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    posted a message on [1.5] UberRPG
    Quote from infinitkiwi

    So was I. you spelt it "South Ausralia." It's Australia.

    Capital letters, full stops, quotations are grammar.
    Mid-evil is a spelling error.
    Posted in: Resource Packs
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    posted a message on [1.5] UberRPG
    Quote from infinitkiwi

    Very nice. Add pictures IN the post, if you don't know how, it's very easy to look for a tutorial.

    But, keep it up. I really like the netherrack.




    And kickbutt, since we're on the conversation of grammar and spelling; I'm sure midevil, is just as bad spelling as you telling us you're from south ausralia. That's *South Australia.

    I was talking about spelling, not grammar. :P
    Posted in: Resource Packs
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    posted a message on [1.5] UberRPG
    Nice job dude, this texture pack is simple and adds that happy, vibrant touch to minecraft but still keeps the game in perspective, there are only a few flaws though, it's medieval not midevil and yes, as mentioned above you should put the photos in the post and not in a link in the post, im Using the texture pack right now and it looks great! You should also try put more description in your post.
    Posted in: Resource Packs
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    posted a message on [Help]Armor Not Equiping
    BUMP DAMNIT I REALLY NEED HELP FOR THIS AND I HAVE GOT NO HELP!!! PLZ HELP ME!!!
    Posted in: Modification Development
  • 0

    posted a message on [Help]Armor Not Equiping
    BUMP Please help me!!!
    Posted in: Modification Development
  • 0

    posted a message on [Help]Armor Not Equiping
    Quote from JohhnyAwesome3

    Change
    ItemGlassArmor extends Item
    to this
    ItemGlassArmor extends ItemArmor


    Like I said, now 'super(par1);' has an error
    Posted in: Modification Development
  • 0

    posted a message on [Help]Armor Not Equiping
    Ok, so I need some help, my Armor looks all fine and so does my code, no errors (except the 3 to begin with)

    My mod_oblivion
    package net.minecraft.src;

    import java.util.Random;

    public class mod_oblivion extends BaseMod
    {

    public static Item GlassSword;

    public static Item GlassIngot;

    public static final Block GlassOre;

    public static Item GlassHelmet;
    public static Item GlassChest;
    public static Item GlassLegs;
    public static Item GlassBoots;

    static
    {

    GlassSword = (new ItemGlassSword(1000, EnumGlassToolMaterial.GLASS)).setIconIndex(ModLoader.addOverride("/gui/items.png", "/mods/GlassSword.png")).setItemName("GlassSword");

    GlassIngot = (new Item(1001)).setIconIndex(ModLoader.addOverride("/gui/items.png", "/mods/GlassIngot.png")).setItemName("GlassIngot");

    GlassOre = (new BlockGlassOre(139, ModLoader.addOverride("/terrain.png", "/mods/GlassOre.png"))).setHardness(3F).setResistance(3F);GlassOre.setStepSound(Block.soundStoneFootstep).setBlockName("GlassOre");

    GlassHelmet = (new ItemGlassArmor(8000, EnumGlassArmorMaterial.GLASS, 3, 0)).setIconIndex(ModLoader.addOverride("/gui/items.png", "/mods/GlassHelmet.png")).setItemName("Helmet");
    GlassChest = (new ItemGlassArmor(8001, EnumGlassArmorMaterial.GLASS, 3, 1)).setIconIndex(ModLoader.addOverride("/gui/items.png", "/mods/GlassChest.png")).setItemName("Chest");
    GlassLegs = (new ItemGlassArmor(8002, EnumGlassArmorMaterial.GLASS, 3, 2)).setIconIndex(ModLoader.addOverride("/gui/items.png", "/mods/GlassLegs.png")).setItemName("Legs");
    GlassBoots = (new ItemGlassArmor(8003, EnumGlassArmorMaterial.GLASS, 3, 3)).setIconIndex(ModLoader.addOverride("/gui/items.png", "/mods/GlassBoots.png")).setItemName("Boots");

    }

    public mod_oblivion()
    {
    ModLoader.addName(GlassSword, "Glass Sword");

    ModLoader.registerBlock(GlassOre);

    ModLoader.addName(GlassOre, "Glass Ore");

    ModLoader.addName(GlassHelmet, "Glass Helmet");
    ModLoader.addName(GlassChest, "Glass Chestplate");
    ModLoader.addName(GlassLegs, "Glass Legs");
    ModLoader.addName(GlassBoots, "Glass Boots");

    ModLoader.addArmor("glass");

    ModLoader.addSmelting(mod_oblivion.GlassOre.blockID, new ItemStack(GlassIngot, 1), 1);

    ModLoader.addName(GlassIngot, "GlassIngot");

