• 0

    posted a message on [1.5.1]ID Resolver (Finally updated!)
    Hey, sup. I've been unable to get idresolver to work for a while now, and I'm not sure why exactly. At this point I have the bare essentials installed properly. With just modloader, forge 3.2.3.108, guiapi, mdiyo's 4096 fix with the update to forge 3.2.3.108, and the current idresolver, everything works properly as far as I can tell. However, whenever I add in a mod that includes items, the game crashes. I've tried this with multiple individual mods (backpack mod, weaponmod, zeppelin mod, and some others), and everytime it gives me the same error, but with the mod switched out, in this case it's the backpack. I'd like some help on this if at all possible, and hoping I didn't do something stupid, but if I did, I'm sorry lol.
    the error (it's short lol):
    Mods loaded: 4
    ModLoader 1.2.5
    mod_MinecraftForge 3.2.3.108
    mod_4096IDs version 1.0.1 for MC 1.2.5
    mod_IDResolver 1.2.5 - Update 1

    Minecraft has crashed!
    ----------------------
    Minecraft has stopped running because it encountered a problem.

    --- BEGIN ERROR REPORT 30893d71 --------
    Generated 7/2/12 1:57 AM

    Minecraft: Minecraft 1.2.5
    OS: Windows 7 (amd64) version 6.1
    Java: 1.7.0_01, Oracle Corporation
    VM: Java HotSpotâ„¢ 64-Bit Server VM (mixed mode), Oracle Corporation
    LWJGL: 2.4.2
    OpenGL: GeForce GTS 250/PCI/SSE2 version 3.3.0, NVIDIA Corporation

    java.lang.NoSuchMethodError: WidgetSlider.setCanEdit(Z)V
    at IDResolver.setupGui(IDResolver.java:2852)
    at IDResolver.getConflictedItemID(IDResolver.java:702)
    at IDResolver.GetConflictedItemID(IDResolver.java:708)
    at yr.<init>(Item.java:208)
    at BackpackItem.<init>(BackpackItem.java:18)
    at mod_Backpack.<clinit>(mod_Backpack.java:11)
    at sun.misc.Unsafe.ensureClassInitialized(Native Method)
    at sun.reflect.UnsafeFieldAccessorFactory.newFieldAccessor(Unknown Source)
    at sun.reflect.ReflectionFactory.newFieldAccessor(Unknown Source)
    at java.lang.reflect.Field.acquireFieldAccessor(Unknown Source)
    at java.lang.reflect.Field.getFieldAccessor(Unknown Source)
    at java.lang.reflect.Field.get(Unknown Source)
    at ModLoader.setupProperties(ModLoader.java:1912)
    at ModLoader.addMod(ModLoader.java:286)
    at ModLoader.readFromModFolder(ModLoader.java:1347)
    at ModLoader.init(ModLoader.java:850)
    at ModLoader.addAllRenderers(ModLoader.java:157)
    at ahu.<init>(RenderManager.java:86)
    at ahu.<clinit>(RenderManager.java:14)
    at net.minecraft.client.Minecraft.a(Minecraft.java:394)
    at net.minecraft.client.Minecraft.run(Minecraft.java:732)
    at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT 3409e6d6 ----------
    Posted in: Minecraft Mods
  • 0

    posted a message on Pixelmon 8.1.2 (12th Nov 2020)
    Is there a way to switch out the item ID's? I know the block and pokemon ID's can be switched, but the "item" section is blank. Unfortunately for me it conflicts with another mod that wont switch ID's. Comically enough though, the other mod's items are created when I use the pixelmon recipe.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] MoreCreeps & Weirdos v2.62 SLOT MACHINES - OLD LADIES - RAGING BULL - PET RADIO - NEW ITEMS!
    Is the item ID config bugged? Every time I change the ID's, it ignores it and keeps its old ID. If I try to switch the first line of the config, it just resets it back to default as soon as I open minecraft.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.5] Akujiki/Muramasa Sword Mod
    \ Akujiki - The Cursed Blade /



