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[1.16.5] Extending the base class of the player and drawing the screen when entering the world or server


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Hello. Faced such a problem. I don't even know where to start.

I rendered a new screen, when using the item I open it (temporarily). There are two buttons on this screen.

Type one and type two. (this is the essence of the player so to speak), I need to somehow extend the base class of the player to add a new player type with a new change (the choice takes place on the buttons), but since a lot of functionality will be tied to this change, I do not know what to do. For example, in the future I will need to ignore the damage of other players with the same player type.

Maximum simple screen with two buttons. What is the best way for me to expand the base character class in minecraft. It didn’t work with coremod and I think it’s better to somehow do without it if necessary, in extreme cases it’s not essential, but I don’t know how to work with it and I don’t even know how, I think it’s worth reading a lot.

So how do you call this screen with the buttons for choosing the type of player when you enter the world / server? This is a must for everyone who logs into the world or the server.


Thanks a lot in advance for any help and advice

I apologize for my english. If something is not clear, please ask. I am not a native speaker of this language

Edited by idev
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I'm thinking you can use capabilities. create a clas that has what you want, then attach it to the player with a default value that indicates the player hasn't picked a class yet

next you can listen to the EntityJoinWorldEvent, check if the entity is a player and if the value is the default one, if it is send a packet to the client telling them to render this screen, then from the screen you can update the player capability

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8 minutes ago, kiou.23 said:

I'm thinking you can use capabilities. create a clas that has what you want, then attach it to the player with a default value that indicates the player hasn't picked a class yet

next you can listen to the EntityJoinWorldEvent, check if the entity is a player and if the value is the default one, if it is send a packet to the client telling them to render this screen, then from the screen you can update the player capability

Did not quite understand.
You can read a little more about: "then attach it to the player with a default value"

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13 minutes ago, kiou.23 said:

https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/

Возможности - это способ хранения дополнительных данных для определенных объектов, вы можете создать класс, который будет содержать нужные вам данные и поведение, а затем зарегистрировать его в диспетчере возможностей.

Many thanks. I haven't been in mod for long and didn't know about it. I will definitely study

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54 minutes ago, kiou.23 said:

https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/

Capabilities are a way to store additional data to certain objects, you can create a class that holds the data and behaviour that you want, then register it to the capability manager

Alas, the EntityJoinWorldEvent event does not send me EntityPlayer. I think another event is needed here, but I do not know which one.

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1 hour ago, idev said:

Alas, the EntityJoinWorldEvent event does not send me EntityPlayer. I think another event is needed here, but I do not know which one.

there may be a better event, but event should fire when a player joins the world

you just need to check if the entity is a player entity, I'd think

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You cannot change the player entity in that way, i.e. you can't have your own player class.

You need to use events to modify behavior. For example you can use LivingAttackEvent and/or LivingHurtEvent to modify an entity taking damage.

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