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Oniro

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Everything posted by Oniro

  1. Or you could get the JSON Editor Plugin in the market place. It evens tells if you have erros.
  2. I'm an idiot, sorry. I'm a visual kinda guy ^^ And the #giveItemToPlayer works perfectly! Thanks alot for the help! diesieben, if you want to can throw tomatoes at me.
  3. I think it will be simpler if I just paste my entier class. the item was the IItemHandler, forgot to change it to ItemHandlerHelper. And its the return part I just can't seem to grasp. package com.champion.tutorial.item; import java.util.Random; import com.champion.tutorial.client.TutorialMod; import com.champion.tutorial.init.TutorialItems; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.InventoryPlayer; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemPotion; import net.minecraft.item.ItemStack; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.util.ActionResult; import net.minecraft.util.EnumActionResult; import net.minecraft.util.EnumHand; import net.minecraft.util.text.TextComponentString; import net.minecraft.world.World; import net.minecraftforge.items.IItemHandler; import net.minecraftforge.items.ItemHandlerHelper; public class ItemDice extends Item { public ItemDice(String unlocalizedName){ this.setUnlocalizedName(unlocalizedName); this.setCreativeTab(TutorialMod.tabTutorial); maxStackSize = 1; setMaxDamage(1); } //@Override public ActionResult<ItemStack> onItemRightClick(ItemStack itemStackIn, World worldIn, EntityPlayer playerIn, EnumHand hand, IItemHandler item) { if(!worldIn.isRemote){ Random ran = new Random(); int x = ran.nextInt(20); // Lorsque le dé tombe sur 1 if(x == 0) { itemStackIn.damageItem(2, playerIn); playerIn.addChatMessage(new TextComponentString("You rolled 1! The spirit of the Game Master doesn't like you and drops you life to half a heart!")); //playerIn.addPotionEffect(new PotionEffect(Potion.getPotionFromResourceLocation("poison"), 200)); playerIn.setHealth(1); } //Lorsque le dé tombe sur un nombre entre 2 et 18 if(x >=1 && x <= 17) { int x2 = x + 1; Random ran2 = new Random(); int y = ran2.nextInt(100); if(y <= 39){ ItemStack PotatoStack = new ItemStack(Items.POTATO, 3); if(ItemHandlerHelper.insertItem(item, PotatoStack, false) != null){ return null; }else{ playerIn.dropItem(PotatoStack, false); } playerIn.addChatMessage(new TextComponentString("You rolled " + x2 + ", You received 3 Potatos!")); } } } return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemStackIn); } }
  4. Ok now I'm completly lost. I know what I've done is wrong but thats how I understood how to do it. The "null" argument of insertItem is the dest, didn't knew what it was and it was saying me to put null so I did what it said. ItemStack PotatoStack = new ItemStack(Items.POTATO, 3); if(item.insertItem(null, PotatoStack, false) != null){ return null; }else{ playerIn.dropItem(PotatoStack, false); }
  5. Oups, my javadoc wasn't shoing for w/e reason! ^^' The thing I don't understand is the slot argument. Do I put a random slot number, or something more specefic that will look for the right slot to insert the item?
  6. To be sure I understand, I must do an if statement that when it returns something not null it will drop the item? Oh by the way, what must I put in the arguments of #inserItem(slot, stack, simulate)?
  7. So I'm doing an item that will give random items, but if the inventory is full I want the item to be drop on the ground. I've been looking how to do that, but I can't seem to find out how. So my questions are: 1: How to check in the inventory is full? 2: How to make the item drop in front of the player is the inventory is full?
  8. Oups, forgot to update the code. Looks like the problem was just Eclipse because I restarted it and not it works!
  9. Well you're following a 1.8 tutorial, and you're in 1.10.2. You should at least follow a 1.9 tutorial.
  10. Well I've red the document(really interesting by the way), but I don't really understand what to do with that information. If I'm not mistaken I must check if world.isRemote is false, thats what I did so I assume its not what I'm supposed to do and I'm kinda lost on what I have to do with this.
  11. I'm not sure I really understand what you mean.
  12. Ok so I'm trying to create an item that when is right clicked will get destroyed and will give me a random item. I tried with a simple random range of 2(will be 20 in the end) and the out puts are if its 0 it will be a potion effect, if its 1 it gives me an axe. My problem is that sometimes it gives me both the potion effect and the axe or sometimes the potion effect just does nothing, my hearts turn green(poison effect), but take no damage. Class of the item. package com.champion.tutorial.item; import java.util.Random; import com.champion.tutorial.client.TutorialMod; import com.champion.tutorial.init.TutorialItems; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.util.ActionResult; import net.minecraft.util.EnumActionResult; import net.minecraft.util.EnumHand; import net.minecraft.world.World; public class ItemDice extends Item { public ItemDice(String unlocalizedName){ this.setUnlocalizedName(unlocalizedName); this.setCreativeTab(TutorialMod.tabTutorial); maxStackSize = 1; setMaxDamage(1); } @Override public ActionResult<ItemStack> onItemRightClick(ItemStack itemStackIn, World worldIn, EntityPlayer playerIn, EnumHand hand) { if(!worldIn.isRemote){ Random ran = new Random(); int x = ran.nextInt(2); if(x == 0) { itemStackIn.damageItem(2, playerIn); playerIn.addPotionEffect(new PotionEffect(Potion.getPotionFromResourceLocation("poison"), 200)); } if(x == 1){ itemStackIn.damageItem(2, playerIn); playerIn.inventory.addItemStackToInventory(new ItemStack(TutorialItems.garnet_axe)); } //itemStackIn.damageItem(2, playerIn); //playerIn.inventory.addItemStackToInventory(new ItemStack(TutorialItems.garnet_axe)); } return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemStackIn); } }
  13. I think you need to add the "ground" section to your item. A full display method in a json looks like this: "display": { "thirdperson": { "rotation": [0, 90, -45], "translation": [0, 1.25, -3.5], "scale": [2, 2, 2] }, "head": { "rotation": [0, 0, 180], "translation": [0, 7, 0], "scale": [1, 1, 1] }, "ground": { "rotation": [0, 0, 0], "translation": [0, 0, 0], "scale": [2, 2, 2] }, "fixed": { "rotation": [0, 0, 0], "translation": [0, 0, 0], "scale": [1.5, 1.5, 1.5] }, "firstperson": { "rotation": [0, -135, 25], "translation": [0, 4, 2], "scale": [2, 2, 2] }, "gui": { "rotation": [0, -135, 25], "translation": [0, 4, 2], "scale": [2, 2, 2] } }
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