So, on addition to dropping More Swords mod Swords, Zombies will drop say.. Mythril swords randomly (if they have them) and Skeles will drop Silver Bows. I wonder if it's possible for only Pigmen to drop Onyx swords, since Onyx is a Nether ore. Then again, Zombies are undead Steves, so maybe they could of gone to the Nether and got enough Onyx before dying. Ehh, I guess it won't matter too much, but I wouldn't to mess with a zombie packing an Onyx sword.
Actually, I'm glad you dropped the other two. Copper sounds somewhat realistic, but I didn't want every ore to have a bow. That sounded a bit tacky, so again, I'm glad those two got dropped, though I would of liked the look of the Admantium bow, granted the gold was visible at the crease, thus matching in the crafting recipe. A gold and green bow would of looked cool, but I guess I'll have to settle for a Mythril or Onyx bow. I'd imagine both will look awesome if the other material (i.e. silver for mythril) used is visible.
Oh, and the potions thing was more of a netherrocks suggestion, but since Onyx is also a nether ore, it kind of fell into that category to.
"I don't plan to add a new dimension at the moment. It's just to performance heavy on servers, and the current dimensions need more attention before we start adding new ones." < Yeah, like biomes or actual varied terrain in the nether. Nether ruins didn't do the trick at all.
I would assume you got the zoom to work via my conversation with SanAndreasP?
I've been doing ALOT of work on my bows too so if you need any help don't be afraid to ask.
~Noah
Yep, sure did Finally got it to work too. For some reason you guys had it zooming at 2x the speed, but I changed that. I tell you, zooming code sucks
So, on addition to dropping More Swords mod Swords, Zombies will drop say.. Mythril swords randomly (if they have them) and Skeles will drop Silver Bows. I wonder if it's possible for only Pigmen to drop Onyx swords, since Onyx is a Nether ore. Then again, Zombies are undead Steves, so maybe they could of gone to the Nether and got enough Onyx before dying. Ehh, I guess it won't matter too much, but I wouldn't to mess with a zombie packing an Onyx sword.
Actually, I'm glad you dropped the other two. Copper sounds somewhat realistic, but I didn't want every ore to have a bow. That sounded a bit tacky, so again, I'm glad those two got dropped, though I would of liked the look of the Admantium bow, granted the gold was visible at the crease, thus matching in the crafting recipe. A gold and green bow would of looked cool, but I guess I'll have to settle for a Mythril or Onyx bow. I'd imagine both will look awesome if the other material (i.e. silver for mythril) used is visible.
Oh, and the potions thing was more of a netherrocks suggestion, but since Onyx is also a nether ore, it kind of fell into that category to.
Yes, that's my plan with the zombies. Didn't think about zombie pigmen, that would be quite a scary sight, knowing a pigmen has such a powerful sword Now that I think about it, I wonder if it's possible for Skeletons to spawn with the new bows... imagine seeing a skeleton with an onyx bow, knowing it has Power V on it, and can light you on fire... or even just the silver bow, with its Punch II...
Yeah, I would have liked to make the adamantium bow shoot arrows that travel faster, and go further, but I couldn't do that without creating a whole new EntityArrow, and that caused problems of its own. I dropped the copper bow because all I had it down for was slightly higher damage than the normal bow, so maybe Power I, but that was a little boring.
The Adamantium bow DID look quite cool with it's gold handle, but oh well in fact, I'll post some pictures of the bows, plus what the adamantium one looked like.
