Résolu Aide Pour arc 1.7.2
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Donc Voilas mon problème n’ai pas très grand mais je voudrai savoir comment on fait pour règler la distance et le nombre de dégat dans se code :
package fr.minecraft.monmod;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.enchantment.Enchantment;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.init.Items;
import net.minecraft.item.EnumAction;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import net.minecraft.world.World;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.event.entity.player.ArrowLooseEvent;
import net.minecraftforge.event.entity.player.ArrowNockEvent;public class arc_lol extends Item{
public static final String[] bowPullIconNameArray = new String[] {“pulling_0”, “pulling_1”, “pulling_2”};
@SideOnly(Side.CLIENT)
private IIcon[] iconArray;
private static final String __OBFID = “CL_00001777”;public arc_lol()
{
this.maxStackSize = 1;
this.setMaxDamage(570);
this.setFull3D();
}/**
* called when the player releases the use item button. Args: itemstack, world, entityplayer, itemInUseCount
*/
public void onPlayerStoppedUsing(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer, int par4)
{
int j = this.getMaxItemUseDuration(par1ItemStack) - par4;ArrowLooseEvent event = new ArrowLooseEvent(par3EntityPlayer, par1ItemStack, j);
MinecraftForge.EVENT_BUS.post(event);
if (event.isCanceled())
{
return;
}
j = event.charge;boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0;
if (flag || par3EntityPlayer.inventory.hasItem(Items.arrow))
{
float f = (float)j / 16.0F;
f = (f * f + f * 2.0F) / 3.0F;if ((double)f < 0.1D)
{
return;
}if (f > 1.0F)
{
f = 1.0F;
}EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F);
if (f == 1.0F)
{
entityarrow.setIsCritical(true);
}int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack);
if (k > 0)
{
entityarrow.setDamage(entityarrow.getDamage() + (double)k * 0.5D + 0.5D);
}int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack);
if (l > 0)
{
entityarrow.setKnockbackStrength(l);
}if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0)
{
entityarrow.setFire(110);
}par1ItemStack.damageItem(1, par3EntityPlayer);
par2World.playSoundAtEntity(par3EntityPlayer, “random.bow”, 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F);if (flag)
{
entityarrow.canBePickedUp = 2;
}
else
{
par3EntityPlayer.inventory.consumeInventoryItem(Items.arrow);
}if (!par2World.isRemote)
{
par2World.spawnEntityInWorld(entityarrow);
}
}
}public ItemStack onEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
return par1ItemStack;
}/**
* How long it takes to use or consume an item
*/
public int getMaxItemUseDuration(ItemStack par1ItemStack)
{
return 72000;
}/**
* returns the action that specifies what animation to play when the items is being used
*/
public EnumAction getItemUseAction(ItemStack par1ItemStack)
{
return EnumAction.bow;
}/**
* Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer
*/
public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
ArrowNockEvent event = new ArrowNockEvent(par3EntityPlayer, par1ItemStack);
MinecraftForge.EVENT_BUS.post(event);
if (event.isCanceled())
{
return event.result;
}if (par3EntityPlayer.capabilities.isCreativeMode || par3EntityPlayer.inventory.hasItem(Items.arrow))
{
par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack));
}return par1ItemStack;
}/**
* Return the enchantability factor of the item, most of the time is based on material.
*/
public int getItemEnchantability()
{
return 1;
}@SideOnly(Side.CLIENT)
public void registerIcons(IIconRegister par1IconRegister)
{
this.itemIcon = par1IconRegister.registerIcon(this.getIconString() + “_standby”);
this.iconArray = new IIcon[bowPullIconNameArray.length];for (int i = 0; i < this.iconArray.length; ++i)
{
this.iconArray* = par1IconRegister.registerIcon(this.getIconString() + “_” + bowPullIconNameArray*);
}
}/**
* used to cycle through icons based on their used duration, i.e. for the bow
*/
@Override
public IIcon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining)
{
if(usingItem != null && usingItem.getItem().equals(this))
{
int k = usingItem.getMaxItemUseDuration() - useRemaining;
if(k >= 18)
return iconArray[2];
if(k > 13)
return iconArray[1];
if(k > 0)
return iconArray[0];
}
return getIconIndex(stack);
}
} -
EntityArrow entityarrow = new EntityArrow(par2World, par3EntityPlayer, f * 2.0F);
Le f * 2.0F est la puissance de tire, il gère à la fois la distance et les dégâts.Pour info : copier/coller un code sans le comprendre est inutile et ne te ferra pas progresser.
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je suis désoler mais j’ai trouver qu’un tuto et c’est d’une personne qui explique pas donc voilas pourquoi ( PS : C’est Darkvince37 )et merci
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En passant je déplaces dans la bonne section, j’avais pas fait attention que tu avais posté dans la mauvaise section.