Posted March 3, 20178 yr hello again, i'm currently trying to do something with combat, but minecraft code punches me in the face again. -RangedAttribute MAX_HEALTH caps at 1024... DONE! -Particle DAMAGE_INDICATOR needs to be replaced by a Clearer indicator to solve both problems,I created to create a new current HP value and a Max HP value with the Capabiities System I canceled LivingHurtEvent so Vanilla Health does'nt have any effect anymore, and I can still use the damage source + amount in the event to change the custom HP.(only works on Server Side) I still need to find a way to get the HP on the clientSide For my HUD and for above the mob DONE! I also need to check if I can get a TextComponentString into a TextureAtlasSprite for my clearer indicator or how to get LivingRenderEvent to work Edited April 22, 20178 yr by Mark136 Changing the title of the topic so peops know what the problem is my Mod: Extended RPG [W.I.P]
March 3, 20178 yr You can send client's HP on connect and process damage on both server and client side, or send updated HP to client when damaged/healed. For last mob's HP bar you can create a field in capability and assign HP to it in attack event (and sync, too). Also, on client side track last attacked entity and save it to capability/variable too. Then, when you render entity, check if renderingEntity == lastAttackedEntity, and if it's true, render HP bar above it. Edited March 3, 20178 yr by IamMaxim
April 22, 20178 yr Author okay thanks, I now have custom HP, but cant find out how to work with the LivingRenderEvent or something like that to spawn A damageIndicator (the number of the hit that is done) I also thought I could do something like that using a particle but what i say at the begin of the topic i don't know how to use the minecraft fonts texture and use them in the particle(I think this is a really hard way and that there are much easier ways to do this like using the LivingRenderEvent. my Mod: Extended RPG [W.I.P]
April 23, 20178 yr Not sure exactly how you want your implementation to go, but I do something similar with text popoffs in my mod. I detect health changes (up/down) and criticals in the server thread, and then send a custom message to the client with the necessary data. The client then generates a particle effect around the entity in question rendering the text. Server side detection is here. Client side handling is here. The text pop-off particle is here.
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