package net.minecraft.src;
public class mod_StormRecords extends BaseMod
{
public mod_StormRecords
{
public static Item field_20002_a = (new ItemRecord(2002, "ward")).func_20010_a(2, 15).func_20011_a("record");
public static Item field_20001_recordblue = (new ItemRecord(2003, "stal")).func_20010_a(3, 15).func_20011_a("record");
public static Item field_20004_recordpurple = (new ItemRecord(2004, "mall")).func_20010_a(4, 15).func_20011_a("record");
public static Item field_20003_a = (new ItemRecord(2005, "far")).func_20010_a(5, 15).func_20011_a("record");
}
}
Oh the file just has to be in the same folder in the source tree as all the other files. The batch file(recompile.bat) does a directory walk (sorta) and it will just compile everything there. you do need to add the name of your new files to "client_obfuscation.txt" though. Then just follow the normal procedure of recompile.bat -> reobf.bat -> install
that is what i have been doing, what i ment was, do i need any extra files to compile a mod that uses mod loader
Honestly I have zero opinion, good OR bad, of netbeans beyond its name. Prior to MineCraft I had worked on the source code for a text based multplayer game server (a MU* if anyone is familiar with them) that was written in Java. Thats it. Well HelloWorld and HelloAndroid too but basically MC is my first Java experience. i have plenty of hobbyist experience in C and C++ (and a little TINY bit of ruby and python). I use Eclipse because celestial name was more appealing to me than 'beans'. So sorry, but I cant actually comment on how good netbeans is, just comment to say Eclipse was REALLY easy to pick up on with primarily a C background before.
Oh if you do C/C++ stuff id recommend Code::Blocks IDE with TDragons build of MinGW. All that is googlable.
package net.minecraft.src;
public class mod_StormRecords extends BaseMod
{
public static Item field_20002_a = (new ItemRecord(2002, "ward")).func_20010_a(2, 15).func_20011_a("record");
public static Item field_20001_recordblue = (new ItemRecord(2003, "stal")).func_20010_a(3, 15).func_20011_a("record");
public static Item field_20004_recordpurple = (new ItemRecord(2004, "mall")).func_20010_a(4, 15).func_20011_a("record");
public static Item field_20003_a = (new ItemRecord(2005, "far")).func_20010_a(5, 15).func_20011_a("record");
public mod_StormRecords()
{
}
}
Your constructor needs parens, Static class variables (all CLASS variables) need defined in the class body, not the constructor body.
package net.minecraft.src;
public class mod_StormRecords extends BaseMod
{
public static Item field_20002_a = (new ItemRecord(2002, "ward")).func_20010_a(2, 15).func_20011_a("record");
public static Item field_20001_recordblue = (new ItemRecord(2003, "stal")).func_20010_a(3, 15).func_20011_a("record");
public static Item field_20004_recordpurple = (new ItemRecord(2004, "mall")).func_20010_a(4, 15).func_20011_a("record");
public static Item field_20003_a = (new ItemRecord(2005, "far")).func_20010_a(5, 15).func_20011_a("record");
public mod_StormRecords()
{
}
}
Your constructor needs parens, Static class variables (all CLASS variables) need defined in the class body, not the constructor body.
Just curious, your field name follows MCP naming scheme;
did you have it inside the minecraft.jar before you decompiled? because you really shouldnt. The minecraft.jar should be as close to vanilla as possible prior to running decompile.bat. And you should only run decompile ONCE. Modloader, Settings API, Tool Utils and Audio Mod, which are prerequisites of other mods, are useful to have inside the jar prior to decompiling but in those situations you have to do a bit more work to get the source code the decompiler creates to be 'clean' enough to recompile.
Im not saying you need to start anything over though. If you are using Eclipse to edit the files you can run 'refactor' on the variable names to fix them back to what you originally used.
Just curious, your field name follows MCP naming scheme;
did you have it inside the minecraft.jar before you decompiled? because you really shouldnt. The minecraft.jar should be as close to vanilla as possible prior to running decompile.bat. And you should only run decompile ONCE. Modloader, Settings API, Tool Utils and Audio Mod, which are prerequisites of other mods, are useful to have inside the jar prior to decompiling but in those situations you have to do a bit more work to get the source code the decompiler creates to be 'clean' enough to recompile.
Im not saying you need to start anything over though. If you are using Eclipse to edit the files you can run 'refactor' on the variable names to fix them back to what you originally used.
I am using notepad :biggrin.gif:
edit: and um no that was a clean minecraft.jar file. I think
Damn! I need to have these seperate images fast, or the thing is gonna die!!!
can someone show me the source code of something with seperate images? Cause i started over with the coding and now its all clean and i dont want to mess it up again TNKS!!!
That's also what raised my question.
that is what i have been doing, what i ment was, do i need any extra files to compile a mod that uses mod loader
Oh if you do C/C++ stuff id recommend Code::Blocks IDE with TDragons build of MinGW. All that is googlable.
Your constructor needs parens, Static class variables (all CLASS variables) need defined in the class body, not the constructor body.
wispers humbly, thank you.
Just curious, your field name follows MCP naming scheme;
did you have it inside the minecraft.jar before you decompiled? because you really shouldnt. The minecraft.jar should be as close to vanilla as possible prior to running decompile.bat. And you should only run decompile ONCE. Modloader, Settings API, Tool Utils and Audio Mod, which are prerequisites of other mods, are useful to have inside the jar prior to decompiling but in those situations you have to do a bit more work to get the source code the decompiler creates to be 'clean' enough to recompile.
Im not saying you need to start anything over though. If you are using Eclipse to edit the files you can run 'refactor' on the variable names to fix them back to what you originally used.
I am using notepad :biggrin.gif:
edit: and um no that was a clean minecraft.jar file. I think
In that case cant help with easy refactoring names but i can suggest NotePad++ if thats not the notepad you are already using.
...
edit: ok ill start using eclipse... the sun is gone
I find lost souls using M$ notepad.exe instead of NP++ on occasion. I try to help them find their way.
can someone show me the source code of something with seperate images? Cause i started over with the coding and now its all clean and i dont want to mess it up again TNKS!!!
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