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    posted a message on [WIP] The Precursor -- I'm Back after 2 Years!
    Quote from DjGyarados

    Are you still working on this ?

    Ya, I had finals Friday, Monday and today so I was studying and junk so I haven't done anything for awhile. Right now I'm working on a shop and the profession system.
    Posted in: WIP Mods
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    posted a message on Armor that acts like a pumpkin?
    It's in GuiIngame

    This is how the method is called:

            ItemStack itemstack = mc.thePlayer.inventory.armorItemInSlot(3);
    
            if (mc.gameSettings.thirdPersonView == 0 && itemstack != null && itemstack.itemID == Block.pumpkin.blockID)
            {
                renderPumpkinBlur(i, j);
            }


    This is the method:

        private void renderPumpkinBlur(int par1, int par2)
        {
            GL11.glDisable(GL11.GL_DEPTH_TEST);
            GL11.glDepthMask(false);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            GL11.glDisable(GL11.GL_ALPHA_TEST);
            GL11.glBindTexture(GL11.GL_TEXTURE_2D, mc.renderEngine.getTexture("%blur%/misc/pumpkinblur.png"));
            Tessellator tessellator = Tessellator.instance;
            tessellator.startDrawingQuads();
            tessellator.addVertexWithUV(0.0D, par2, -90D, 0.0D, 1.0D);
            tessellator.addVertexWithUV(par1, par2, -90D, 1.0D, 1.0D);
            tessellator.addVertexWithUV(par1, 0.0D, -90D, 1.0D, 0.0D);
            tessellator.addVertexWithUV(0.0D, 0.0D, -90D, 0.0D, 0.0D);
            tessellator.draw();
            GL11.glDepthMask(true);
            GL11.glEnable(GL11.GL_DEPTH_TEST);
            GL11.glEnable(GL11.GL_ALPHA_TEST);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
        }
    Posted in: Modification Development
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    posted a message on [WIP] The Precursor -- I'm Back after 2 Years!
    Quote from Dealman

    This looks very interesting, I wish I could be of help - either way I wish you the best of luck! Personally I'd love to see a bigger list of available Races and/or Professions(Or Talents, or whatever you call them...) that's the kind of thing that really gets my attention, especially a big variety of professions! :)


    As the mod gets developed, that will most likely be more races and what not. As of now, when it's only been a week old, it's going to stay with just a few races
    Posted in: WIP Mods
  • 1

    posted a message on [1.2.5] Muserae's Tweaks
    Quote from StrelokClearSky

    the tweaks work in smp?


    I have no clue. They're buggy in SMP if you use them for SSP. Once minecraft updates, I'll have a way to turn them on and off.
    Posted in: Minecraft Mods
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    posted a message on [WIP] The Precursor -- I'm Back after 2 Years!
    Alright, added a poll, please vote for which element image you like the best. They're all for air.
    I've also added some more screenshots. Instead of just the Race select, there's not ones of the element select and the character stats.

    ~Muserae
    Posted in: WIP Mods
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    posted a message on GUI - New Buttons Without Texturing
    Quote from TechGuy543



    I feel stupid xD
    I didn't even think about that. But then again, it is 5 am where I live xD

    Thanks again,
    ~Muserae
    Posted in: Modification Development
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    posted a message on GUI - New Buttons Without Texturing
    Alright, I'm tired so I'm going to make this simple xD

    I'm making a GUI for an RPG mod, and the default buttons don't match the GUI I'm making. My question, how can I make a new button image, without editing the default code or texture?

    You'll get a mention on the mod page if you figure out the problem
    ~Muserae
    Posted in: Modification Development
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    posted a message on [1.2.5] Muserae's Tweaks
    Quote from GerbilCrab475

    1)Remove the pumpkin helmets from snow golems
    2)Cave spiders spawn below layer 16
    3)Blazes spawn everywhere in the Nether
    4)Increased magma cube spawn rate
    5)slimes spawn everywhere below layer 32 in the dark.

    1)I think that would be a texturepack thing
    2)Possibly
    3)Easily
    4)Maybe
    5)I'd have to search a bit
    Posted in: Minecraft Mods
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    posted a message on [1.2.5] Muserae's Tweaks
    Quote from b00marrows

    1.items dont burn in lava (either they sink or bounce out)
    2.no coloured planks! make all planks the original ones! I HATE THOSE STUPID NEW PLAKS!
    3.is it possible to make leaf blocks drop saplings at incresed rates? i keep running out of jungle saplings...


    1.If I did that, people can't use lava to get rid of unwanted items
    2.You can just chance the texture
    3.If I did, it would mess with apple and cocoa bean drop rates
    Posted in: Minecraft Mods
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    posted a message on GUI - Adding Item to Inventory, Calling int from another GUI
    Quote from Xekaj

    Hope this helps!


    I'm glad is was something simple over some complicated thing xD

    Thanks, I'll add you to the credits of the mod :)
    Posted in: Modification Development
  • 0

    posted a message on GUI - Adding Item to Inventory, Calling int from another GUI
    I'm having two issues while creating a few GUI's.

    -----------------Issue One SOLVED-----------------

    I'm trying to make so when you click on button id 3, it gives the player an empty bowl (as a test), but it never does. To test if the button wasn't working right, I added a string called "testString" which does add the text, but the item still doesn't get added. This is the code I used:


    		else if(guibutton.id == 3)
    		{
    		 new ItemStack(Item.bowlEmpty, buyAmount);
    		 testString = "This is a test";
    		}


    -----------------Issue Two SOLVED-----------------

    I'm trying to get an int in GuiHello to be added to GuiBye. The reason for this, is because I have
    public int secret; in GuiHello, and there are a few places in the code that ++secret, --secret, etc.

    What I'm trying to do, is call the int from GuiHello, so in GuiBye, I can add this:

    thisInt = secret * anotherSecret;

    anotherSecret is located in GuiBye, along with thisInt, the only problem is I can't multiply by secret because it's in a different class file.


    Thanks to who helps, you will get some credit on the mod page if you solve any of these issues
    ~Muserae
    Posted in: Modification Development
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    posted a message on GUI - Drawing an Int
    I got it now, thanks guys :)
    Posted in: Modification Development
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    posted a message on GUI - Drawing an Int
    In EntityPlayer, I have an int secret. int secret gets increased just fine, as far as I know. What my question is, is how do I get an int to work in here:

    drawString(fontRenderer, <String name>, <width location>, <height location>, -1);

    It should go in with String name, but since that's for a string, it doesn't work. I tried converting the int to a string using this

    secretString = Integer.toString(secret);

    but it still didn't work. Does anyone know how to fix this?
    Posted in: Modification Development
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    posted a message on [1.2.5] Muserae's Tweaks
    Quote from newmangamers

    very good mod. is it your first set of mods?


    Thanks. This was my first mod, yes, but now I'm working on a few others :P
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5] Muserae's Tweaks
    Quote from TheStigTopGear

    OMG Please disable the visual effect of the magnet mod on multiplayer I can never see where my ores drop. They are flying around my face but not being picked up.


    Ya, the next minecraft update, I'm going to add a GUI to enable and disable tweaks.
    Posted in: Minecraft Mods
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