    Introduction/Explanation:
    Oh hey there! Even though I don't know you and well.. stranger danger.. I'd like to introduce you to my very first mod! Like how I bold'd that? How I'm trying to say that I'm sorry if it isn't that well done, because I'm new to this? Anyways.. Now you may be wondering what it is. Pretty much it's an evil sword mod. You may have heard about the Muramasa swords which would require the user to either murder others or harm/kill himself. This sword is pretty much the same thing
    , except it's more based off the sword in a PS2 game called Shinobi. As you may have assumed, the name of this sword is Akujiki.
    Ooh look at that, tons of info even though it's a simple mod! Well, it's there if you want it. Also the coding is pretty simplistic so I doubt any would really care to have the source, but it's there if you want it too.

    Also, if you have any suggestions, please feel free to state them. I wanted this mod to be balanced, but my view of balance may be altered. To be honest I felt this sword should be used more in certain situations rather than always, so I made the amount of time it was OP rather short. Easy/Normal modes should take about 1.5min for it to wear you down without use, and Hard mode should be close to a minute. I felt this to be an adequate amount of time to allow you to gain the benefits, but not be overpowered for too long or even forever. Oh yea, one mooore thing, I'm planning on adding 2 main things to this mod, a kunai (possibly gauntlet that let's you throw kunai?) and something else that I can't explain easily to those who haven't played Shinobi, but I explain it slightly in the vid. So yea, those may be added in and since I'm a scrub at modding I could use someone to ask advice of (I'd still look at tuts and such since I like to do stuff on my own, so it wouldn't be like I'm constantly bugging about it) for some future problems I may encounter, thanks.

    The story behind it is...
    that a warrior called for a blade to be made by a certain blacksmith. Once he obtained this blade he infused his anger and hatred into the blade. As one final step, he let the blade taste his blood, which made it hunger for more. Because of this he was forced to either slaughter others or harm/kill himself to appease it. Every wielder afterwards who has let it taste his/her blood has met the same fate.

    How you too can wield this power:
    Step 1: Craft a sword and combine it with the flesh and bones of your enemies. This will give you the base katana.



    Step 2: Hold right click with the sword out and infuse it with your anger and hatred. It will take 5 experience levels worth of rage to awaken Akujiki. But you're not done, at this point it's bloodlust has not awoken yet.

    Step 3: Hold right click once more to let the blade taste your blood. Be aware it will require
    2 full hearts of health to drive it, and so you must have at least 2 and a half hearts.

    Now that you've activated Akujiki's need for blood, it infuses you with strength for a short time, allowing you to do
    5 hearts of damage with each strike. Also, every time you cut an enemy, Akujiki gives you more and more strength, increasing your damage by half a heart for each hit. This won't last forever though. As time passes by, Akujiki will strike back at you if you have not fed it. If you see the sword getting weaker, you will need to feed it to prevent it from eating away at you. It will take quite a few strikes to fill it entirely, otherwise you merely stalled it a little. As soon as it can't stand hunger anymore, it will eat away at your own hunger. Depending on which version you install (only easy or normal), the aftereffect will change. Hard Mode has a lot of differences that will be explained in its section.


    Difficulty Information:
    Easy mode: After your hunger reaches zero, Akujiki will not be able to feed on you and will suppress its bloodlust on its own and switch back to stage 2. In turn, Akujiki will no longer be able to strengthen you. As soon as you let it taste your blood to activate it again, the damage you do will return to it's original 5 hearts and you will need to let it feast again to once more gain incredible power.

    Normal mode: After your hunger reaches zero, Akujiki will go to extreme lengths to feed. Over a short period of time it will eat away at your health as well. To stop this, as soon as it taste's enough of your blood, you can sheathe it. In other words, you'll need to right click when your health reaches or is
    below half. This will suppress its bloodlust and you will no longer be given strength. When you let it taste your blood and start it again, your damage will be once more at 5 hearts and you will need to let it feast again to once more gain incredible power.

