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Posted

I' making an armor mod

 

but i like to put some effects on my armor.

 

for that i need you'r help

 

 

 

helmet - allows breathing underwater

plate- heals you while in water *subject to change*

Leggings - allows you to "float" in water when your not moving.

boots - Allows you to move faster when your in water but move slower on land.

 

 

how i need to to that plzz help me

 

Posted
  On 2/14/2013 at 1:07 PM, MrArnoEnCo said:

I' making an armor mod

 

but i like to put some effects on my armor.

 

for that i need you'r help

 

 

 

helmet - allows breathing underwater

plate- heals you while in water *subject to change*

Leggings - allows you to "float" in water when your not moving.

boots - Allows you to move faster when your in water but move slower on land.

 

 

how i need to to that plzz help me

 

You can't make something like "Speed Boots" because motionX, motionY, motionZ wont work in TickHandler...

Posted
  On 2/14/2013 at 2:08 PM, SeKtOR said:

  Quote

I' making an armor mod

 

but i like to put some effects on my armor.

 

for that i need you'r help

 

 

 

helmet - allows breathing underwater

plate- heals you while in water *subject to change*

Leggings - allows you to "float" in water when your not moving.

boots - Allows you to move faster when your in water but move slower on land.

 

 

how i need to to that plzz help me

 

You can't make something like "Speed Boots" because motionX, motionY, motionZ wont work in TickHandler...

 

ok thx, but how i can do the rest ?

Posted

1. Setup "TickHandler" read in wiki about "Ticking"

2. Check player armor and do you "special effects"

Example:

For air(infinite bubble bar):

thePlayer.air = 1; // Change to max air number, i forgot it

Posted

i found out how to do the player.motionY in the tick handler (SeKtOR check your thread on it, i've posted it there) you just have to make sure you register the tick handler correctly in both proxys, else the client and server desynchronise so the player does not update, until it sends and receives the player data from the server (like on taking damage)

 

basicly you need a setup like this:

 

in common proxy:

public void registerTickHandler()
{
	TickRegistry.registerTickHandler(new MyTickHandler(), Side.SERVER);
}

 

in client proxy:

public void registerTickHandler()
{
	TickRegistry.registerTickHandler(new MyTickHandler(), Side.CLIENT);
}

 

in the TickHandler:

public class MyTickHandler implements ITickHandler
{

@Override
public void tickStart(EnumSet<TickType> type, Object... tickData)
{
	playerTick((EntityPlayer)tickData[0]);
}

@Override
public void tickEnd(EnumSet<TickType> type, Object... tickData)
{

}

@Override
public EnumSet<TickType> ticks()
{
	return EnumSet.of(TickType.PLAYER);
}

@Override
public String getLabel()
{
	return "MY_PLAYER_TICK";
}

public static void playerTick(EntityPlayer player)
{
	//stuff to do to player
}
}

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