

    public void generateSurface(World world, Random random, int i, int j)
    {
    	 if (random.nextInt(1000) == 0) //How common the structure is.
    	 {
    		 int k = 0;
    		 for (int l = 86; l > 1; l--)
    		 {
    			 if (world.getBlockId(i, l, j) == 0 && world.getBlockId(i, l - 1, j) != 0)
    			 {
    				 k = l;
    			 }
    		 }
    		 for (int i1 = k; i1 < k + 40; i1++)
    		 {
    			 for (int l1 = 0; l1 < 10; l1++)
    			 {
    				 for (int k2 = 0; k2 < 10; k2++)
    				 {
    					 int j3 = Block.cobblestone.blockID; //Main structure block
    					 if (random.nextInt(4) == 0)
    					 {
    						 j3 = Block.oreRedstone.blockID; //Secondary block
    					 }
    					 world.setBlock(i + l1, i1, j + k2, j3);
    				 }
    			 }
    		 }
    		 for (int j1 = k + 1; j1 < k + 39; j1++)
    		 {
    			 for (int i2 = 1; i2 < 9; i2++)
    			 {
    				 for (int l2 = 1; l2 < 9; l2++)
    				 {
    					 world.setBlock(i + i2, j1, j + l2, 0);
    				 }
    			 }
    		 }
    		 for (int k1 = 0; k1 < 7; k1++)
    		 {
    			 world.setBlock(i + 1, k + 38, j + 1, Block.waterMoving.blockID); //Generates water in the tower
    			 world.setBlock(i + 8, k + 38, j + 8, Block.waterMoving.blockID);
    			 world.setBlock(i + 8, k + 38, j + 1, Block.waterMoving.blockID);
    			 world.setBlock(i + 1, k + 38, j + 8, Block.waterMoving.blockID);
    		 }
    		 world.setBlock(i + 5, k + 1, j + 5, Block.chest.blockID);
    		 world.setBlock(i + 5, k + 2, j + 5, Block.mobSpawner.blockID);
    		 TileEntityChest tileentitychest = new TileEntityChest();
    		 world.setBlockTileEntity(i + 5, k + 1, j + 5, tileentitychest);
    		 tileentitychest.setInventorySlotContents(27, new ItemStack(Item.redstoneRepeater.shiftedIndex, 30, 0)); //Puts 30 redstone repeaters into the chest.
    		 TileEntityMobSpawner tileentitymobspawner = new TileEntityMobSpawner();
    		 world.setBlockTileEntity(i + 5, k + 2, j + 5, tileentitymobspawner);
    		 tileentitymobspawner.setMobID(pickMobSpawner(random));}
    	 }
    
    private String pickMobSpawner(Random random) //Picks a random mob for the spawner
    {
    	 int i = random.nextInt(4);
    
    	 if (i == 0)
    	 {
    		 return "Skeleton";
    	 }
    
    	 if (i == 1)
    	 {
    		 return "Zombie";
    	 }
    
    	 if (i == 2)
    	 {
    		 return "Spider";
    	 }
    
    	 if (i == 3)
    	 {
    		 return "Villager";
    	 }
    	 else
    	 {
    		 return "";
    	 }
    }


    This should genereate a tower made of Cobblestone and Redstone ore, I will now explain what everything does:

    This determines how common the structure is, this structure should generate every 1000 blocks.
    if (random.nextInt(1000) == 0)

    This sets the blocks the structure is made of, I used Cobblestone and redstone ore in this example.
    					 int j3 = Block.cobblestone.blockID; //Main structure block
    					 if (random.nextInt(4) == 0)
    					 {
    						 j3 = Block.oreRedstone.blockID; //Secondary block

    This sets what will appear inside the chest, I used redstone repeaters as my example, you can edit the values to see what you come up with.
    tileentitychest.setInventorySlotContents(27, new ItemStack(Item.redstoneRepeater.shiftedIndex, 30, 0));

    This picks a random spawner for the TileEntityMobSpawner, it picks randomly depending on what the coding names are set to.
    private String pickMobSpawner(Random random) //Picks a random mob for the spawner
    {
    	 int i = random.nextInt(4);
    	 if (i == 0)
    	 {
    		 return "Skeleton";
    	 }
    	 if (i == 1)
    	 {
    		 return "Zombie";
    	 }
    	 if (i == 2)
    	 {
    		 return "Spider";
    	 }
    	 if (i == 3)
    	 {
    		 return "Villager";
    	 }
    	 else
    	 {
    		 return "";
    	 }
    }


    Once you put all that into your mod file under public void load(), set 1000 to something like 300 to see your structure generate, if you want more tutorials like this, feel free to message me and I will see what I can do.
    Posted in: Tutorials
  • 0

    posted a message on Sword Custom Damage
    I would suggest using this code, its allows you to change the damage without editing base classes:

        private int weaponDamage;
        //Stats of the weapon, including damage, how many shots or hits it can take before it breaks and stack size.
    public ItemMurakumon(int par1)
        {
    	    super(par1);
    	    this.maxStackSize = 1;
    	    this.setMaxDamage(751);
    	    this.setCreativeTab(CreativeTabs.tabCombat);
    	    this.weaponDamage = 6;
        }


        //How much damage dealed when hitting an entity.
        public int getDamageVsEntity(Entity par1Entity)
        {
    	    return this.weaponDamage;
        }
    Posted in: Modification Development
  • 0

    posted a message on Pokémon
    To me, I think the fire starter is gonna be pure fire or fire/dark type.
    Posted in: Culture, Media & Arts
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