public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4)
{
boolean flag = par3EntityPlayer.capabilities.isCreativeMode;
boolean Varflag = true;
if (par3EntityPlayer.inventory.hasItem(mod_rareores.ItemPherithiumArrow.itemID))
{
Varflag=false;
}
if (par3EntityPlayer.inventory.hasItem(mod_rareores.ItemPherithiumArrow.itemID))
{
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
if ((double)f < 0.1D)
{
return;
}
if (f > 1.0F)
{
f = 1.0F;
}
Vec3 look = par3EntityPlayer.getLookVec();
EntityPherithiumArrow entityparrow = new EntityPherithiumArrow(par2World, par3EntityPlayer, f * 3.0F);
entityparrow.setPosition(
par3EntityPlayer.posX + look.xCoord * 1,
par3EntityPlayer.posY + (look.yCoord * 1)+1.25,
par3EntityPlayer.posZ + look.zCoord * 1);
if (f == 1.0F)
{
entityparrow.setIsCritical(true);
}
int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);
if (j > 0)
{
entityparrow.setDamage(entityparrow.getDamage() + (double)j * 0.5D + 0.5D);
}
int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);
if (k > 0)
{
entityparrow.setKnockbackStrength(k);
}
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
{
entityparrow.setFire(140);
}
par1ItemStack.damageItem(1, par3EntityPlayer);
par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);
par3EntityPlayer.inventory.consumeInventoryItem(mod_rareores.ItemPherithiumArrow.itemID);
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityparrow);
entityparrow.setDamage(entityparrow.getDamage() * (2.3D * 1.25));
}
}
if (flag || Varflag && par3EntityPlayer.inventory.hasItem(Item.arrow.itemID))
{
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
if ((double)f < 0.1D)
{
return;
}
if (f > 1.0F)
{
f = 1.0F;
}
Vec3 look = par3EntityPlayer.getLookVec();
EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 3.0F);
entityarrow.setPosition(
par3EntityPlayer.posX + look.xCoord * 1,
par3EntityPlayer.posY + (look.yCoord * 1)+1.25,
par3EntityPlayer.posZ + look.zCoord * 1);
if (f == 1.0F)
{
entityarrow.setIsCritical(true);
}
int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);
if (j > 0)
{
entityarrow.setDamage(entityarrow.getDamage() + (double)j * 0.5D + 0.5D);
}
int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);
if (k > 0)
{
entityarrow.setKnockbackStrength(k);
}
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
{
entityarrow.setFire(140);
}
par1ItemStack.damageItem(1, par3EntityPlayer);
par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) == 0)
{
par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID);
}
else
{
entityarrow.canBePickedUp = 2;
}
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityarrow);
entityarrow.setDamage(entityarrow.getDamage() * 2.3D);
}
}
}
The code
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
Controls how many ticks the drawback is, where 34 is the drawback in ticks. (20 ticks is normal (1 second)
The code
if ((double)f < 0.1D)
{
return;
}
Is if the bow has less than a certain charge nothing will happen, where 0.1 is if it is less that 10% drawn, nothing will happen. (0.1 is normal)
The Code
EntityPherithiumArrow entityparrow = new EntityPherithiumArrow(par2World, par3EntityPlayer, f * 3.0F);
Is where is gives the entity that will spawn and where the speed is 3.0F (2.0 F is normal) I used my custom arrow from my mod, if your wondering.
The code
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityparrow);
entityparrow.setDamage(entityparrow.getDamage() * (2.3D * 1.25));
}
This spawns the arrow and sets the damage (Where 1.0D is normal, 2.3D is what I set mine too, with the *1.25 being a multiplier for my custom arrow damage)
Sorry for the long, sloppy post, but hope this helps.
public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4)
{
boolean flag = par3EntityPlayer.capabilities.isCreativeMode;
boolean Varflag = true;
if (par3EntityPlayer.inventory.hasItem(mod_rareores.ItemPherithiumArrow.itemID))
{
Varflag=false;
}
if (par3EntityPlayer.inventory.hasItem(mod_rareores.ItemPherithiumArrow.itemID))
{
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
if ((double)f < 0.1D)
{
return;
}
if (f > 1.0F)
{
f = 1.0F;
}
Vec3 look = par3EntityPlayer.getLookVec();
EntityPherithiumArrow entityparrow = new EntityPherithiumArrow(par2World, par3EntityPlayer, f * 3.0F);
entityparrow.setPosition(
par3EntityPlayer.posX + look.xCoord * 1,
par3EntityPlayer.posY + (look.yCoord * 1)+1.25,
par3EntityPlayer.posZ + look.zCoord * 1);
if (f == 1.0F)
{
entityparrow.setIsCritical(true);
}
int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);
if (j > 0)
{
entityparrow.setDamage(entityparrow.getDamage() + (double)j * 0.5D + 0.5D);
}
int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);
if (k > 0)
{
