Jump to content

Recommended Posts

Posted

For a mod I am making, I need a way to have a new player variable such as gold or mana, I was wondering about the best way to do it, so that each player has a different value, and that the value is saved on the world, so that the player can keep the same value.  I think it would be done via NBT but I need some help in doing so.

 

Thanks in Advance

 

SR2610 | Nemesis

Minecraft Modder | Planet Minecraft Moderator

Posted

yes if you do your due diligence and actually take a look at how the class is made

 

have you spot it? did you make a class that implements it?

 

 

you will also need a event handler for this event "EntityEvent.EntityConstructing"

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Posted

you also need to register a even handler to the event bus that will handle event of type:

EntityEvent.EntityConstructing

and during that evnet handling you can attach a IExtendedProperty to every players that are created

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • That is incorrect. Use the run.bat or run.sh to run the server.
    • Hello, I have been trying for days to create my server with forge-1.20.1-47.4.1-installer, which installs the server, but the forge-1.20.1-47.4.1.jar file, which is necessary to create the server, does not appear. I no longer know what to do. Help. hola buenas, llevo dias intentando poder hacer mi servidor con forge-1.20.1-47.4.1-installer el cual instalo el server, pero no aparece el archivo forge-1.20.1-47.4.1.jar , el cual es necesario para poder crear el server, ya no se que hacer ayuda.
    • Does this happen if you use the regular vanilla minecraft launcher? Also, unsure if TLauncher ever has a legit usage, as I have always seen it associated with software piracy, but if it has a legit mode, make sure it is using online mode so that it can authenticate your MS account to login. Aside from that, more information is likely needed. Post logs, as well as the paths you are placing files in (screenshots of your file explorer can be helpful as well).
    • I am using a third-party launcher that has pre-installed forge versions of Minecraft.  When I insert mods from CurseForge, I extract the files and as expected put them in the .mods folder. I am guessing that there is an error with the file transfer but I don't know for sure and sometimes I use Forge to test mods that I created before releasing previously on a different pc, so I don't know if it is the if it an extraction error but if are any tips or knowledge reply and I will read it. This is also will be kept on the forum for others that have the issues.
    • I make wires and i need connection 2 wires block. I have BooleanPropertys registered, but in mod loading it show Unknown the property in assets/wuntare/blockState. public static final BooleanProperty CONNECTED_NORTH = BooleanProperty.create("connected_north"); public static final BooleanProperty CONNECTED_SOUTH = BooleanProperty.create("connected_south"); public static final BooleanProperty CONNECTED_WEST = BooleanProperty.create("connected_west"); public static final BooleanProperty CONNECTED_EAST = BooleanProperty.create("connected_east"); public static final BooleanProperty CONNECTED_UP = BooleanProperty.create("connected_up"); public static final BooleanProperty CONNECTED_DOWN = BooleanProperty.create("connected_down"); public CopperWireWithoutInsulation0(Properties properties) { super(properties); this.registerDefaultState(this.stateDefinition.any() .setValue(CONNECTED_NORTH, false) .setValue(CONNECTED_SOUTH, false) .setValue(CONNECTED_WEST, false) .setValue(CONNECTED_EAST, false) .setValue(CONNECTED_UP, false) .setValue(CONNECTED_DOWN, false)); } @Override protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> builder) { builder.add(CONNECTED_NORTH, CONNECTED_SOUTH, CONNECTED_WEST, CONNECTED_EAST, CONNECTED_UP, CONNECTED_DOWN); } In this part blockState have problem "multipart": [ { "apply": { "model": "wuntare:block/copper_wire_without_insulation0" } }, { "when": { "connected_north": true }, "apply": { "model": "wuntare:block/copper_wire_without_insulation0_north" } },  
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.