- toughenough6
- Curse Premium
-
Member for 12 years, 10 months, and 12 days
Last active Sun, Aug, 17 2014 09:34:33
- 1 Follower
- 915 Total Posts
- 148 Thanks
-
Jun 30, 2012toughenough6 posted a message on Community Creations - The Banner ContestI vote corruptangel's!Posted in: News
-
Nov 25, 2011toughenough6 posted a message on Humble Bundle - Music Edition!I just got this, I am lovin C418's album (Thats most of the reason why I got it honestly) Totally worth the $5 that I paid. C418's album is normally $4, so I paid $1 really for 9 albums. :biggrin.gif:Posted in: News
-
Jul 28, 2011toughenough6 posted a message on 1.8 Updates: New Mob...Revealed?what is that tree type thing to the right?Posted in: News
- To post a comment, please login.
0
The ultimate annoyance is when you correct someone saying something completely stupid (Real example: "I can code in OpenGL") and then they try to defend themselves and put themselves above you.
Dude, you don't code in OpenGL. Stop being retarded.
Another:
Me: "You don't use Chrome? I like Chrome. What do you use?"
Him: "Internet." *Moves mouse and motions to Internet Explorer*
I later found out he didn't understand the concept of web browsers, and just thought that IE was the only option.
0
1
0
This looks really cool, and if there's a fix for that I'll definitely use it.
0
0
0
0
So like, if you're using a huge sword, you have a delay of 1 second before you can swing again, etc. As opposed to if you have a dagger, you can hit like normal.
So, what class would I find this in to edit? And maybe more specifically, where?
Thanks!
0
Things that I'll be doing differently are I'll be explaining some of the code, so you start to grasp Java faster. How do you think I figured out some of these methods? You have to look around the rest of the modloader and Minecraft class files to figure some things out!
I'll also be providing the quickest and easiest way to do things, and making sure that I don't leave anything out. For example, in some tutorials, the person says "These swords can't be enchanted." Why not? They are swords in Minecraft! They need to be enchanted! So I went and figured out how to make my swords enchantable. I did that with some other tutorials too, so you'll probably be seeing some new stuff here that isn't exactly identical to anything you've seen before.
Here's my to-do list of tutorials. Feel free to suggest things, and I'll throw them up here.
- Armor
- Trees
- Mobs (Currently broken in 1.3.2 modloader)
Let me just start off by saying that I'm assuming that you have used MCP to decompile Minecraft, and have eclipse up and running. I won't restate that, because that tutorial is the exact same everywhere. You can ask questions about it, but I'm not writing a huge thing about it right now.
The first 2 lines are nothing to worry about, they are standard for any modloader mod.
public static final Item dirtsword . . . defines the sword initially. This is standard for adding any item. the (2000) after new dirtsword is the Item ID. Make sure that you don't use the same one for multiple items. Not any number is available, but around 2000 is fine.
ModLoader.addName is adding the actual in game name that you see when you move your mouse over the item. This should be a something like "Dirt Sword" and not "dirtsword".
dirtsword.iconIndex is overriding the texture. The texture will go in your minecraft.jar, and you can specify a path. Start with a /, and go from there. For example, mine is in a folder called dirtswordmod and it is a .png file called dirtsword. You must use png files.
Adding the recipe is the next part, and it's fairly simple. The first set of quotes represent the top 3 spaces in the crafting table, and the next quotes the middle, and the last the bottom. So something like this; "XXX", "X X", "XXX", with the character value of X being planks, would create a chest.
That's basically it for your mod_dirtsword class!
The protected ints you don't really need to worry about, there's nothing you should be changing about them.
This little bit actually defines the new sword. the EnumtoolMaterial would normally be changed to your material class, but using this way, we don't need one of those, instead, we define it's attributes in this class. So you can keep it as wood.
SetMaxDamage is the durability. With this sword, we could swing it at mobs or break blocks 8 times. Not a whole lot, considering diamond has around 1500 and even wood has around 60 (Use those as reference points).
Damage is the amount of... well... damage your sword does! This is counted in half hearts, so this dirt sword will do 6 hearts of damage on a non armoured player or mob. It's fairly strong for a basic sword. Diamond has 7 and wood & gold both have 4. So 3.5 and 2 hearts damage, respectively. Change the value to whatever you want.
Enchantability is a fairly complicated one, because the formula for calculating possible enchantments is quite complex itself. Basically though, higher values will make it possible to get better enchantments at lower levels. It won't change the minimum or maximum values for enchantments, but it will essentially make it easier to get better enchantments, or more enchantments. For example, diamond is 10, gold is 22, wood is 5, stone is 15, and iron is 14. So it's easiest to get good enchantments on gold tools and weapons, and hardest on wood. Choose this value wisely.
Those last two public ints you also don't have to worry about, it's just closing off everything and making sure it will work properly. The above things are the customizable options.
How To Ask Questions (READ):
Please use the below submission outline for questions about errors you have. If you don't, I might ignore you.
0
****.... I'll go repost it there.
0
0
0
I don't quite know about that, and I know that post is kind of old, but I DO know that you should definitely keep everything in one mod_ Class.
For example: mod_elementalrocks (or something like that).java would contain your declaring the blocks, registering them, and whatnot. You still do need a class for each block, to determine other properties, but one mod_class is good and easier to work with.
So just put all the stuff in each mod_ class into one.
Hope that helped. When I first started I did the same thing and it messed stuff up and I got really confused. Had to rewrite a LOT of stuff.
Sorry I couldn't help you with your special properties though.
0
Most definitely! I'm trying to add human mob extensions but I CANNOT get it to work! Modloader broke NPCs... Also, ARMOR! I can't find a SINGLE armor tutorial for 1.3.2 on the internet. I really want this!
0
Also, what about armor? I am looking for a tutorial on armor as well.