NeoSup2130 Posted August 10, 2015 Posted August 10, 2015 I've three integers with different names. When the player does something one of them goes up and gives the player buffs and debuffs. But whenever I shutdown minecraft complety it doesn't save the integers and I know for a fact that you can use NBT to save them but I don't know how. Quote VampZ modder
Ernio Posted August 10, 2015 Posted August 10, 2015 http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571567-forge-1-6-4-1-8-eventhandler-and 2nd post. Quote 1.7.10 is no longer supported by forge, you are on your own.
NeoSup2130 Posted August 11, 2015 Author Posted August 11, 2015 Thanks Ernio But there's still one problem: Whenever I create a new world the stuff is saved from the previous world. I fixed it with an event which removes the levels when the world is created, but is there a better way to do it? Quote VampZ modder
NeoSup2130 Posted August 11, 2015 Author Posted August 11, 2015 Here's the ExtendedPlayer class : https://github.com/NeoSup2130/Neo/blob/master/ExtendedPlayer Quote VampZ modder
Elix_x Posted August 11, 2015 Posted August 11, 2015 static? Quote Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
Failender Posted August 11, 2015 Posted August 11, 2015 if you know what static means then you know where ur issues come from. Quote
NeoSup2130 Posted August 11, 2015 Author Posted August 11, 2015 I know what static means, I use static so I can call it back when I'm in an another class here an example: https://github.com/NeoSup2130/Neo/blob/master/PlayerTransformed Quote VampZ modder
NeoSup2130 Posted August 11, 2015 Author Posted August 11, 2015 if you know what static means then you know where ur issues come from. If you know why I use static then you wouldn't have said this, if I remove it I'll get 12 more bugs Quote VampZ modder
UberAffe Posted August 11, 2015 Posted August 11, 2015 if I remove it I'll get 12 more bugs I may disagree with how diesieben07 comes across, but he is right. It is fine to access information from outside of this class but just as a rule of thumb, never use public variables. It is ALWAYS better to use a private variable with getters and setters. The only "variables" that should ever be public are const, and static final. If you read through the link that ernio gave earlier you can see that he uses a private variable and later on he goes through how to use it. SideNote: if you want help fixing up your github let me know. Quote Current Project: Armerger Planned mods: Light Drafter | Ore Swords Looking for help getting a mod off the ground? Coding | Textures
Atijaf Posted August 12, 2015 Posted August 12, 2015 I understand the frustration with learning OOP, but if each player is to have their OWN set of variables, you need to remove the static keyword from playerHuman, playerVampire, playerWerwolf inside your ExtendedPlayer class. Removing the static keyword will make those variables owned by the object and not the class. Alright, so now you have many errors. Most of those errors are probably trying to acquire playerHuman, playerVamp, and playerWerewolf variables. What you were previously doing was trying to obtain the class variables, so now you need to obtain the object's variables. To obtain the Object: So you already have the getter for the object. public static final ExtendedPlayer get(EntityPlayer player){ return (ExtendedPlayer) player.getExtendedProperties(EXT_PROP_VZPLAYER); } Which is great. This will be used. Inside your public class "PlayerTransformed" and right before that first if statement, add this. ExtendedPlayer extended_player = ExtendedPlayer.get(event.player); We make use of the get method you have. That obtains the instance from your class and you can now play with the variables inside using the ExtendedPlayer object, extended_player. Hopefully this will solve the errors you are having. As for saving, we wont know until this is done. Quote
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