entityparrow.setKnockbackStrength(k);
}
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
{
entityparrow.setFire(140);
}
par1ItemStack.damageItem(1, par3EntityPlayer);
par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);
par3EntityPlayer.inventory.consumeInventoryItem(mod_rareores.ItemPherithiumArrow.itemID);
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityparrow);
entityparrow.setDamage(entityparrow.getDamage() * (2.3D * 1.25));
}
}
if (flag || Varflag && par3EntityPlayer.inventory.hasItem(Item.arrow.itemID))
{
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
if ((double)f < 0.1D)
{
return;
}
if (f > 1.0F)
{
f = 1.0F;
}
Vec3 look = par3EntityPlayer.getLookVec();
EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 3.0F);
entityarrow.setPosition(
par3EntityPlayer.posX + look.xCoord * 1,
par3EntityPlayer.posY + (look.yCoord * 1)+1.25,
par3EntityPlayer.posZ + look.zCoord * 1);
if (f == 1.0F)
{
entityarrow.setIsCritical(true);
}
int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);
if (j > 0)
{
entityarrow.setDamage(entityarrow.getDamage() + (double)j * 0.5D + 0.5D);
}
int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);
if (k > 0)
{
entityarrow.setKnockbackStrength(k);
}
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
{
entityarrow.setFire(140);
}
par1ItemStack.damageItem(1, par3EntityPlayer);
par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) == 0)
{
par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID);
}
else
{
entityarrow.canBePickedUp = 2;
}
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityarrow);
entityarrow.setDamage(entityarrow.getDamage() * 2.3D);
}
}
}
The code
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
Controls how many ticks the drawback is, where 34 is the drawback in ticks. (20 ticks is normal (1 second)
The code
if ((double)f < 0.1D)
{
return;
}
Is if the bow has less than a certain charge nothing will happen, where 0.1 is if it is less that 10% drawn, nothing will happen. (0.1 is normal)
The Code
EntityPherithiumArrow entityparrow = new EntityPherithiumArrow(par2World, par3EntityPlayer, f * 3.0F);
Is where is gives the entity that will spawn and where the speed is 3.0F (2.0 F is normal) I used my custom arrow from my mod, if your wondering.
The code
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityparrow);
entityparrow.setDamage(entityparrow.getDamage() * (2.3D * 1.25));
}
This spawns the arrow and sets the damage (Where 1.0D is normal, 2.3D is what I set mine too, with the *1.25 being a multiplier for my custom arrow damage)
Sorry for the long, sloppy post, but hope this helps.
I have already finished the bows I was just saying that they were a pain to code haha sorry
public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4)
{
boolean flag = par3EntityPlayer.capabilities.isCreativeMode;
boolean Varflag = true;
if (par3EntityPlayer.inventory.hasItem(mod_rareores.ItemPherithiumArrow.itemID))
{
Varflag=false;
}
if (par3EntityPlayer.inventory.hasItem(mod_rareores.ItemPherithiumArrow.itemID))
{
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
if ((double)f < 0.1D)
{
return;
}
if (f > 1.0F)
{
f = 1.0F;
}
Vec3 look = par3EntityPlayer.getLookVec();
EntityPherithiumArrow entityparrow = new EntityPherithiumArrow(par2World, par3EntityPlayer, f * 3.0F);
entityparrow.setPosition(
par3EntityPlayer.posX + look.xCoord * 1,
par3EntityPlayer.posY + (look.yCoord * 1)+1.25,
par3EntityPlayer.posZ + look.zCoord * 1);
if (f == 1.0F)
{
entityparrow.setIsCritical(true);
}
int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);
if (j > 0)
{
entityparrow.setDamage(entityparrow.getDamage() + (double)j * 0.5D + 0.5D);
}
int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);
if (k > 0)
{
entityparrow.setKnockbackStrength(k);
}
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
{
entityparrow.setFire(140);
}
par1ItemStack.damageItem(1, par3EntityPlayer);
par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);
par3EntityPlayer.inventory.consumeInventoryItem(mod_rareores.ItemPherithiumArrow.itemID);
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityparrow);
entityparrow.setDamage(entityparrow.getDamage() * (2.3D * 1.25));
}
}
if (flag || Varflag && par3EntityPlayer.inventory.hasItem(Item.arrow.itemID))
{
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
if ((double)f < 0.1D)
{
return;
}
if (f > 1.0F)
{
f = 1.0F;
}
Vec3 look = par3EntityPlayer.getLookVec();
EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 3.0F);
entityarrow.setPosition(
par3EntityPlayer.posX + look.xCoord * 1,
par3EntityPlayer.posY + (look.yCoord * 1)+1.25,
par3EntityPlayer.posZ + look.zCoord * 1);
if (f == 1.0F)
{
entityarrow.setIsCritical(true);
