warfighter67
Forge Modder-
Posts
5 -
Joined
-
Last visited
Converted
-
Gender
Undisclosed
-
Personal Text
I am new!
warfighter67's Achievements
Tree Puncher (2/8)
1
Reputation
-
IArrowLooseHandler, IArrowNockHandler, and Bows
warfighter67 replied to warfighter67's topic in General Discussion
Thanks I solved my issue with your help. -
Tools and Chests, among other things...
warfighter67 replied to atrain99's topic in General Discussion
For your item that gets damaged when using it in a crafting recipe, you could use this in your item file: public void onCreated(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { mod_****.ItemBeingDamaged.damageItem(how many uses, par3EntityPlayer); } Not 100% sure if it will work since I didn't test the code before giving it to you but it seems like it would work. Edit: Nevermind, this won't work since the item will be used up in the recipe. Doh! But, still using the onCreate method, you COULD instantiate a private variable that keeps track of the ItemBeingDamaged current damage, and when the new item is created, give the player a 'new' ItemBeingDamaged, then call damageItem(current damage + amount, par3EntityPlayer); on the 'new' ItemBeingDamaged ItemStack -
So, I have this custom bow: ...and you probably noticed this little bit of code: That is currently how I am using my bow's animation. It's perfectly fine, except for the fact that the animation also shows up in the item bar because I'm using the iconIndex of the item. I already implemented the interfaces IArrowLooseHandler and IArrowNockHandler and put in the methods, but I'm unsure of what to do from there to get my bow's animation to work. Any help would be appreciated, thanks.