Jump to content

Recommended Posts

Posted

I've added a counter to the player through IExtendedEntityProperties in NBT

It writes correctly because it starts as 0 when i create a world, it increases when I get it to and then when I close the world, exit the game and reopen the game and world, the counter is the same as I left it.

However, when I create a world and get the counter to 39, I close the world and create a new world and that world has 39 on the counter instead of 0.

Can someone help me

Here are the classes this concerns

Base class (just the method):

MinecraftForge.EVENT_BUS.register(new EventHandler_PlayerBalances());

 

EntityPlayerBalances (the one that implements IExtendedEntityProperties

package ss97.cm.minecoin;

import net.minecraft.entity.player.*;
import net.minecraft.entity.*;
import net.minecraft.nbt.*;
import net.minecraft.world.*;
import net.minecraftforge.common.*;

public class EntityPlayerBalances implements IExtendedEntityProperties
{
public final EntityPlayer player;

//Dat Variable that holds the amount of coins a player has in the "wallet"
public static int minecoinBalanceWallet = 0;

//Dat Variable that holds the amount of coins a player has in the bank
public static int minecoinBalanceBank = 0;

public final static String EXT_PROP_NAME = "EntityPlayerMinecoinBalances";

public EntityPlayerBalances(EntityPlayer player)
{
	this.player = player;
}

@Override
public void saveNBTData(NBTTagCompound compound)
{
	compound.setInteger("MinecoinBalanceWallet", this.minecoinBalanceWallet);
	compound.setInteger("MinecoinBalanceBank", this.minecoinBalanceBank);
}

@Override
public void loadNBTData(NBTTagCompound compound)
{
	this.minecoinBalanceWallet = compound.getInteger("MinecoinBalanceWallet");
	this.minecoinBalanceBank = compound.getInteger("MinecoinBalanceBank");
}

@Override
public void init(Entity entity, World world)
{

}

}

 

EventHandler_PlayerBalances (The EventHandler I registered in the base class)

package ss97.cm.minecoin;

import net.minecraft.client.Minecraft;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.world.World;
import net.minecraftforge.event.ForgeSubscribe;
import net.minecraftforge.event.entity.EntityEvent.EntityConstructing;

public class EventHandler_PlayerBalances
{
public Minecraft mc;

//Event for registering EntityPlayerBalances
@ForgeSubscribe
public void onEntityConstructing(EntityConstructing event)
{
	if (event.entity instanceof EntityPlayer && event.entity.getExtendedProperties(EntityPlayerBalances.EXT_PROP_NAME) == null)
	{
		event.entity.registerExtendedProperties(EntityPlayerBalances.EXT_PROP_NAME, new EntityPlayerBalances((EntityPlayer)event.entity));
	}
}
}

 

Thanks in advance.

Posted

public static int minecoinBalanceWallet = 0;
public static int minecoinBalanceBank = 0;

The balances are defined static, which (if this on its own doesn't ring any bells) means that they can't be instantiated, and are the same in every world.

Author of PneumaticCraft, MineChess, Minesweeper Mod and Sokoban Mod. Visit www.minemaarten.com to take a look at them.

Posted

and or, even if you close the game and reopen it you still load the same file even if its a different player name

 

watchout for that

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

    • You will find the crash-report or log in your minecraft directory (crash-report or logs folder)
    • Use a modpack which is using these 2 mods as working base:   https://www.curseforge.com/minecraft/modpacks/life-in-the-village-3
    • inicie un mundo donde instale Croptopia y Farmer's Delight, entonces instale el addon Croptopia Delight pero no funciona. es la version 1.18.2
    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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