maxpowa Posted July 8, 2013 Posted July 8, 2013 Lets try storing the integers in variables before we try to add them. public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) { TileEntity tileEntity = world.getBlockTileEntity(x, y, z); NBTTagCompound nbt = player.getEntityData().getCompoundTag(EntityPlayer.PERSISTED_NBT_TAG); if (player.getHeldItem() != null) { if (player.getHeldItem().getItem() == FlenixCities.debitCard) { int balance = 0; if (nbt.hasKey("Balance")) balance = nbt.getInteger("Balance"); player.addChatMessage("Your Balance is: " + balance); player.openGui(FlenixCities.instance, 0, world, x, y, z); } } if (player.getHeldItem() != null) { if (player.getHeldItem().getItem() == FlenixCities.note1000) { int currentBalance = 0; if (nbt.hasKey("Balance")) currentBalance = nbt.getInteger("Balance"); int modifiedBalance = currentBalance + ItemNote10.moneyValue; nbt.setInteger("Balance", modifiedBalance); player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("Balance")); } } return true; } Quote
Flenix Posted July 8, 2013 Posted July 8, 2013 Still nothin' =/ Quote http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
Flenix Posted July 9, 2013 Posted July 9, 2013 <FusionLord> btw the way forge adds nbt to the player... at least before 1.6' date=' the extra data only lasts till the player dies"[/quote'] Looks like this may have been a huge waste of time anyway.... Quote http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
maxpowa Posted July 9, 2013 Posted July 9, 2013 Question: Would you rather have it save on a per-world basis, or per-server basis? Quote
deadrecon98 Posted July 9, 2013 Author Posted July 9, 2013 Question: Would you rather have it save on a per-world basis, or per-server basis? Honestly I don't see the point if you can't even edit the integers but if you could then I would say per-world for singleplayer and per-server for multiplayer. Quote
maxpowa Posted July 9, 2013 Posted July 9, 2013 Lawl, I ended up creating my own micromod to test this stuff, and it seems to be working -- I changed a bit of the NBT magic around, set up custom saves. https://github.com/maxpowa/TestMod Quote
Flenix Posted July 9, 2013 Posted July 9, 2013 This is the most beautiful thing I've seen all day. Even persists through death <3 The final question then, is there a simple method of adding all my other currency items, or will I need the entire section of code for each of them? Quote http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
maxpowa Posted July 9, 2013 Posted July 9, 2013 Woohoo! BTW, those are super-sexy ATM models, are they going to be a part of your city mod or a separate mod? I'd love to see that as a standalone currency mod Quote
Flenix Posted July 10, 2013 Posted July 10, 2013 Woohoo! BTW, those are super-sexy ATM models, are they going to be a part of your city mod or a separate mod? I'd love to see that as a standalone currency mod Thanks It's part of my city mod, but I do plan to take the same code and make it standalone, because I know Forge is lacking in a decent economy mod and I think it'd fit the bill pretty well. Once I fix the last couple of issues it'd be ready to go actually Quote http://s13.postimg.org/z9mlly2av/siglogo.png[/img] My mods (Links coming soon) Cities | Roads | Remula | SilvaniaMod | MoreStats
maxpowa Posted July 10, 2013 Posted July 10, 2013 Awesome You'll probably have to create if statements for each different currency item, unless you have them all using one superclass with the currency value in that, then you could iterate through each currency object and get the value simply like that and.. This is getting to be confusing in this sentence. for (CurrencyObject currency : BaseMod.currencysAddedByMod) { if (item.id == currency.id) { addMoney(currency.value); } } Quote
deadrecon98 Posted July 10, 2013 Author Posted July 10, 2013 Awesome You'll probably have to create if statements for each different currency item, unless you have them all using one superclass with the currency value in that, then you could iterate through each currency object and get the value simply like that and.. This is getting to be confusing in this sentence. for (CurrencyObject currency : BaseMod.currencysAddedByMod) { if (item.id == currency.id) { addMoney(currency.value); } } Hey im happy that your helping this guy and all but do you think that you could help me? Im trying really hard not to start using caps at you but you are being very rude. Quote