}
int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);
if (j > 0)
{
entityarrow.setDamage(entityarrow.getDamage() + (double)j * 0.5D + 0.5D);
}
int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);
if (k > 0)
{
entityarrow.setKnockbackStrength(k);
}
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
{
entityarrow.setFire(140);
}
par1ItemStack.damageItem(1, par3EntityPlayer);
par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) == 0)
{
par3EntityPlayer.inventory.consumeInventoryItem(Item.arrow.itemID);
}
else
{
entityarrow.canBePickedUp = 2;
}
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityarrow);
entityarrow.setDamage(entityarrow.getDamage() * 2.3D);
}
}
}
The code
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
Controls how many ticks the drawback is, where 34 is the drawback in ticks. (20 ticks is normal (1 second)
The code
if ((double)f < 0.1D)
{
return;
}
Is if the bow has less than a certain charge nothing will happen, where 0.1 is if it is less that 10% drawn, nothing will happen. (0.1 is normal)
The Code
EntityPherithiumArrow entityparrow = new EntityPherithiumArrow(par2World, par3EntityPlayer, f * 3.0F);
Is where is gives the entity that will spawn and where the speed is 3.0F (2.0 F is normal) I used my custom arrow from my mod, if your wondering.
The code
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityparrow);
entityparrow.setDamage(entityparrow.getDamage() * (2.3D * 1.25));
}
This spawns the arrow and sets the damage (Where 1.0D is normal, 2.3D is what I set mine too, with the *1.25 being a multiplier for my custom arrow damage)
Sorry for the long, sloppy post, but hope this helps.
I have already finished the bows I was just saying that they were a pain to code haha sorry
Really love this mod, so much so that I made an account just to comment xD
Really looking forward to the bows, I love being ranged in Minecraft and the game seriously needs bow alternatives instead of just more swords and such. This mod might be simple but it improves gameplay beyond my wildest expectations. Wish I saw a simple gems mod by you as well, just because I feel like the parallel between ores and gems would be great to support other mods and create faction-like gameplay, such as magic vs industry or magic vs medieval knights.
Patiently waiting for the next update, keep up the excellent work! (Lord oh lord let all the bows find their way back to the mod, all working, that'd be swell)
Bows are done and dusted, as I stated above they will definitely be in the next version. Copper and adamantium won't however, simply because they aren't unique enough.
Can you fix Simple Ores so it doesn't crash with every other mod knows to man...ugh. What are the IDs in these ores, I'm about to give up since I have to fix IDs every time I get a new mod. Any fixes?
Can you fix Simple Ores so it doesn't crash with every other mod knows to man...ugh. What are the IDs in these ores, I'm about to give up since I have to fix IDs every time I get a new mod. Any fixes?
I have combined it with like 150 other mods and only had to change IDs one time. You must have really bad luck (or skill) at picking available IDs.
I haz converted sum animated Sphax 128x SimpleOres mythril & onyx furnace textures for 1.5+ (for personal use only, of course). I also converted all the SimpleOres items & blocks to individual files, though the stone texture is a slightly different hue in the latest Sphax, so the SimpleOres ore blocks appear a bit off for now.
Oh how I wonder if AleXndrTheGr8st has an inner battle with the title of his mod focusing on the word "simple" and his desire to add things like furnaces and bows...LOL! Thanks for the mod!
I figured I would update to Forge 7.7.2 to prevent any issues when I DID release the next update, however it has issues of its own. I hate it when Forge breaks the things I use
I suppose I could have it, but silver and copper were created to bridge the gaps between cloth and iron, and iron and diamond respectively. Where would brass go?
The bow textures and recipes are not working though they show up in TMI and work from there. Not sure if they're being removed or i failed at installing the mod somehow...
The bow textures and recipes are not working though they show up in TMI and work from there. Not sure if they're being removed or i failed at installing the mod somehow...
The bows haven't been fully implemented in 1.5.1_1, so I removed them from the creative inventory, and I never got around to finishing textures. They WERE finished in the next version, but when I updated to Forge 7.7.2, something broke, so now they need a little more work before I release the update.
