Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

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 by Mark136
Changing the title of the topic so peops know what the problem is

my Mod: Extended RPG [W.I.P]

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 by IamMaxim

  • 1 month later...
  • 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]

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.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.