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Everything posted by Arthur Wesley
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[SOLVED] [1.12.2] How to make a custom Bow Texture array?
Arthur Wesley replied to Arthur Wesley's topic in Modder Support
Oh, I'm so dumb I forgot to check that. I am sorry for making you having to help me because my disattention... Thanks for the help, it worked. I'll try to pay more attention to "my" codes. -
[SOLVED] [1.12.2] How to make a custom Bow Texture array?
Arthur Wesley replied to Arthur Wesley's topic in Modder Support
It's a pure copy of the Vanilla, like I used in 1.7.10: package tutuicraft3.sapphirecraft.items; import javax.annotation.Nullable; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.init.Enchantments; import net.minecraft.init.Items; import net.minecraft.init.SoundEvents; import net.minecraft.item.EnumAction; import net.minecraft.item.IItemPropertyGetter; import net.minecraft.item.Item; import net.minecraft.item.ItemArrow; import net.minecraft.item.ItemStack; import net.minecraft.stats.StatList; import net.minecraft.util.ActionResult; import net.minecraft.util.EnumActionResult; import net.minecraft.util.EnumHand; import net.minecraft.util.ResourceLocation; import net.minecraft.util.SoundCategory; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; import tutuicraft3.sapphirecraft.init.ModItems; public class ItemSapphire_Bow extends Item { public ItemSapphire_Bow() { maxStackSize = 1; setMaxDamage(3000); setCreativeTab(ModItems.TabSapphireCraft); addPropertyOverride(new ResourceLocation("pull"), new IItemPropertyGetter() { @SideOnly(Side.CLIENT) public float apply(ItemStack stack, @Nullable World worldIn, @Nullable EntityLivingBase entityIn) { if (entityIn == null) { return 0.0F; } else { return entityIn.getActiveItemStack().getItem() != Items.BOW ? 0.0F : (float)(stack.getMaxItemUseDuration() - entityIn.getItemInUseCount()) / 20.0F; } } }); this.addPropertyOverride(new ResourceLocation("pulling"), new IItemPropertyGetter() { @SideOnly(Side.CLIENT) public float apply(ItemStack stack, @Nullable World worldIn, @Nullable EntityLivingBase entityIn) { return entityIn != null && entityIn.isHandActive() && entityIn.getActiveItemStack() == stack ? 1.0F : 0.0F; } }); } private ItemStack findAmmo(EntityPlayer player) { if (this.isArrow(player.getHeldItem(EnumHand.OFF_HAND))) { return player.getHeldItem(EnumHand.OFF_HAND); } else if (this.isArrow(player.getHeldItem(EnumHand.MAIN_HAND))) { return player.getHeldItem(EnumHand.MAIN_HAND); } else { for (int i = 0; i < player.inventory.getSizeInventory(); ++i) { ItemStack itemstack = player.inventory.getStackInSlot(i); if (this.isArrow(itemstack)) { return itemstack; } } return ItemStack.EMPTY; } } protected boolean isArrow(ItemStack stack) { return stack.getItem() instanceof ItemArrow; } /** * Called when the player stops using an Item (stops holding the right mouse button). */ public void onPlayerStoppedUsing(ItemStack stack, World worldIn, EntityLivingBase entityLiving, int timeLeft) { if (entityLiving instanceof EntityPlayer) { EntityPlayer entityplayer = (EntityPlayer)entityLiving; boolean flag = entityplayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantments.INFINITY, stack) > 0; ItemStack itemstack = this.findAmmo(entityplayer); int i = this.getMaxItemUseDuration(stack) - timeLeft; i = net.minecraftforge.event.ForgeEventFactory.onArrowLoose(stack, worldIn, entityplayer, i, !itemstack.isEmpty() || flag); if (i < 0) return; if (!itemstack.isEmpty() || flag) { if (itemstack.isEmpty()) { itemstack = new ItemStack(Items.ARROW); } float f = getArrowVelocity(i); if ((double)f >= 0.1D) { boolean flag1 = entityplayer.capabilities.isCreativeMode || (itemstack.getItem() instanceof ItemArrow && ((ItemArrow) itemstack.getItem()).isInfinite(itemstack, stack, entityplayer)); if (!worldIn.isRemote) { ItemArrow itemarrow = (ItemArrow)(itemstack.getItem() instanceof ItemArrow ? itemstack.getItem() : Items.ARROW); EntityArrow entityarrow = itemarrow.createArrow(worldIn, itemstack, entityplayer); entityarrow.shoot(entityplayer, entityplayer.rotationPitch, entityplayer.rotationYaw, 0.0F, f * 3.0F, 1.0F); if (f == 1.0F) { entityarrow.setIsCritical(true); } int j = EnchantmentHelper.getEnchantmentLevel(Enchantments.POWER, stack); //if (j > 0) //{ //entityarrow.setDamage(entityarrow.getDamage() + (double)j * 0.5D + 0.5D); //} entityarrow.setDamage(1000); int k = EnchantmentHelper.getEnchantmentLevel(Enchantments.PUNCH, stack); if (k > 0) { entityarrow.setKnockbackStrength(k); } //if (EnchantmentHelper.getEnchantmentLevel(Enchantments.FLAME, stack) > 0) //{ entityarrow.setFire(100); //} stack.damageItem(1, entityplayer); if (flag1 || entityplayer.capabilities.isCreativeMode && (itemstack.getItem() == Items.SPECTRAL_ARROW || itemstack.getItem() == Items.TIPPED_ARROW)) { entityarrow.pickupStatus = EntityArrow.PickupStatus.CREATIVE_ONLY; } worldIn.spawnEntity(entityarrow); } worldIn.playSound((EntityPlayer)null, entityplayer.posX, entityplayer.posY, entityplayer.posZ, SoundEvents.ENTITY_ARROW_SHOOT, SoundCategory.PLAYERS, 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if (!flag1 && !entityplayer.capabilities.isCreativeMode) { itemstack.shrink(1); if (itemstack.isEmpty()) { entityplayer.inventory.deleteStack(itemstack); } } entityplayer.addStat(StatList.getObjectUseStats(this)); } } } } /** * Gets the velocity of the arrow entity from the bow's charge */ public static float getArrowVelocity(int charge) { float f = (float)charge / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if (f > 1.0F) { f = 1.0F; } return f; } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack stack) { return 72000; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack stack) { return EnumAction.BOW; } /** * Called when the equipped item is right clicked. */ public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) { ItemStack itemstack = playerIn.getHeldItem(handIn); boolean flag = !this.findAmmo(playerIn).isEmpty(); ActionResult<ItemStack> ret = net.minecraftforge.event.ForgeEventFactory.onArrowNock(itemstack, worldIn, playerIn, handIn, flag); if (ret != null) return ret; if (!playerIn.capabilities.isCreativeMode && !flag) { return flag ? new ActionResult(EnumActionResult.PASS, itemstack) : new ActionResult(EnumActionResult.FAIL, itemstack); } else { playerIn.setActiveHand(handIn); return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemstack); } } /** * Return the enchantability factor of the item, most of the time is based on material. */ public int getItemEnchantability() { return 1; } } -
[SOLVED] [1.12.2] How to make a custom Bow Texture array?
Arthur Wesley replied to Arthur Wesley's topic in Modder Support
Oh, another problem. The bow is using only the standby and pulling_0 texture, it is not using the pulling_1 an 2: { "parent": "item/generated", "textures": { "layer0": "sc:items/sapphire_bow_standby" }, "display": { "thirdperson_righthand": { "rotation": [ -80, 260, -40 ], "translation": [ -1, -2, 2.5 ], "scale": [ 0.9, 0.9, 0.9 ] }, "thirdperson_lefthand": { "rotation": [ -80, -280, 40 ], "translation": [ -1, -2, 2.5 ], "scale": [ 0.9, 0.9, 0.9 ] }, "firstperson_righthand": { "rotation": [ 0, -90, 25 ], "translation": [ 1.13, 3.2, 1.13], "scale": [ 0.68, 0.68, 0.68 ] }, "firstperson_lefthand": { "rotation": [ 0, 90, -25 ], "translation": [ 1.13, 3.2, 1.13], "scale": [ 0.68, 0.68, 0.68 ] } }, "overrides": [ { "predicate": { "pulling": 1 }, "model": "sc:item/sapphire_bow_pulling_0" }, { "predicate": { "pulling": 1, "pull": 0.65 }, "model": "sc:item/sapphire_bow_pulling_1" }, { "predicate": { "pulling": 1, "pull": 0.9 }, "model": "sc:item/sapphire_bow_pulling_2" } ] } s -
[SOLVED] [1.12.2] How to make a custom Bow Texture array?
Arthur Wesley replied to Arthur Wesley's topic in Modder Support
Oh, now looking at the json file... Everything is more clear. By the way, you answer very fast, thanks. -
[SOLVED] [1.12.2] How to make a custom Bow Texture array?
Arthur Wesley replied to Arthur Wesley's topic in Modder Support
I'm sorry, but I couldn't fin any information about that in the ItemBow class. -
Hey guys, the problem is, I am making my custom sword and I would like to add an enchanting to it in it's class, like in 1.7.10 I could use: addEnchanting(Enchantment.ENCHANTMENT, TIER); - and it worked, but now in 1.12.2 I don't have idea of what to use instead of "addEnchanting"; but I know that instead of "Enchantment.ENCHANTMENT" - I need to use "Enchantments.ENCHANTMENT". BTW, I'm using eclipse. Could someone help me, please?