    Hard mode: |Step 2| now requires 10 experience levels to awaken Akujiki. |Step 3| now requires 4 full hearts of health to drive it, and so you must have at least 4 and a half hearts. Akujiki's bloodlust in Hard Mode rages more than ever, reducing the time you have before it starts to consume you, as well as eats your hunger and health even faster than before. In addition, you will no longer see just how much time you have left. This requires you to be aware of what's going on at almost all times. To stop Akujiki from killing you, you'll need to right click when your health reaches or is below 3 hearts of health. As previously stated, Akujiki eats your health faster now, so be quick! This will suppress its bloodlust and you will no longer be given strength. When you let it taste your blood and start it again, your damage will be once more at 5 hearts and you will need to let it feast again to once more gain incredible power.

    The choice is yours! Easy mode will make it automatically sleep once your hunger goes to zero. Normal mode will allow it to feed on your health until you sheathe it with a right click once your health reaches or is past half. Beware that Akujiki in normal and hard mode will even go as far as killing you if you allow it. Hard mode requires more to activate Akujiki, will drain your hunger and health like normal mode only faster, as well as you will no longer be able to see Akujiki's bloodlust. Be on your guard.

    Pictures:


    ================================================================================

    ================================================================================

    ================================================================================

    ================================================================================

    ================================================================================

    ================================================================================


    Videos:
    Here's my mod rundown. Also, if you want, you can check out my other vids. I'd appreciate it!


    Stats:
    For comparison, Stage 1 and 2 do the same damage as an Iron Sword
    , and Diamond Sword's damage is 7 .

    Akujiki Stage 1: 6 Damage, Hold Right Click to Activate Stage 2
    Akujiki Stage 2:
    6 Damage, Hold Right Click to Activate Stage 3
    Akujiki Stage 3 Easy :
    10 Damage plus 1 damage for each hit since Stage 3 activated, automatically reverts to Stage 2 when its durability and your hunger reach 0.
    Akujiki Stage 3 Normal: 10 Damage plus
    1 damage for each hit since Stage 3 activated, Right Click to revert to Stage 2 once your health reaches at least half
    Akujiki Stage 3 Hard: 10 Damage plus 1 damage for each hit since Stage 3 activated, Right Click to revert to Stage 2 once your health reaches at least 3 hearts of health


    Easy/Normal Mode
    Time it takes for Akujiki's durability to go from full to 0: About 36 seconds
    Time it takes for Akujiki to drain your hunger from full to 0:
    About 20 seconds
    Time it takes for Akujiki to drain your health from full to 0:
    About 28 seconds


    Hard Mode
    Time it takes for Akujiki's durability to go from full to 0: About 23 seconds
    Time it takes for Akujiki to drain your hunger from full to 0:
    About 10 seconds
    Time it takes for Akujiki to drain your health from full to 0:
    About 21 seconds


    Due to my lack of modding knowledge/experience, I had to use 3 items to accomplish this mod. Sorry.
    Akujiki Stage 1 ID: 31256
    Akujiki Stage 2 ID: 31257
    Akujiki Stage 3 ID: 31258
    Download:

    Includes all 3 difficulty levels as well as the src for them.

    Akujiki.rar <-Gimme clickies

    Installation:
    Download and install ModLoader <-Click to go to it

    Download and extract Akujiki
    Open the folder for which version you want to install
    Copy all inside the folder to your minecraft.jar

    The source files (even though it's simple stuff and I doubt any would care) are for modders, dont worry about it if you just want to cross swords heheh.
    Done!

    Posted in: Minecraft Mods
  • 0

    posted a message on Item switch to another item?
    Quote from caagr98

    Try using
    par1ItemStack.itemID = YOUR_ITEM_ID;


    Wow. That actually worked! At first it didn't because I was using the ID from my "mod_" file, which caused crashes, but I had previously noticed that according to TooManyItems, my item's ID was completely different, which is interesting (because the first 256 block ID's, minecraft adds that # minus one, to the mod's ID I'm guessing?). But anyways that works like a charm! Thanks!

