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    posted a message on Having Issues with Fireball on Right Click
    Here's the concerned code:

        protected void doFireball(EntityPlayer par1EntityPlayer, World par2World, ItemStack par3ItemStack)
        {
            boolean rightButtonDown = Mouse.isButtonDown(1);
            if (isActive() == false)
            {
            return;
            }
            if (isActive() == true)
            {
                if (EntityPlayer.inventory.getCurrentItem() == null && rightButtonDown == true)
                {    
                    EntitySmallFireball entitysmallfireball = new EntitySmallFireball(par2World);
                    par2World.spawnEntityInWorld(new EntitySmallFireball(par2World));
                }
            }
        }


    There is no error, but it doesn't work. isActive() is a method defined earlier to determine if the class is active (I had six classes working from a base class that would cycle around them).

    Any help? I'm trying to spawn a fireball (blaze-style, not ghast) on a barehanded right click for an elemental mod.
    Posted in: Modification Development
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    posted a message on ElementalControl v0.1.2 - Now with Pics!
    Bump. More opinions? xD
    Posted in: WIP Mods
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    posted a message on Gui Initialization & Right-Click Detection With No Item Issues
    Bump. I need some help here >_<
    Posted in: Modification Development
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    posted a message on [V1.7.3] You Are the Creeper 0.61: Currently being updated (check last page)
    I love your adfly usage explanation...

    Quote from name ="Rotten194" »

    I don't like asking for donations, so I ask people endure a 5-second ad. I've debated the morality of this in threads too many times to count, so I'll sum up my points here.
    • Notch says in Minecraft's copyright that plugin developers maintain rights to their source, including selling it
    • Mod developers spend a lot of time on our mods and helping other modders, compared to which your 5 seconds in infinitesimal
    • Modders get yelled at, sworn at, flamed, begged, and essentially treated by **** by the immature portion of the community (yes, YOU) that can't install our mods. I honestly lol at these people turning around and complaining about us wasting their time.
    • I, honestly, do not give a **** if you don't like it. Make your own mod.
    Posted in: Minecraft Mods
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    posted a message on ElementalControl v0.1.2 - Now with Pics!
    Quote from lollyman120

    Sweet!


    Thanks xD I'm having some code troubles ATM, but I've had some nice success with making your bare hands light things on fire. Now to implement everything else...

    Quote from fapalapagus

    cant wait but you should make it that you have to earn your power and not just start with it


    Hm...quite a good idea...tempting...but how would this happen? I started coding in randomly generated temples..."you have to first select an initial element and use that to go around gathering more" was my idea. Or do you think I should make the initial element have to be trained first? Then you have to train the rest of them as you get them from temples?

    I dunno, anyone want to add their input?
    Posted in: WIP Mods
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    posted a message on [req]Allow NPC villages to spawn in more biomes & more frequently
    I might be up to it. Let me know how soon you want it, I've got two projects on my agenda.
    Posted in: Requests / Ideas For Mods
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    posted a message on [req]Human villager models
    There's a million mods for this...it's called Google.
    Posted in: Requests / Ideas For Mods
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    posted a message on Mod Request - You are the Creeper
    ...Isn't there already a You Are The Creeper Mod? Let me check...

    http://www.minecraft...age__st__2600HY

    While it isn't updated, the creator is working on it for 1.2.5. (Yeah, he skipped a few MC versions...so what?)

    Learn to use Google/the Search feature on the forum before you make a request. For God's sake, we've got all the Hunger Games fans screaming about it already...
    Posted in: Requests / Ideas For Mods
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    posted a message on Gui Initialization & Right-Click Detection With No Item Issues
    I'm trying to code a mod, but I'm having some issues with initializing a GUI at the start of a world (when it's first created). How would this come about?

    Being fairly new to modding (coding, not discussing them), I'm also completely baffled by detecting key presses. When I coded Python, there was a module for detecting this sort of thing:

    from curses import *


    but with Java I'm not used to creating this. I also need something for mouse clicks.

    Thanks in advance!
    Posted in: Modification Development
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    posted a message on ElementalControl v0.1.2 - Now with Pics!
    I've started coding a mod that will enable you to "harness the powers" of various elements within Minecraft.

    In the beginning of a world, you are asked to select an initial element. There's an "energy bar" on the left that will limit your powers (to prevent you becoming overpowered).

    The six elements are:

    - Fire: Will let you start fires, briefly empower your sword with Fire Aspect II, and later craft a potion that will give you the ability to set mobs ablaze with your bare hands.

    - Water: Allows you to create water source blocks from nowhere, summon rainstorms, and briefly enchant your sword with Sharpness II for a small damage boost.

    - Air: Gives you the power to throw mobs around, stop yourself from falling to your doom, fling mobs away with a briefly enchanted Knockback II, and after crafting a certain potion, empower your fists to let them fling mobs with ease.

    - Lightning: Will let you enchant your sword with every enchantment at max power for a few strikes, summon lightningbolts, send small shockwaves, and later on, ravage the landscape within ten blocks of you.