    ModLoader.addRecipe(new ItemStack(GlassSword, 1), new Object []
    {
    " S ", " S ", " L ", Character.valueOf('S'), mod_oblivion.GlassIngot, Character.valueOf('L'), Item.stick
    });

    ModLoader.addRecipe(new ItemStack(GlassSword, 1), new Object []
    {
    " P ", " P ", " P ", Character.valueOf('S'), Block.dirt
    });
    ModLoader.addRecipe(new ItemStack(GlassHelmet, 1), new Object []
    {
    "PPP", "P P", " ", Character.valueOf('S'), mod_oblivion.GlassIngot
    });
    ModLoader.addRecipe(new ItemStack(GlassChest, 1), new Object []
    {
    "P P", "PPP", "PPP", Character.valueOf('S'), mod_oblivion.GlassIngot
    });
    ModLoader.addRecipe(new ItemStack(GlassLegs, 1), new Object []
    {
    "PPP", "P P", "P P", Character.valueOf('S'), mod_oblivion.GlassIngot
    });
    ModLoader.addRecipe(new ItemStack(GlassBoots, 1), new Object []
    {
    "P P", "P P", Character.valueOf('S'), mod_oblivion.GlassIngot
    });

    }

    public void generateSurface(World world, Random rand, int chunkx, int chunkz)
    {

    for(int l = 0; l<10; l++)
    {

    int i1 = chunkx +rand.nextInt(16);
    int j1 = rand.nextInt(24);
    int k1 = chunkz +rand.nextInt(16);

    (new WorldGenMinable(GlassOre.blockID, 4)).generate(world, rand, i1, j1, k1);
    }

    }

    public void load()
    {



    }

    public String getVersion()
    {
    return "minecraft 1.3.2 oblivivion mod";
    }
    }

    My ItemGlassArmor
    package net.minecraft.src;

    public class ItemGlassArmor extends Item
    {
    /** Holds the 'base' maxDamage that each armorType have. */
    private static final int[] maxDamageArray = new int[] {11, 16, 15, 13};

    /**
    * Stores the armor type: 0 is helmet, 1 is plate, 2 is legs and 3 is boots
    */
    public final int armorType;

    /** Holds the amount of damage that the armor reduces at full durability. */
    public final int damageReduceAmount;

    /**
    * Used on RenderPlayer to select the correspondent armor to be rendered on the player: 0 is cloth, 1 is chain, 2 is
    * iron, 3 is diamond and 4 is gold.
    */
    public final int renderIndex;

    /** The EnumArmorMaterial used for this ItemArmor */
    private final EnumGlassArmorMaterial material;

    public ItemGlassArmor(int par1, EnumGlassArmorMaterial par2EnumGlassArmorMaterial, int par3, int par4)
    {
    super(par1);
    this.material = par2EnumGlassArmorMaterial;
    this.armorType = par4;
    this.renderIndex = par3;
    this.damageReduceAmount = par2EnumGlassArmorMaterial.getDamageReductionAmount(par4);
    this.setMaxDamage(par2EnumGlassArmorMaterial.getDurability(par4));
    this.maxStackSize = 1;
    this.setTabToDisplayOn(CreativeTabs.tabCombat);
    }

    /**
    * Return the enchantability factor of the item, most of the time is based on material.
    */
    public int getItemEnchantability()
    {
    return this.material.getEnchantability();
    }

    /**
    * Returns the 'max damage' factor array for the armor, each piece of armor have a durability factor (that gets
    * multiplied by armor material factor)
    */
    static int[] getMaxDamageArray()
    {
    return maxDamageArray;
    }
    }

    My EnumGlassArmorMaterial
    package net.minecraft.src;

    public enum EnumGlassArmorMaterial
    {
    CLOTH(5, new int[]{1, 3, 2, 1}, 15),
    CHAIN(15, new int[]{2, 5, 4, 1}, 12),
    IRON(15, new int[]{2, 6, 5, 2}, 9),
    GOLD(7, new int[]{2, 5, 3, 1}, 25),
    DIAMOND(33, new int[]{3, 8, 6, 3}, 10),
    GLASS(33, new int[]{4, 10, 8, 3}, 10);

    /**
    * Holds the maximum damage factor (each piece multiply this by it's own value) of the material, this is the item
    * damage (how much can absorb before breaks)
    */
    private int maxDamageFactor;

    /**
    * Holds the damage reduction (each 1 points is half a shield on gui) of each piece of armor (helmet, plate, legs
    * and boots)
    */
    private int[] damageReductionAmountArray;

    /** Return the enchantability factor of the material */
    private int enchantability;

    private EnumGlassArmorMaterial(int par3, int[] par4ArrayOfInteger, int par5)
    {
    this.maxDamageFactor = par3;
    this.damageReductionAmountArray = par4ArrayOfInteger;
    this.enchantability = par5;
    }