    And thank you all who gave other suggestions. Even though I was not able to completely figure it out from those suggestions because of my own inexperience/ignorance, it definitely helped me learn a lot!
    Posted in: Modification Development
  • 0

    posted a message on Item switch to another item?

    Idk if this helps but you could look at the bow code. where it deletes an item, but the only thing i dont know id\s how to put an item in its place after it goes away

    That was a great idea thanks! It worked perfectly, so now the only thing I need to do is replace it lol.

    Quote from Fourwad

    or look at the itemBucket.java

    Well that would work except I don't want it to be "onRightClick" nor "onFoodEaten," I want it to be when a certain condition is met, and those are the only things I saw/know of to switch it out. This doesn't work in my current attempts because everything that I have to set it up with is "public void" and you cant do a "return new ItemStack" in void as far as I can see.

    I have however been trying something new based on ItemStack still, but it hasn't been working. It doesn't give me any errors, it just doesn't work. I'm not even sure if it would ever work, but I felt it worth trying since this is mostly just learning by experimentation, so if anyone has an idea on how to make this work I'd appreciate the help.
    This is in "public void onUpdate" btw since it's the only thing I know of that would work atm, also I switched the damage to shorten time, so its not 1995 anymore its 595 if anyone had even wondered lmao

    if (par1ItemStack.getItemDamage() >= 595)
    {
    par1ItemStack = new ItemStack(mod_myitem.Myitem);
    }
    Posted in: Modification Development
  • 0

    posted a message on Item switch to another item?
    Hello! I'm working on my first mod and am almost done but ran into a wall as I'm not very experienced lol. So the problem is I want to make my item switch to another item when a condition is met. Unfortunately I really don't know how to go about doing this. I have the public void onUpdate to make a few things happen including the item's durability decreasing over time, but do not know what to use to make it switch to another item when its durability goes to a certain number or even down to 0 (for example a flint n steel were to be used until it gets to 0, breaks, and becomes just a hunk of metal, aka, iron ingot). At this point I only know how to switch items when the item is used, like milk to bucket, and have no clue how to go about doing this. I have tried to look it up on my own like everything else, but I have not seen this in any other mod nor tutorial so I have no reference to go by nor the knowledge to make something up on my own. Any help on this would be greatly appreciated as completing my first mod would be awesome. Also, if the process ends up requiring the item to break before it can be switched (I've searched for things to do with this too), my current coding for it to break isn't exactly working either. Either it ends up going to 0 and only breaks after a use, goes to 0 breaks and gives me a duplicate new item, or goes to 0 and just stays there with nothing happening even after use. I have no idea how to fix this either, I've reworked the process a few times but it always does one of those three things.

    This is my code for the durability to decrease, some of the #'s are more/less than it needs to be but that's just my safety margin. I get no errors with this code, just it doesn't do what I want it to, which is I just want it to break. (Also, is the "&& (par3Entity instanceof EntityPlayer)" necessary? I used Potion.java as a reference for exhaustion and was just wondering)
    public void onUpdate(ItemStack itemstack, World world, Entity par3Entity, int i, boolean flag)
    {
    if (itemstack.getItemDamage() < 1997)
    {
    itemstack.damageItem(1, (EntityLiving)par3Entity);
    }
    if (itemstack.getItemDamage() >= 1995 && (par3Entity instanceof EntityPlayer))
    {
    ((EntityPlayer)par3Entity).getFoodStats().addExhaustion(0.1F);
    }
    if (((EntityPlayer)par3Entity).getFoodStats().getFoodLevel() == 0)
    {
    if (itemstack.getItemDamage() < 2000)
    {
    itemstack.damageItem(1, (EntityLiving)par3Entity);
    }
    }
    }
    Posted in: Modification Development
  • 0