The bows haven't been fully implemented in 1.5.1_1, so I removed them from the creative inventory, and I never got around to finishing textures. They WERE finished in the next version, but when I updated to Forge 7.7.2, something broke, so now they need a little more work before I release the update.
i also had the same problem...cool cant wait! keep up the good work!!!!<3
Actually, I'm glad you dropped the other two. Copper sounds somewhat realistic, but I didn't want every ore to have a bow. That sounded a bit tacky, so again, I'm glad those two got dropped, though I would of liked the look of the Admantium bow, granted the gold was visible at the crease, thus matching in the crafting recipe. A gold and green bow would of looked cool, but I guess I'll have to settle for a Mythril or Onyx bow. I'd imagine both will look awesome if the other material (i.e. silver for mythril) used is visible.
Oh, and the potions thing was more of a netherrocks suggestion, but since Onyx is also a nether ore, it kind of fell into that category to.
Yep, sure did Finally got it to work too. For some reason you guys had it zooming at 2x the speed, but I changed that. I tell you, zooming code sucks
Thank you, I'm glad you like it
Sure I'm no good at making videos (the one up the top isn't mine), but if you want to make one, be my guest
Yes, that's my plan with the zombies. Didn't think about zombie pigmen, that would be quite a scary sight, knowing a pigmen has such a powerful sword Now that I think about it, I wonder if it's possible for Skeletons to spawn with the new bows... imagine seeing a skeleton with an onyx bow, knowing it has Power V on it, and can light you on fire... or even just the silver bow, with its Punch II...
Yeah, I would have liked to make the adamantium bow shoot arrows that travel faster, and go further, but I couldn't do that without creating a whole new EntityArrow, and that caused problems of its own. I dropped the copper bow because all I had it down for was slightly higher damage than the normal bow, so maybe Power I, but that was a little boring.
The Adamantium bow DID look quite cool with it's gold handle, but oh well in fact, I'll post some pictures of the bows, plus what the adamantium one looked like.
The code
int i = getMaxItemUseDuration(par1ItemStack) - par4;
float f = (float)i / 34;
f = (f * f + f * 2.0F) / 3F;
Controls how many ticks the drawback is, where 34 is the drawback in ticks. (20 ticks is normal (1 second)
The code
if ((double)f < 0.1D)
{
return;
}
Is if the bow has less than a certain charge nothing will happen, where 0.1 is if it is less that 10% drawn, nothing will happen. (0.1 is normal)
The Code
EntityPherithiumArrow entityparrow = new EntityPherithiumArrow(par2World, par3EntityPlayer, f * 3.0F);
Is where is gives the entity that will spawn and where the speed is 3.0F (2.0 F is normal) I used my custom arrow from my mod, if your wondering.
The code
if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityparrow);
entityparrow.setDamage(entityparrow.getDamage() * (2.3D * 1.25));
}
This spawns the arrow and sets the damage (Where 1.0D is normal, 2.3D is what I set mine too, with the *1.25 being a multiplier for my custom arrow damage)
Sorry for the long, sloppy post, but hope this helps.
Hope you enjoy
I have already finished the bows I was just saying that they were a pain to code haha sorry
I have already finished the bows I was just saying that they were a pain to code haha sorry
I added it to the SimpleOres website
Bows are done and dusted, as I stated above they will definitely be in the next version. Copper and adamantium won't however, simply because they aren't unique enough.
It says missing texture for the onyx bow? Did I install it wrong?The rest works great. I love mining different ores other than the regular ones.Edit: nevermind found out bows haven't been added yet
I have combined it with like 150 other mods and only had to change IDs one time. You must have really bad luck (or skill) at picking available IDs.
Oh how I wonder if AleXndrTheGr8st has an inner battle with the title of his mod focusing on the word "simple" and his desire to add things like furnaces and bows...LOL! Thanks for the mod!
A different shader with moon light foggy effects:
OK OK, last one, just cuzz Wyverns are awesome, and so are random islands in the sky:
Gah so bows WERE done, but updating to Minecraft Forge 7.7.2 seems to have broken the textures changing as you charge the bow.
Any thoughts?
Haven't upgraded to forge 7.7.2 yet, But next time I update my mod I really should, so I'll get back to you later today on that.
Not to mention that brass is an alloy...
The bows haven't been fully implemented in 1.5.1_1, so I removed them from the creative inventory, and I never got around to finishing textures. They WERE finished in the next version, but when I updated to Forge 7.7.2, something broke, so now they need a little more work before I release the update.