YES PLS!!!!! I reeeeeeeeally want to learn how to do mobs/entities!!!!!
I'm definitely going to go into some mobs as there is a very limited selection of existing tutorials. This tutorial would be pretty long, and very complicated, especially if you want complex models, or a custom AI. Anyways, I may wait a bit, and go over smaller tutorials which cover some other things Java wise before doing some mobs.
P.S. Thanks for the tutuorials! I finished my bacon armor! and bacon tools! soo... can u do a tutorial on dimensions/biomes (mostly dimensions) and possibly randomly generated structures like bacon trees. the main boss for my mod lives in a castle that has to randomly spawn in a new dimension.
P.P.S My armor when i wear it just looks like white leather armor? How do i fix this? the texture for it as an item is good but when i wear it its white!?!?! HELP!!!
P.S. Thanks for the tutuorials! I finished my bacon armor! and bacon tools! soo... can u do a tutorial on dimensions/biomes (mostly dimensions) and possibly randomly generated structures like bacon trees. the main boss for my mod lives in a castle that has to randomly spawn in a new dimension.
P.P.S My armor when i wear it just looks like white leather armor? How do i fix this? the texture for it as an item is good but when i wear it its white!?!?! HELP!!!
Dimensions will be a ways into the future - a good bit of ways. I do plan on doing structures, and will probably be the next "big" tutorial after entities. Entities will include a bunch of things though, like monsters, animals, projectiles, tile entities, and such just so you can gauge how big a "big" tutorial is. I'd like to spend a fair amount of time on entities, so I can't really say when a structure generation tutorial will come out.
if we wanted to add more blocks and items, we just need to repeat step 3 and 4 right? and we just need to put all items and blocks in modItem and modBlock classes right?
if we wanted to add more blocks and items, we just need to repeat step 3 and 4 right? and we just need to put all items and blocks in modItem and modBlock classes right?
every block needs it's own class right? like inside the com.gmail.dakingcartoon.mods.TestMod.blocks package?
Yes. You can also make a class for every item if you want as well. It's just personal preference. You can add extra functions though, like addInformation.
so if i wanted lets say, for an item that can be crafted into a sword to give it a special ability, would that require the items to have it's own class?
so if i wanted lets say, for an item that can be crafted into a sword to give it a special ability, would that require the items to have it's own class?
Yes. If you plan on making your item with more "detail", then yes, you'll need another class.
noted, thank you for the response, one more thing, is github supposed to upload my prgress with the code continuously or do i do it manually somehow?
You manually do it. You need the GitHub application, and when you sync up with your local repo and the repo on GitHub, you can push your changes to GitHub by committing them. What I typically do is after I finish some code, I'll push that to the repo.
I'm trying to make a sword that compounds its effect on entities every time it hits. For example, if you hit once, the hit entity has slow level 1, and the second time you hit, they get slow level 2. How do you sense their current effect level?
What are your mappings called? Are they called the same exact as what you specify in ":models/armor/here".
[quote=4Walkers;/members/4Walkers;/forums/mapping-and-modding/mapping-and-modding-tutorials/2282788-1-7-thexfactor117s-forge-modding-tutorials-12?comment=292]I'm trying to make a sword that compounds its effect on entities every time it hits. For example, if you hit once, the hit entity has slow level 1, and the second time you hit, they get slow level 2. How do you sense their current effect level?
It's kinda hard to test this - not too sure if it will work. Best way to test it is change the amount of seconds to like 50, so you can see if there are any noticeable differences in speed.
Anyways, what I did is fairly simple: if the entity we are attacking has Slowness (either I or II), then we give it Slowness II. If not, we give it Slowness I.
Make sure your overlays are named the same thing.
[quote=4Walkers;/members/4Walkers;/forums/mapping-and-modding/mapping-and-modding-tutorials/2282788-1-7-thexfactor117s-forge-modding-tutorials-12?comment=292]I'm trying to make a sword that compounds its effect on entities every time it hits. For example, if you hit once, the hit entity has slow level 1, and the second time you hit, they get slow level 2. How do you sense their current effect level?
Try adding this. It's kinda hard to test this - not too sure if it will work. Best way to test it is change the amount of seconds to like 50, so you can see if there are any noticeable differences in speed.
Anyways, what I did is fairly simple: if the entity we are attacking has Slowness (either I or II), then we give it Slowness II. If not, we give it Slowness I.
Yes the images and the file names in the class are the same.
P.S. I've changed the names of both to 'bacon_overlay_1' and 'bacon_overlay_1' and 'bacon_layer1' and 'bacon_layer2'.
I've had that issue in the past, and it ended up being a simple misnaming error. The only advice I can give is to make sure everything is named the same. Also, it may help to look here to double check that your code is right.
