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Posted

Hello, I am making a mod that is going to have a custom level system. I was thinking about using an external file to store the data, but I don't know how to do or to set that up. I have a decent knowledge about java, but I just know how to do this. Also I would like to know how to set up key bindings that would show up in the controls game menu. I am basically looking for suggestions on what the best way to do this. I would appreciate if anyone can give me a reference or place to start because I have tried figuring it out using open source mods, but the really good open source mods like buildcraft are a bit confusing to understand and redo what they did in my mod. Basically I am just looking for suggestions and tips. Thanks in Advance for any help you all can give. :)

Don't be afraid to ask question when modding, there are no stupid question! Unless you don't know java then all your questions are stupid!

Posted

How large is the amount of data you will need to be storing for your leveling system?

 

If you are having multiple abilities with different levels (I.e lots pf data per player) it would probably wise to integrate the server side of your Mod with a database system. E.g MySql.

 

Otherwise, you could write a configuration file per player to a folder in the mods directory, which would be in a standard format and would simply store your player level data that way.

 

There is also a handy tutorial i found for adding extra data to a player. E.g custom levels. this tutorial uses mana as an example, but i'm sure you could adapt it to your needs.

(Post 2) http://www.minecraftforum.net/topic/1952901-eventhandler-and-iextendedentityproperties/http://www.minecraftforum.net/topic/1952901-eventhandler-and-iextendedentityproperties/

Posted

Don't use config files, there's better ways to do it.

 

1) Use the player's already existent entityData.  This is an NBT tag that all entities have that you can read and write any information you want to, to it and it will be saved in the user's profile, just like their inventory.

 

2) Use separate NBT data files.  More difficult, but certainly doable.  I did this for one mod because the data was per-world based, but tended to be "massive" in size, so having it remain loaded in memory all the time was not good, so the per-world storage that's given by IExtendedProperties wasn't going to work.  Basically create a file reference and then run the file through CompressedStreamTools.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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