[1.8.1] Armor
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MC Modding :: Modding :: Singleplayer Modding :: Tutorials
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[1.8.1] Armor
Armor
- Spoiler:
- mod_Namehere
- Code:
package net.minecraft.src;
import net.minecraft.client.Minecraft;
public class mod_Namehere extends BaseMod
{
public mod_Namehere()
{
NamehereHelmet.iconIndex = ModLoader.addOverride("/gui/items.png", "/Nameherehelmet.png");
ModLoader.AddName(NamehereHelmet, "Namehere Helmet");
ModLoader.AddRecipe(new ItemStack(NamehereHelmet, 1), new Object[] {
"rrr", "r r", " ", Character.valueOf('r'), Item.redstone
});
NamehereBody.iconIndex = ModLoader.addOverride("/gui/items.png", "/Nameherebody.png");
ModLoader.AddName(NamehereBody, "Namehere Chestplate");
ModLoader.AddRecipe(new ItemStack(NamehereBody, 1), new Object[] {
"r r", "rrr", "rrr", Character.valueOf('r'), Item.redstone
});
NamehereLegs.iconIndex = ModLoader.addOverride("/gui/items.png", "/Nameherelegs.png");
ModLoader.AddName(NamehereLegs, "Namehere Leggings");
ModLoader.AddRecipe(new ItemStack(NamehereLegs, 1), new Object[] {
"rrr", "r r", "r r", Character.valueOf('r'), Item.redstone
});
NamehereBoots.iconIndex = ModLoader.addOverride("/gui/items.png", "/Namehereboots.png");
ModLoader.AddName(NamehereBoots, "Namehere Boots");
ModLoader.AddRecipe(new ItemStack(NamehereBoots, 1), new Object[] {
" ", "r r", "r r", Character.valueOf('r'), Item.redstone
});
}
public String Version()
{
return "1.7.3";
}
public static Item NamehereHelmet = (new ItemArmor(2612, 3, ModLoader.AddArmor("NamehereArmor"), 0)).setItemName("NamehereHelmet");
public static Item NamehereBody = (new ItemArmor(2613, 3, ModLoader.AddArmor("NamehereArmor"), 1)).setItemName("NamehereBody");
public static Item NamehereLegs = (new ItemArmor(2614, 3, ModLoader.AddArmor("NamehereArmor"), 2)).setItemName("NamehereLegs");
public static Item NamehereBoots = (new ItemArmor(2615, 3, ModLoader.AddArmor("NamehereArmor"), 3)).setItemName("NamehereBoots");
}
Help: mod_Namehere
1. You should have read the other tutorials and know it all up to the bottom part.
2. The 261? after new ItemArmor is the ID.
3. After that, the 3 is the material I'm pretty sure.
4. The 0, 1, 2, 3 is armor types. Leave them as they are.
5. After modloader.addarmor, the NamehereArmor is what your
???_1 and ???_2 are called.