maxpowa Posted July 10, 2013 Posted July 10, 2013 Every bit of code I've used to help him can just as easily be adapted to yours. If you feel that I'm not helping you in particular, it's because I'm not. Frankly, Flenix has been much easier to work with, and his case can easily be modified to fit your needs. Have you even looked at the source of the TestMod I posted on my GitHub? I'll add an equivalent of your class to prove how easily the system can be adapted if you just tried. Quote
deadrecon98 Posted July 10, 2013 Author Posted July 10, 2013 Every bit of code I've used to help him can just as easily be adapted to yours. If you feel that I'm not helping you in particular, it's because I'm not. Frankly, Flenix has been much easier to work with, and his case can easily be modified to fit your needs. Have you even looked at the source of the TestMod I posted on my GitHub? I'll add an equivalent of your class to prove how easily the system can be adapted if you just tried. Look dude, I am trying my best here. Could you just help me out a bit here and there? I've tried all of this code but to no advantage. I'm going to re-add the config one(that you had on Git Hub) and try again. But I really am trying my best here so there is absolutely no need to be rude to me. I understand that this isn't java school but where else am I going to learn? Quote
maxpowa Posted July 10, 2013 Posted July 10, 2013 Levels class is uploaded to the GitHub repo, check it out, I think it matches your per world on singleplayer and global on servers idea, as you wanted. Quote
deadrecon98 Posted July 10, 2013 Author Posted July 10, 2013 Levels class is uploaded to the GitHub repo, check it out, I think it matches your per world on singleplayer and global on servers idea, as you wanted. It fits perfectly. Now does this save to every player or is there a way to set that up? Also can I get it to save like MiningXp = int? Edit: Wtf is this? SEVERE] Encountered an unexpected exception LoaderException cpw.mods.fml.common.LoaderException: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft at cpw.mods.fml.common.LoadController.transition(LoadController.java:148) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:698) at cpw.mods.fml.server.FMLServerHandler.finishServerLoading(FMLServerHandler.java:94) at cpw.mods.fml.common.FMLCommonHandler.onServerStarted(FMLCommonHandler.java:355) at net.minecraft.server.dedicated.DedicatedServer.startServer(DedicatedServer.java:141) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:443) at net.minecraft.server.ThreadMinecraftServer.run(ThreadMinecraftServer.java:16) Caused by: java.lang.NoClassDefFoundError: net/minecraft/client/Minecraft at mods.cyphereion.cyphscape.API.config.Config.getConfigFolder(Config.java:21) at mods.cyphereion.cyphscape.proxys.CommonProxy.initConfigs(CommonProxy.java:15) at mods.cyphereion.cyphscape.core.Core.load(Core.java:253) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:540) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:193) at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:173) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.lang.reflect.Method.invoke(Unknown Source) at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74) at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45) at com.google.common.eventbus.EventBus.dispatch(EventBus.java:313) at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296) at com.google.common.eventbus.EventBus.post(EventBus.java:267) at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:104) at cpw.mods.fml.common.Loader.initializeMods(Loader.java:697) ... 5 more Caused by: java.lang.ClassNotFoundException: net.minecraft.client.Minecraft at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:179) at java.lang.ClassLoader.loadClass(Unknown Source) at java.lang.ClassLoader.loadClass(Unknown Source) ... 35 more Caused by: java.lang.RuntimeException: Attempted to load class net/minecraft/client/Minecraft for invalid side SERVER at cpw.mods.fml.common.asm.transformers.SideTransformer.transform(SideTransformer.java:51) at net.minecraft.launchwrapper.LaunchClassLoader.runTransformers(LaunchClassLoader.java:267) at net.minecraft.launchwrapper.LaunchClassLoader.findClass(LaunchClassLoader.java:165) ... 37 more [sEVERE] This crash report has been saved to: C:\Users\User\Desktop\Modding\Mcps\Current\forge\mcp\jars\.