    posted a message on Magecraft LP
    Not exactly an imaginative title lol. But I'm not that creative. Anyways this LP has a lot of mods included (all are in the description) and might be entertaining to some. Sorry if it wastes your time :unsure: It's supposed to be similar setup to Final Fantasy 1 in that my skin is a customized Black Mage, I have magic from ManaSYS mod, there are Chocobo's (even though FF1 didn't have them), I have familiars mod and doggy talents as my rpg party haha, there are lots of enemies from "Fathertoast's Special Mobs" and "Mo'Mobs" which some are reskinned/colored and is similar to lots of RPGs lol, and I have Golem War which each of the bosses of the elements will represent the 4 bosses from FF1 (Lich, Marilith, Kraken, Tiamat).

    Here's the playlist. Episodes 1-5 have some messed up audio unfortunately. I apparently need to get a new mic, but it's not TOO bad I guess. 6 and up have better audio, so I'm putting that one up on here under the playlist as closer to my actual quality, but I'm still working on audio.

    Playlist:
    http://www.youtube.c...eature=view_all

    Ep 6, start of not as bad audio lol

    Thanks for taking the time to watch! If you have some feedback, positive or negative, I'm always looking for support and criticism! Both will help me, thank you.
    Posted in: Let's Play (and Live Stream)
  • 0

    posted a message on [Forge] Father Toast's Mods (Special Mobs, Mob Properties, and More!)
    Love the mods! It seems like a similar idea to elemental creepers, but not as annoying and a lot more variety. Doing a LP with it and many other mods, and I can see it keeping things interesting. I had been looking for mods that increase types of enemies and this fits perfectly. It even feels like an rpg what with recolored skins and different properties. Cool stuff man!
    Posted in: Minecraft Mods
  • 0

    posted a message on [Taking Req's]Aevhan's skins (OPEN AGAIN!)
    I like the Vaan and Gambit ones!
    Posted in: Skins
  • 0

    posted a message on The "RPG Party" Skin Making Contest!
    Well, it could be RPG style, like Deus Ex/Mass Effect/etc, or just be a "party" like previously stated. Currently no description on their specialties, but there's a bg story kind of. It's a tad botched cuz of being a first draft, I guess, but it's the best I could come up with atm.

    Allan Mccuen (Click for BG story)


    Maxwell Dunes (Click for BG story)


    Kathrine Dunes (Click for BG story)


    Vance Gardell (Click for BG story)
    Posted in: Skins
  • 0

    posted a message on The "RPG Party" Skin Making Contest!
    Quote from Zeldaguy64

    I've got my team planned out, now I need to make them. Its going to take FOREVER.


    Same.. Not sure if all of them are possible though :dry.gif:
    Posted in: Skins
  • 0

    posted a message on Lets see your characters!
    Tried making Guy from SSF4. Started w/ bottom one and wasnt a huge fan of the noise so I made another one. The hair is actually part of the "hat" or whatever so it doesnt really cover his eyes exactly like that but w.e.



    Posted in: Skins
  • 0

    posted a message on [Puz] Escape the Puzzlemaster (500,000+ Downloads!) (Played by KSI, AntVenom, CaptainSparklez!) (MC 1.18.1+)
    Just finished it, twas noice! Got 108. Then left the map and jesus you really cleared out an abyss for the map lmao.
    Posted in: Maps
  • 0

    posted a message on Lets see your characters!
    Made lots of skins (to me at least) for only having the game for 2 days, but here they are.

    Spartan, not that good but it was my first and I didn't have a picture as an example, just memory


    Ryu from Street Fighter, yet again memory and not that great lol.


    Spidey, don't really like the grey lines ... er... dots.. but it was the best I could do.


    Random knight is what it's supposed to be. Main thing was trying out helmet stuff.


    Snake from MGS. Probably the most annoying one because of his hair.


    Altair from Assassin's Creed. Just wanted to try making him.


    A jawa! Just for fun.
    Posted in: Skins
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