I want to make it controllable, and have gotten as far as taking the saddling code from EntityPig and throwing them into EntityCow. I haven't done any modelling or textures. Figured I'd get most of the coding done now.
Now the only thing I don't know how to do is how to make it controllable, move at a faster speed saddled vs unsaddled, and not walk around with a saddle on it when it's not being controlled.
In the OP it says there's a tutorial for this, though it links to a page in the middle of the thread, and nothing on that page really talks about this :tongue.gif:
There's a little button that says insert image. Upload the image to imageshack or whatever, copy it's url, hit that button, and paste in the url in the box it opens
Pretty much just the topic. I've made a couple sets of tools, but I want to add a recipe to each that uses a different kind of stick, but it's still the same tool. I figure, why bother wasting item IDs, though that is the easy way, when I could use metadata or whatever it is like wools, dyes, wool, etc. use.
The first problem I came across is that I have no clue how to do this :tongue.gif:
The Item constructor takes only one argument: the id. There is no second number. Things like dyes store the subtype in the damage value. Take a look at ItemDye.java to see how.
I'm trying to figure out how to add the damage :tongue.gif:
How do I assign IDs like dyes, wools, saplings, woods, and such use? Where would I put that second number? After the ID I assign to the item like this?
public static final Item itemName = new Item(2000, 0).setItemName("abc");
Or instead of a comma would I be using a semicolon?
After I found this page, I didn't think to make my own ToolMaterials file so I wouldn't be editing a base class.
Well, after I did, in the fashion you did it, I got 10 errors (10 tools, 2 different materials I added)
That was easy to fix. I hadn't changed the tool code from EnumToolMaterial.WHATEVER to mod_ToolMaterial.WHATEVER.
After fixing that, I got 10 more errors. I'm not sure what to do about these :tongue.gif:
It's pretty much saying I can't use the ItemSword or ItemSpade if I'm going to have my own ToolMaterial class. Do I have to make item files for all the tools?
EDIT: Nevermind. Didn't read what was below that. Guess I do then :tongue.gif:
Ignore all the crossed out stuff. Is there a way to throw the different mod_ModPick and mod_ModSpade and the others in with the mod_ModTool file? All these separate class files are getting annoying :tongue.gif:
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I can wait a day for that.
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Ok thanks :biggrin.gif:
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I want to make it controllable, and have gotten as far as taking the saddling code from EntityPig and throwing them into EntityCow. I haven't done any modelling or textures. Figured I'd get most of the coding done now.
Now the only thing I don't know how to do is how to make it controllable, move at a faster speed saddled vs unsaddled, and not walk around with a saddle on it when it's not being controlled.
In the OP it says there's a tutorial for this, though it links to a page in the middle of the thread, and nothing on that page really talks about this :tongue.gif:
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Thanks.
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When are we moving the server to Adrian? This IP thing sucks and has sucked D:<
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The first problem I came across is that I have no clue how to do this :tongue.gif:
Any help?
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I'm trying to figure out how to add the damage :tongue.gif:
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Or instead of a comma would I be using a semicolon?
And can I do this with tools too?
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After I found this page, I didn't think to make my own ToolMaterials file so I wouldn't be editing a base class.
Well, after I did, in the fashion you did it, I got 10 errors (10 tools, 2 different materials I added)
That was easy to fix. I hadn't changed the tool code from EnumToolMaterial.WHATEVER to mod_ToolMaterial.WHATEVER.
After fixing that, I got 10 more errors. I'm not sure what to do about these :tongue.gif:
It's pretty much saying I can't use the ItemSword or ItemSpade if I'm going to have my own ToolMaterial class. Do I have to make item files for all the tools?
EDIT: Nevermind. Didn't read what was below that. Guess I do then :tongue.gif:
Ignore all the crossed out stuff. Is there a way to throw the different mod_ModPick and mod_ModSpade and the others in with the mod_ModTool file? All these separate class files are getting annoying :tongue.gif: