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[1.7.10] Over righting the players health with custom health


The_SlayerMC

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I know how to render a new health GUI but I'm wondering how i would go about removing the current players health and adding my own. I'm assuming that it would have something to do with using IExtendedEntityProperties and this is what i have so far:

 

 

 

package net.essence.client;

import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
import net.minecraftforge.common.IExtendedEntityProperties;

public class ModPlayerHealth implements IExtendedEntityProperties {

private static int health;
private static float regen;
public static String NBT_NAME = "CustomPlayerHealth";
private final EntityPlayer player;

public ModPlayerHealth(EntityPlayer p) {
	player = p;
}

public static ModPlayerHealth getPlayer(EntityPlayer player) {
	return (ModPlayerHealth)player.getExtendedProperties(NBT_NAME);
}

public static void register(EntityPlayer player) {
	player.registerExtendedProperties(NBT_NAME, new ModPlayerHealth(player));
}

@Override
public void saveNBTData(NBTTagCompound n) {
	NBTTagCompound nbt = new NBTTagCompound();
	nbt.setInteger("Health", 50);
	nbt.setFloat("Regen", 20F);
	nbt.setTag(NBT_NAME, nbt);
}

@Override
public void loadNBTData(NBTTagCompound n) {
	NBTTagCompound nbt = (NBTTagCompound)n.getCompoundTag(NBT_NAME);
	health = nbt.getInteger("Health");
	regen = nbt.getFloat("Regen");
}

public static void updateHealth() {
	if(health != 50) regen(1);
	else regen(0);
	if(health >= 50) health = 50;
}

private static void regen(int amount) {
	if(regen == 0) health += amount;
	else regen -= 1;
}

private static void removeHealth(int remove) {
	health -= remove;
}

public static int getHealth() {
	return health;
}

public static float getRegenTimer() {
	return regen;
}

@Override
public void init(Entity entity, World world) {
	EntityPlayer player = (EntityPlayer)entity;
}
}

 

 

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

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Okay, here is the new one:

 

package net.essence.client;

import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
import net.minecraftforge.common.IExtendedEntityProperties;

public class ModPlayerHealth implements IExtendedEntityProperties {

private static int health;
private static float regen;
public static String NBT_NAME = "CustomPlayerHealth";
public static ModPlayerHealth INSTANCE = new ModPlayerHealth();

public ModPlayerHealth getPlayer(EntityPlayer player) {
	return (ModPlayerHealth)player.getExtendedProperties(NBT_NAME);
}

public void register(EntityPlayer player) {
	player.registerExtendedProperties(NBT_NAME, new ModPlayerHealth());
}

@Override
public void saveNBTData(NBTTagCompound n) {
	NBTTagCompound nbt = new NBTTagCompound();
	nbt.setInteger("Health", 50);
	nbt.setFloat("Regen", 20F);
	nbt.setTag(NBT_NAME, nbt);
}

@Override
public void loadNBTData(NBTTagCompound n) {
	NBTTagCompound nbt = (NBTTagCompound)n.getCompoundTag(NBT_NAME);
	health = nbt.getInteger("Health");
	regen = nbt.getFloat("Regen");
}

public void updateHealth() {
	if(health != 50) regen(1);
	else regen(0);
	if(health >= 50) health = 50;
}

public void regen(int amount) {
	if(regen == 0) health += amount;
	else regen -= 1;
}

public void removeHealth(int remove) {
	health -= remove;
}

public int getHealth() {
	return health;
}

public float getRegenTimer() {
	return regen;
}

@Override
public void init(Entity entity, World world) {
	EntityPlayer player = (EntityPlayer)entity;
}
}

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

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To complete previous (coolAlias) post:

 

You will have to register A LOT of events regarding damaging player by any kind of damage types.

 

Since vanilla health is a public float - why would you totally remove it? If you want player to have more HP you can easily do that (in current Minecraft it's even possible without mod - I mean in Bukkit).

 

Your whole regeneration system could be implemented by events too. If you want to override for e.g Golden Apple buff, you can do that too, same goes for potions.

 

Edit: Fixed my mistake with int/float. (misspelling)

1.7.10 is no longer supported by forge, you are on your own.

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To complete previous (coolAlias) post:

 

You will have to register A LOT of events regarding damaging player by any kind of damage types.

 

Since vanilla health is a public int - why would you totally remove it? If you want player to have more HP you can easily do that (in current Minecraft it's even possible without mod - I mean in Bukkit). If you need double - why not use Integer fixed point?

 

Your whole regeneration system could be implemented by events too. If you want to override for e.g Golden Apple buff, you can do that too, same goes for potions.

 

Health is actually a float.

And increasing the max. health is as easy as setting the max. health for an Entity, IIRC, just change the "maxHealth" entity attribute of the player.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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  • 4 years later...

Is is there anyway I can learn how to make guis that can be a menu or a health bar because I want to learn to make a gui health bar and a stamina bar  because I’ve been searching for something that explains a way to do it or understandable way but can never find one

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Old thread.

Please don't necro.

This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.

 

As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.

 

For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.

Spoiler

Logs (Most issues require logs to diagnose):

Spoiler

Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.

 

What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...

 

...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension

 

Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.

 

Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

Spoiler
  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.

Video:

Spoiler

 

 

 

or alternately, 

 

Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft

 

Server Not Starting:

Spoiler

If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.

 

Reporting Illegal/Inappropriate Adfocus Ads:

Spoiler

Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.

 

Posting your mod as a GitHub Repo:

Spoiler

When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.

 

  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]

 

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