6. It reads those files from the armor file in the jar.
7. That's it! Oh, and don't forget to make those armor textures![size="3"]Armor Effects[/size]
0. First, put this under all of your recipes etc.- Code:
ModLoader.SetInGameHook(this, true, false);
1. Then you can add this to your mod_Namehere file:- Code:
public boolean OnTickInGame(Minecraft minecraft)
{
ItemStack boots = minecraft.thePlayer.inventory.armorInventory[0];
ItemStack legs = minecraft.thePlayer.inventory.armorInventory[1];
ItemStack chest = minecraft.thePlayer.inventory.armorInventory[2];
ItemStack helm = minecraft.thePlayer.inventory.armorInventory[3];
if(boots == null || legs == null || chest == null || helm == null)
{
return true;
}
if(boots.itemID == NamehereBoots.shiftedIndex && legs.itemID == NamehereLegs.shiftedIndex && chest.itemID == NamehereBody.shiftedIndex && helm.itemID == NamehereHelmet.shiftedIndex)
{
minecraft.thePlayer.air = minecraft.thePlayer.maxAir;
}
return true;
}
2. So it would fit in like this:- Code:
ModLoader.AddRecipe(new ItemStack(NamehereBoots, 1), new Object[] {
" ", "r r", "r r", Character.valueOf('r'), Item.redstone
});
ModLoader.SetInGameHook(this, true, false);
}
public boolean OnTickInGame(Minecraft minecraft)
{
ItemStack boots = minecraft.thePlayer.inventory.armorInventory[0];
ItemStack legs = minecraft.thePlayer.inventory.armorInventory[1];
ItemStack chest = minecraft.thePlayer.inventory.armorInventory[2];
ItemStack helm = minecraft.thePlayer.inventory.armorInventory[3];
if(boots == null || legs == null || chest == null || helm == null)
{
return true;
}
if(boots.itemID == NamehereBoots.shiftedIndex && legs.itemID == NamehereLegs.shiftedIndex && chest.itemID == NamehereBody.shiftedIndex && helm.itemID == NamehereHelmet.shiftedIndex)
{
minecraft.thePlayer.air = minecraft.thePlayer.maxAir;
}
return true;
}
3. This means that when your armor set is worn, you will have infinite breath.
4. To have another armor effect for different armor, you can make it something like this:- Code:
public boolean OnTickInGame(Minecraft minecraft)
{
ItemStack boots = minecraft.thePlayer.inventory.armorInventory[0];
ItemStack legs = minecraft.thePlayer.inventory.armorInventory[1];
ItemStack chest = minecraft.thePlayer.inventory.armorInventory[2];
ItemStack helm = minecraft.thePlayer.inventory.armorInventory[3];
if(boots == null || legs == null || chest == null || helm == null)
{
return true;
}
if(boots.itemID == NamehereBoots.shiftedIndex && legs.itemID == NamehereLegs.shiftedIndex && chest.itemID == NamehereBody.shiftedIndex && helm.itemID == NamehereHelmet.shiftedIndex)
{
minecraft.thePlayer.air = minecraft.thePlayer.maxAir;
}
if(boots.itemID == Namehere1Boots.shiftedIndex && legs.itemID == Namehere1Legs.shiftedIndex && chest.itemID == Namehere1Body.shiftedIndex && helm.itemID == Namehere1Helmet.shiftedIndex)
{
minecraft.thePlayer.isImmuneToFire = true;
}
return true;
}
That's it! Enjoy your new armor with effects!
Creating Overlays
- Spoiler:
- mod_Namehere
- Code:
package net.minecraft.src;
import net.minecraft.client.Minecraft;
import org.lwjgl.opengl.GL11;
public class mod_Namehere extends BaseMod
{
public String Version()
{
return "1.7.3";
}
public mod_Namehere()
{
NamehereHelmet.iconIndex = ModLoader.addOverride("/gui/items.png", "/Nameherehelmet.png");
ModLoader.AddName(NamehereHelmet, "Namehere Helmet");
ModLoader.AddRecipe(new ItemStack(NamehereHelmet, 1), new Object[] {
"rrr", "r r", " ", Character.valueOf('r'), Item.redstone
});
ModLoader.SetInGameHook(this, true, false);
}
public boolean OnTickInGame(Minecraft minecraft)
{
if(minecraft == null)
{
minecraft = ModLoader.getMinecraftInstance();
}
if(minecraft.thePlayer == null || minecraft.theWorld == null)
{
return false;
}
