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Posted

Hey! So, to get right to the point I am trying to add a currency to my mod that will be saved digitally. What I mean is when you pick up a coin it will add it to your overall amount and such. I easily did this in 1.6.4 but in 1.7.10 that's not the case. I just need someone to explain to me how to use the new packet system to communicate with the server about how many coins a specific player has and to add or subtract accordingly. I'm not asking to be hand-fed code here, just for someone to explain how to use the packet system in 1.7.10 with maybe a few examples.

 

Thank you in advance,

 

- Joey

 

I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.

Posted

I have seen that tutorial before but, I still couldn't figure out how to tell the server the player got a coin then, add it to their overall amount and update them. I'm sorry if I seem ignorant towards programming; packets just always go over my head.

I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.

Posted

So, to add gold to someone; I'd send a packet to the server to run the "addGold" method in my GoldKeeper class and that's it?

I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.

Posted

Ok that's what slightly confuses me. When someone picks up an item, I would use that event and send the packet to the server, correct?

I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.

Posted

But, would I need to send a packet to the client to update a onscreen gui?

I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.

Posted

Ok, thanks! I kind of have an understanding of what to do. If I run into any more complex issues I'll just post it here. :)

I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.

Posted

So one problem, I need to save a UUID of the player to the ByteBuf. How would I do this?

I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.

Posted

You don't.

 

To send entity reference through packet you want to use entity ID.

 

On IMessage (on server)

entity.getEntityId();

And write it into buffer (int).

 

On receiver client: (read from buffer)

Entity e = world.getEntityByID(msg.entityId);

 

As to your main question - UUID is a 2x long, you can get UUID.getLeastSignificant() and MostSignificant. Those are 2 longs, you can write them to NBT.

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

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