\crash-reports\crash-2013-07-10_00.34.09-server.txt Common Proxy: package mods.cyphereion.cyphscape.proxys; import java.io.File; import mods.cyphereion.cyphscape.API.config.Config; public class CommonProxy { public int addArmor(String string){ return 0; } public void registerRenderersThings() { } public File initConfigs() { return Config.createAndGetNBTFile(new File(Config.getConfigFolder(), "config.dat")); } } Config: package mods.cyphereion.cyphscape.API.config; import java.io.File; import java.io.FileInputStream; import java.io.FileOutputStream; import java.io.IOException; import cpw.mods.fml.relauncher.ReflectionHelper; import net.minecraft.client.Minecraft; import net.minecraft.nbt.CompressedStreamTools; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.world.World; import net.minecraft.world.chunk.storage.AnvilChunkLoader; import net.minecraft.world.chunk.storage.IChunkLoader; import net.minecraft.world.storage.ISaveHandler; public class Config { public static File getConfigFolder() { return new File(new File(Minecraft.getMinecraft().mcDataDir, "config"), "CyphScape"); } public static File getWorldConfig(World world) { return new File(getWorldDir(world), "CyphScape.LevelSave"); } public static File getWorldDir(World world) { try { ISaveHandler worldsaver = world.getSaveHandler(); IChunkLoader loader = worldsaver.getChunkLoader(world.provider); File file = ReflectionHelper .<File, AnvilChunkLoader> getPrivateValue( AnvilChunkLoader.class, (AnvilChunkLoader) loader, 3); return file.getName().contains("DIM") ? file.getParentFile() : file; } catch (Exception e) { return null; } } public static File createAndGetNBTFile(File f) { try { CompressedStreamTools.readCompressed(new FileInputStream(f)); } catch (Exception e) { NBTTagCompound cmp = new NBTTagCompound(); try { CompressedStreamTools.writeCompressed(cmp, new FileOutputStream(f)); } catch (IOException e1) { e1.printStackTrace(); } } return f; } private static boolean injectNBTToFile(NBTTagCompound cmp, File f) { try { CompressedStreamTools.writeCompressed(cmp, new FileOutputStream(f)); return true; } catch (IOException e) { return false; } } public static boolean saveConfig(NBTTagCompound cmp, File f) { return injectNBTToFile(cmp, f); } public static NBTTagCompound getTagCompoundInFile(File f) { try { NBTTagCompound cmp = CompressedStreamTools .readCompressed(new FileInputStream(f)); return cmp; } catch (IOException e) { NBTTagCompound cmp = new NBTTagCompound(); try { CompressedStreamTools.writeCompressed(cmp, new FileOutputStream(f)); return getTagCompoundInFile(f); } catch (IOException e1) { return null; } } } } I don't see the issue. Quote
maxpowa Posted July 10, 2013 Posted July 10, 2013 You're trying to call Minecraft.getMinecraft() before the minecraft instance is made, try running the initConfigs() in the postinit event. Quote
deadrecon98 Posted July 10, 2013 Author Posted July 10, 2013 You're trying to call Minecraft.getMinecraft() before the minecraft instance is made, try running the initConfigs() in the postinit event. Got that working. Now how do I get the player name returned as a string? Im trying to use EntityPlayerMp Quote
Mew Posted July 10, 2013 Posted July 10, 2013 Your kidding right? playerInstance.username Quote I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
deadrecon98 Posted July 10, 2013 Author Posted July 10, 2013 Your kidding right? playerInstance.username Yeah it's only too bad that that's wrong. It will not work for what I am trying to do. Quote
maxpowa Posted July 10, 2013 Posted July 10, 2013 Mew is actually right, if you look in the Levels class in the github, it uses that player.username a ton. Quote
deadrecon98 Posted July 10, 2013 Author Posted July 10, 2013 Mew is actually right, if you look in the Levels class in the github, it uses that player.username a ton. That's not what I mean. I wanted to get the player name and use it like this: CyphScape.PLAYERNAME.LevelSave Quote
Mew Posted July 10, 2013 Posted July 10, 2013 Mew is actually right, if you look in the Levels class in the github, it uses that player.username a ton. That's not what I mean. I wanted to get the player name and use it like this: CyphScape.PLAYERNAME.LevelSave So what you are wanting is the saved game for that player? Quote I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
deadrecon98 Posted July 11, 2013 Author Posted July 11, 2013 Mew is actually right, if you look in the Levels class in the github, it uses that player.username a ton. That's not what I mean. I wanted to get the player name and use it like this: CyphScape.PLAYERNAME.LevelSave So what you are wanting is the saved game for that player? No I want the player name as a string. Quote
Mew Posted July 11, 2013 Posted July 11, 2013 String playerName = playerInstance.username; There is your string for the players username. Quote I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
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