Jump to content

[1.10.2]Need Help with gameOverlays PlayerDisplayName


Mark136

Recommended Posts

Hi, I'm done with the toolboxes and now busy with editing some gameOverlay things

I've Already changed the Health & FoodBars and added my own Hunger System.

 

I still got some problems on editing the Players Display name.

I know i can do that with PlayerEvent#NameFormat but i want to do some extra.

I want to Change the Name to Name[playerlevel] but with some more effects:

what I want is that the [playerlevel] part is gonna have a colour depending on the clientplayer's level (the player who receives the string) and the StringPlayer's level.

 

is this even possible with PlayerEvent#NameFormat?

 

also I want to render some stuff like a Health bar above every LivingEntity. how can I do that?

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

Link to comment
Share on other sites

oke, maybe a simple example. as  i need the same sort of code in my mod, but a little differend than i gonna tell here:

 

Can i make my displayname different for each player, so for one player my name will be shown as "serverAdmin" and for another player my name will be shown as "Mark136" ect.

 

is this possible with PlayerEvent#NameFormat, or can I only just changing the displayName?

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

Link to comment
Share on other sites

bump...

 

ok found something to do what i want, i can change chat names with ClientChatReceived Event

but now I got stuck at the TextFormatter#getHexColour because there isn't any code for the chat like that...

 

can I create a Custom TextFormatter so I can set the chat colour to Whatever color I want instead of the only 16 colours?

 

also, question 2: how to render some stuff like a Health bar above every LivingEntity. how can I do that?

 

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

Link to comment
Share on other sites

is there really no way to get more than those 16 colours?, like:

 

For GuiChat:

Replacing the GuiChat with a costum one.

and for the HUD Chat, I can do the Same with RenderGameOverlay Event or something like that

 

could this work?

 

The only problem I could expect is the incompatability with other mods editing chat

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

Link to comment
Share on other sites

I don't think it's worth it to change the whole chat for just adding Hex colors.

isn't there an better way to do this. I still did'nt find it jet where minecraft sets $(..) to colors and styles in chat. it must be somewhere linked with the TextComponentString class i think.

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

Link to comment
Share on other sites

  • 2 weeks later...

hey i'm back, had it a little busy last time, did'nt fix the chat, so i leave that for later.

i also want to change something more, more particle things i want to replace the Damage_Indicator(id44) with my custom particle that shows the damage instead of the hearths. how do i remove a type of vanilla particle?

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

Link to comment
Share on other sites

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...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
  • Topics

×
×
  • Create New...

Important Information

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