if(minecraft != null && !minecraft.gameSettings.thirdPersonView && minecraft.thePlayer.inventory.armorItemInSlot(3) != null && minecraft.thePlayer.inventory.armorItemInSlot(3).itemID != Block.pumpkin.blockID && minecraft.thePlayer.inventory.armorItemInSlot(3).itemID == NamehereHelmet.shiftedIndex)
{
overlay(minecraft, "%blur%/Myfolder/Namehereoverlay.png");
}
return true;
}
public void overlay(Minecraft minecraft, String s)
{
ScaledResolution scaledresolution = new ScaledResolution(minecraft.gameSettings, minecraft.displayWidth, minecraft.displayHeight);
int i = scaledresolution.getScaledWidth();
int j = scaledresolution.getScaledHeight();
GL11.glEnable(3042 /*GL_BLEND*/);
GL11.glDisable(2929 /*GL_DEPTH_TEST*/);
GL11.glDepthMask(false);
GL11.glBlendFunc(770, 771);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(3008 /*GL_ALPHA_TEST*/);
GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, minecraft.renderEngine.getTexture(s));
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(0.0D, j, -90D, 0.0D, 1.0D);
tessellator.addVertexWithUV(i, j, -90D, 1.0D, 1.0D);
tessellator.addVertexWithUV(i, 0.0D, -90D, 1.0D, 0.0D);
tessellator.addVertexWithUV(0.0D, 0.0D, -90D, 0.0D, 0.0D);
tessellator.draw();
GL11.glDepthMask(true);
GL11.glEnable(2929 /*GL_DEPTH_TEST*/);
GL11.glEnable(3008 /*GL_ALPHA_TEST*/);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(3042 /*GL_BLEND*/);
}
public static Item NamehereHelmet = (new ItemArmor(5001, 3, ModLoader.AddArmor("Namehere"), 0)).setItemName("NamehereHelmet");
}
Help: mod_Namehere
1. You know everything up till this bit:- Code:
if(minecraft != null && !minecraft.gameSettings.thirdPersonView && minecraft.thePlayer.inventory.armorItemInSlot(3) != null && minecraft.thePlayer.inventory.armorItemInSlot(3).itemID != Block.pumpkin.blockID && minecraft.thePlayer.inventory.armorItemInSlot(3).itemID == NamehereHelmet.shiftedIndex)
Change the NamehereHelmet at the end of it to what you want the overlay to be used for.
2. Just underneath that is this:- Code:
overlay(minecraft, "%blur%/Myfolder/Namehereoverlay.png");
Leave that %blur% at the front of it, and the Namehereoverlay is what it uses when you wear the helmet.
3. Leave the other stuff as is.
4. The overlay's dimensions that you make should be 512x512.
Re: [1.8.1] Armor
Will you focus more on theez forumz rather Than your modding tutorials on the mc forums?
MasterRedstone114- Member
- Posts : 1
Join date : 2011-10-28
Re: [1.8.1] Armor
you would user this code
have a look throgh while doing it
have a look throgh while doing it
- Code:
public boolean OnTickInGame(Minecraft minecraft)
{
ItemStack boots = minecraft.thePlayer.inventory.armorInventory[0];
ItemStack legs = minecraft.thePlayer.inventory.armorInventory[1];
ItemStack chest = minecraft.thePlayer.inventory.armorInventory[2];
ItemStack helm = minecraft.thePlayer.inventory.armorInventory[3];
if(boots == null || legs == null || chest == null || helm == null)
{
return true;
}
if(boots.itemID == NamehereBoots.shiftedIndex && legs.itemID == NamehereLegs.shiftedIndex && chest.itemID == NamehereBody.shiftedIndex && helm.itemID == NamehereHelmet.shiftedIndex)
{
minecraft.thePlayer.air = minecraft.thePlayer.maxAir;
}
if(boots.itemID == Namehere1Boots.shiftedIndex && legs.itemID == Namehere1Legs.shiftedIndex && chest.itemID == Namehere1Body.shiftedIndex && helm.itemID == Namehere1Helmet.shiftedIndex)
{
minecraft.thePlayer.isImmuneToFire = true;
}
return true;
}
Re: [1.8.1] Armor
i dont know where to put this in my mod_namehere...... when i put it somewhere it says for the package net.minecraft.src; that it cannot be resolved to a type. help?
Minecraftn00b123- Member
- Posts : 7
Join date : 2011-11-08
MC Modding :: Modding :: Singleplayer Modding :: Tutorials
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