    /**
    * Returns the durability for a armor slot of for this type.
    */
    public int getDurability(int par1)
    {
    return ItemArmor.getMaxDamageArray()[par1] * this.maxDamageFactor;
    }

    /**
    * Return the damage reduction (each 1 point is a half a shield on gui) of the piece index passed (0 = helmet, 1 =
    * plate, 2 = legs and 3 = boots)
    */
    public int getDamageReductionAmount(int par1)
    {
    return this.damageReductionAmountArray[par1];
    }

    /**
    * Return the enchantability factor of the material.
    */
    public int getEnchantability()
    {
    return this.enchantability;
    }
    }


    My Armor is in my inventory, and I can craft it, but when i move it to a slot it won't go in? Ive heard something about changing 'public class ItemGlassArmor extends Item' to 'public class ItemGlassArmor extends ItemArmor' but that screws up 'super(par1);' (in ItemGlassArmor) PLEASE HELP
    - Thanks
    Posted in: Modification Development
  • 0

    posted a message on RS-CRAFT A RUNESCAPE MOD
    If you want I could code some mobs/tools/swords for you...
    Posted in: WIP Mods
  • 0

    posted a message on [WIP] 1.2.5 The Runescape mod!!!
    I could help you do the ores weapons and tools, I could also do some mobs if you want (but i suck at techne)
    EDIT: But I do use modloader, hopefully you do to :), but if you don't I think I can figure it out. And also I made a banner :D

    Posted in: WIP Mods
  • 0

    posted a message on Redstone Tools Help?
    I could easily help you if you wanted

    WRONG SECTION
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] Epic Purple V 0.0.3 BUNNIES
    Demented bunnies now released :)
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] Epic Purple V 0.0.3 BUNNIES
    Quote from User

    Interesting mod. You should try and add more mobs and change the name since "Mo' _____" is overused.

    Ok, il change the name since yeah... Mo' is over used, and right now I am making a purple bunny, thanks for commenting :)
    Posted in: WIP Mods
  • 0

    posted a message on Pokecube Generations
    I think Dialga should be the first legendary pokemon (yes i know it didn't say dialga but dialga is awesome)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.5][WIP] Epic Purple V 0.0.3 BUNNIES
    Bump....

    Maybe just 1 download and 1 comment I will be happy....
    Posted in: WIP Mods
  • 0

    posted a message on [1.2.5][WIP] Epic Purple V 0.0.3 BUNNIES
    Ever thought minecraft didn't have enough purple? It was a bit to ordinary colored...
    That has all changed no with

    Epic Purple





    Items

    Food

    Jelly!
    Yum, now you can eat jelly in minecraft!
    Can now be illegitimately obtained by killing a demented bunny!
    Hearts: 3
    Feed-able to wolves: No
    ID: 1008
    Saturation: 1
    Image(s):


    Mobs:
    Demented bunny!
    Now you can find demented bunnies everywhere that want to kill you!
    Hearts: 5
    Armor: 0
    Image(s):
    heheheheh see for yourself!
    Found in biome: every biome

    Tools and swords

    w00t now there's some tools and swords!
    .. Wait whats this, it's double the efficiency and power of a diamond sword!?
    This must be good!! But it also must be rare...

    harvest level: 3
    max uses: 3000
    efficiency: 15F
    damage vs entity: 5 (not hearts)
    enchant-ability: 22

    (For you guys that just want the mod, simply this is saying that its better than diamond!)
    image(s):

    Tutorial Axe
    Tutorial Hoe
    Tutorial Pickaxe
    Tutorial Spade
    Tutorial Sword

    Ore and Materials

    Now this must be pretty rare for such an OP weapon..
    how rare is this lets see.. OMG less rare then coal...
    image(s):

    Tutorial Plate
    Tutorial Chunk (lots)
    Tutorial Chunks
    Tutorial Ore
    Tutorial Ingot
    Tutorial Block

    Want to get this? Well... CLICK THIS LINK
    V0.0.3 http://www.mediafire.com/?3epz84czn7n3jg1 1.2.5

    Older Versions:
    v0.0.2 N/A
    v0.0.1 N/A

    Requires:
    ModLoader

    Compatible with:
    Compatible with every mod with ModLoader

    Know Bugs:
    Tools being called 'sword'

    Change-log:
    0.0.3 Everything 'tutorial' is now 'torpedo', bunnies (look demented though,(don't even look like bunnies)
    0.0.2 Minor bug fixes
    0.0.1 Initial release

    Planned:
    1. Purple bunny
    2. Suggestions?
    (this is just me messing around with eclipse, tell me what you think!)
    Posted in: WIP Mods
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