    - Ice: Basically gives your attacks the ability to freeze mobs in their tracks. Will also give snowballs this ability. You can also "flash freeze" your surroundings and summon small blizzards to damage/freeze nearby mobs.

    - Ender: I haven't really planned this out, but it involves causing mobs to vanish and allow you to somewhat become an enderman (teleporting, increased HP/strength).

    Pressing F (since insta-fog is now removed) will swap between elements. (in-progress, can't work Keybinding properly for some reason)


    UPDATE 4/20!

    As of right now, I've got pictures.




    The Elemental Staff, a new item to control the elements with. Now renders in 3D (like a sword) and with a glowing effect!



    The Staff from the front.



    Me attacking a Ghast using the Lightning skill.

    Changelog:
    v0.1
    ====
    - Initial mod development.
    - Added code for element name strings, element IDs (for my private use in methods), started on ElementFire
    - Added the Elemental Staff, which is the center of elemental control. Crafted by:
    S D S
    S
    S
    where S is a stick and D is a diamond.
    - Worked on Fire and Lightning - so far, staff will:
    - Contact (melee damage): Set entities alight (Fire) / Do an extra 1.5 hearts of damage (Lightning)
    - Right Click Skill: Fire off a Blaze-type fireball (Fire) / Summon a lightningbolt (Lightning) (This will be replaced by a small EntityShockBolt or something in future versions.)
    v0.1.1
    ====
    - Elemental Staff now has a glowing effect similar to that of a golden apple
    - Replaced the diamond in Elemental Staff recipe with an Elemental Gemstone, crafted by:
    L R L
    G D G
    L R L
    where L is Lapis Lazuli, R is Redstone, D is a diamond, and G is Glowstone Dust.
    - Implemented Water right-click skill: places a water sourceblock where you're looking. Water doesn't really have a left-click.
    - Got to work on Air's Gust ability, will knock mobs back when complete...

    v0.1.2
    ====
    - Implemented an early test version of Gust that comes in the form of a small cube of air energy, but Knockback is behaving weirdly - keeps going in one direction.
    - Still attempting to figure out how to swap elements on a key press
    - Also still attempting to figure out how to press a key for a skill (like Z with Fire selected to spawn a fire)
    - Changed the Lapis in the Gemstone recipe to snowballs because Item.dyePowder wasn't working right

    Recipes

    So far the mod adds two recipes.

    The Elemental Gemstone:



    The Elemental Staff:



    Future Goals (Red = On Hold, Blue = In-progress, Pink = Not 100% sure if I should do it)

    Implement all skills for the basic three elements
    Create a GUI at the start of a world to select an initial element
    Add an Energy bar that will limit skill use
    Add a training tier that requires you to use skills {x} amount of times to learn more
    Add the F-swap-element method
    Remove useless Flame-Fist code from EntityPlayer


    Thoughts? Comments?
    Posted in: WIP Mods
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    posted a message on The Bird Mod - A Total Conversion
    Quote from cyclops

    Why not use techne or MCmodeler :P , way easier....

    Good luck with this mod, although i find it strange that a bird can use tools. Unless it's a giant bird, perhaps we can make a new nest block or make holes in trees to live in?


    Yeah, I planned a new nest block...although holes in trees sounds kind of nice. Maybe I'll plan a "massive tree" that comes pre-generated with holes for forests/jungles.

    I used McModeler a long time ago, but forgot it existed until now >_<

    Quote from DjGyarados

    No no, I'm serious. It sounds pretty cool.


    Hm, I'll have to input the code into a modeler and show you the .png. xD
    Posted in: Requests / Ideas For Mods
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    posted a message on The Bird Mod - A Total Conversion
    Quote from DjGyarados

    I'd love to see this model.


    Are you being sarcastic, sir?

    (Updated the original post, btw...little thing at the bottom...)

    Also, I started coding. Now to actually get it to work ingame and I'll be good.
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQ] Single Player McMMO
    This is quite a good idea...I'd thought of it myself...I suggest PMing the creator and asking about it.
    Posted in: Requests / Ideas For Mods
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    posted a message on The Bird Mod - A Total Conversion
    Update: I've started the mod. I'll move it to the WIP section once I've got a fair amount of substance material for the initial release at v0.1.
    Posted in: Requests / Ideas For Mods
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    posted a message on The Bird Mod - A Total Conversion
    Quote from Ebonblade7

    This is really cool. It would make a good mod. I don't have the skills to actually change the player model and gameplay aspects, but sum1 else might.


    Thanks! ^_^

    I was gonna ask DrZhark to use his Bird model, but I may just code my own. (I can code a bit, and while I'm no great shakes at modelling, I did hand-code a sea-serpent model for a Beta 1.5 mod I never released. T_T)

    In the meantime, I'm going to focus on the lesser aspects of the mod (such as new items and mob behavior). I'm waiting for a bit more support to make sure I have a few interested that will make it worth my time coding.
    Posted in: Requests / Ideas For Mods
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