
The_SlayerMC
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Everything posted by The_SlayerMC
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How to tell when a piece of armor is unequipped?
The_SlayerMC replied to AskHow1248's topic in Modder Support
The way that i've done it for DivineRPG is using a tick handler, well in 1.7 you have to make your own, but it still works great! -
You didn't disable GL11's lighting and then re enable it
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I could help you draw the string! Because i did that on the menu aswell
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Does it crash? If so, can we have the full crash log?
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If i change the stone to modded, the modded stone will take over the grass and dirt
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Adding enchantments to an item when crafted [SOLVED]
The_SlayerMC replied to KaikonX's topic in Modder Support
Try in the recipe its self. I don't know if this works or not (haven't tried it) but try this! -
Hello! When i change this: if((d15 += d16) > 0.0D) b[j3 += short1] = Blocks.stone; to this: if((d15 += d16) > 0.0D) b[j3 += short1] = BlockHelper.flylightStone; It will generate the modded stone as the grass and dirt, I have no clue why! If I leave it, it will generate fine but with vanilla stone.. (Obviously) But I have no clue why it wont let me change just that var to suit what I need. Full chunk provider:
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[1.7.2] Crash when trying to make a simple GUI mod
The_SlayerMC replied to madcrazydrumma's topic in Modder Support
Did you not listen to me when I said 1057 isn't working? -
[1.7.2] Crash when trying to make a simple GUI mod
The_SlayerMC replied to madcrazydrumma's topic in Modder Support
Are you using the latest forge? because of you are, that wont launch, use 1056 -
[1.7] Console spam problem: Spawning entity on client
The_SlayerMC replied to vilu's topic in Modder Support
By the looks of things, this was fixed in the latest version of forge! -
Okay... So now its acting like lv 10 is the max level (fills it all the way up when its level 10, so when its lv 5 it is 1/2 full)
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As soon as I'm level 10, the bar will fill up, other than that, the bar wont show any level: http://prntscr.com/3826le private static void levelUp(EntityPlayer p){ Minecraft mc = Minecraft.getMinecraft(); ScaledResolution sc = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight); ExtendedPlayer props = ExtendedPlayer.get(p); GuiIngame g = mc.ingameGUI; int h = sc.getScaledHeight(); int w = sc.getScaledWidth(); int h1 = h - Config.levelHeight; int w1 = w - Config.levelWidth; int maxLevel = DataHelper.getMaxLevel(); int level = props.getLevel(); int levelUp = 10; int levelWidth = (level / levelUp) * 245; if(maxLevel > 0){ g.drawTexturedModalRect(w1, h1, 0, 0, 256, 19); if(level > 0){ g.drawTexturedModalRect(w1 + 5, h1 + 5, 5, 24, levelWidth, 33); } } if(level >= maxLevel){ mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level + " (Max)", w1 + 100, h1 + 6, 0, false); }else{ mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level, w1 + 118, h1 + 6, 0, false); } String s = "Coins: " + props.getCoins(p); mc.fontRenderer.drawString(DovakiinAPI.GOLD + s, w1 + 110, h1 + 20, 0, false); }
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I can't cast it to a float because it has to be an integer other wise i will get an error..
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Its just killing mobs that levels you up
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Ive made a level bar that currently shows the level of the player and text on the bar that shows the number of the level: http://prntscr.com/37nwjw But it doesn't fill up like the experience bar (It fills up then it will level up). It currently just fills up the whole bar according the the level. I mean that the maximum level is 245, so if the player level is 122 the bar would be halfway full. I want it to act like the experience bar with how it will fill up then you will level up The is the current code that i have Gui: private static void levelUp(EntityPlayer p){ Minecraft mc = Minecraft.getMinecraft(); ScaledResolution sc = new ScaledResolution(mc.gameSettings, mc.displayWidth, mc.displayHeight); ExtendedPlayer props = ExtendedPlayer.get(p); GuiIngame g = mc.ingameGUI; int h = sc.getScaledHeight(); int w = sc.getScaledWidth(); int h1 = h - Config.levelHeight; int w1 = w - Config.levelWidth; int maxLevel = DataHelper.getMaxLevel(); int level = props.getLevel(); if(maxLevel > 0){ g.drawTexturedModalRect(w1, h1, 0, 0, 256, 19); if(level > 0){ g.drawTexturedModalRect(w1 + 5, h1 + 5, 5, 24, level, 33); } } if(level >= maxLevel){ mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level + " (Max)", w1 + 100, h1 + 6, 0, false); }else{ mc.fontRenderer.drawString(DovakiinAPI.GOLD + "Lv: " + level, w1 + 118, h1 + 6, 0, false); } String s = "Coins: " + props.getCoins(p); mc.fontRenderer.drawString(DovakiinAPI.GOLD + s, w1 + 110, h1 + 20, 0, false); } If anyone could help, that would be great!
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In my mod "DivineRPG", we have something that is all tools into one, that's called the "Shickaxe" In out open src repo: (https://github.com/TheSlayerMC/DivineRPG) you can find the item that does everything
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Rendering over main menu screen [1.7.2]
The_SlayerMC replied to The_SlayerMC's topic in Modder Support
I just read the terms and conditions for modding. Apparently i cant altar and files, but thanks to 1.7 forge, i cant do that even if i wish. So there for im still in the good for a ban page. Unless anyone can prove me wrong? -
Rendering over main menu screen [1.7.2]
The_SlayerMC replied to The_SlayerMC's topic in Modder Support
What is? -
As i said, make a new EntityMob, remove the things to attack/despawn/move and extend that. Works great!
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Hello! I've made a 'Ban screen' for my mod: http://prntscr.com/35b9no So i can stop people that are duches from using my mod, But so far I can only get that screen to happen once the player logs into a world. So I'm just wondering if there is any way to replace that as the main menu if the player is banned. So far I have this: @SubscribeEvent public void banned(RenderGameOverlayEvent e) throws MalformedURLException, IOException{ if(isBanned(Minecraft.getMinecraft().thePlayer)){ Minecraft.getMinecraft().displayGuiScreen(new GuiBanned()); } }
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One set of Armor overwrites the rest...
The_SlayerMC replied to Bobblacksmith's topic in Modder Support
That has to be the most un OOP code I have ever seen.... Not only can you have a full set of armour inside the file, you can have every piece of armour that you make (not only the one set) inside -
Back in the day of 1.6.4, I used to use this code inside the render file protected void renderLabel(EntityLiving entityLiving, double par2, double par4, double par6) { int distanceToEntity = 20; this.renderLabel(entityLiving, EnumChatFormatting.DARK_RED + "Corrupted Creeper Steve", par2, par4, par6, distanceToEntity); par4 += (double)((float)this.getFontRendererFromRenderManager().FONT_HEIGHT * 1.15F * par6); } And now I'm wondering what is the replacement? I know of the ENTITY.setCustomTagName("NAME"); But I find that only works when you hold your cursor over the mob! So again.. What has it been changed too?
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Wait.. Are you actually serious? You do realise that coolAlias is one of the best modders out?
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Thanks!! It works! And i also have a question about storing/getting ints server side using NBT, do you think you could help me over PM?