I'm definitely going to go into some mobs as there is a very limited selection of existing tutorials. This tutorial would be pretty long, and very complicated, especially if you want complex models, or a custom AI. Anyways, I may wait a bit, and go over smaller tutorials which cover some other things Java wise before doing some mobs.
I'll probably do a bit more simple stuff for now
P.S. Thanks for the tutuorials! I finished my bacon armor! and bacon tools! soo... can u do a tutorial on dimensions/biomes (mostly dimensions) and possibly randomly generated structures like bacon trees. the main boss for my mod lives in a castle that has to randomly spawn in a new dimension.
P.P.S My armor when i wear it just looks like white leather armor? How do i fix this? the texture for it as an item is good but when i wear it its white!?!?! HELP!!!
Dimensions will be a ways into the future - a good bit of ways. I do plan on doing structures, and will probably be the next "big" tutorial after entities. Entities will include a bunch of things though, like monsters, animals, projectiles, tile entities, and such just so you can gauge how big a "big" tutorial is. I'd like to spend a fair amount of time on entities, so I can't really say when a structure generation tutorial will come out.
As for your armor, can I see your armor class?
Yup. You can look at my ModItems class if it helps as well.
Yes. You can also make a class for every item if you want as well. It's just personal preference. You can add extra functions though, like addInformation.
Yes. If you plan on making your item with more "detail", then yes, you'll need another class.
You manually do it. You need the GitHub application, and when you sync up with your local repo and the repo on GitHub, you can push your changes to GitHub by committing them. What I typically do is after I finish some code, I'll push that to the repo.
package com.Geoffrey.pigtasticmod.ModArmory;
import com.Geoffrey.pigtasticmod.help.Reference;
import com.Geoffrey.pigtasticmod.tabs.ModTabs;
import com.sun.xml.internal.stream.Entity;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
public class ItemBaconArmor extends ItemArmor
{
public ItemBaconArmor(ArmorMaterial material, int ArmorType, String name)
{
super(material, 0, ArmorType);
setUnlocalizedName(name);
setTextureName(Reference.MODID + ":" + getUnlocalizedName().substring(5));
setCreativeTab(ModTabs.tabPigTastik);
}
public String getArmorTexture(ItemStack stack, Entity entity, int slot, String type)
{
if (stack.getItem() == ModArmory.baconHelm || stack.getItem() == ModArmory.baconPlate || stack.getItem() == ModArmory.baconBoots)
{
return Reference.MODID + ":models/armor/bacon_overlay_1.png";
}
else if (stack.getItem() == ModArmory.baconPants)
{
return Reference.MODID + ":models/armor/bacon_overlay_2.png";
}
else
{
return null;
}
}
}
Try this:
if (par2EntityLivingBase.isPotionActive(Potion.moveSlowdown)) { par1ItemStack.damageItem(1, par3EntityLivingBase); par2EntityLivingBase.addPotionEffect(new PotionEffect(Potion.moveSlowdown.id, 20*3, 1)); } else { par1ItemStack.damageItem(1, par3EntityLivingBase); par2EntityLivingBase.addPotionEffect(new PotionEffect(Potion.moveSlowdown.id, 20*3, 0)); } returntrue;It's kinda hard to test this - not too sure if it will work. Best way to test it is change the amount of seconds to like 50, so you can see if there are any noticeable differences in speed.
Anyways, what I did is fairly simple: if the entity we are attacking has Slowness (either I or II), then we give it Slowness II. If not, we give it Slowness I.
Try adding this. It's kinda hard to test this - not too sure if it will work. Best way to test it is change the amount of seconds to like 50, so you can see if there are any noticeable differences in speed.
Anyways, what I did is fairly simple: if the entity we are attacking has Slowness (either I or II), then we give it Slowness II. If not, we give it Slowness I.
if (par2EntityLivingBase.isPotionActive(Potion.moveSlowdown)) { par1ItemStack.damageItem(1, par3EntityLivingBase); par2EntityLivingBase.addPotionEffect(new PotionEffect(Potion.moveSlowdown.id, 20*3, 1)); } else { par1ItemStack.damageItem(1, par3EntityLivingBase); par2EntityLivingBase.addPotionEffect(new PotionEffect(Potion.moveSlowdown.id, 20*3, 0)); } returntrue;P.S. I've changed the names of both to 'bacon_overlay_1' and 'bacon_overlay_1' and 'bacon_layer1' and 'bacon_layer2'.
I've had that issue in the past, and it ended up being a simple misnaming error. The only advice I can give is to make sure everything is named the same. Also, it may help to look here to double check that your code is right.