1.7.10 Faire une deuxième barre d'armure



  • Bonjour, comme dit dans le titre j aimerais faire une deuxième barre d'armure mais je n y arrive pas. J ai cherché de mon coté et j ai trouver que ca se faisais grâce a l'event RenderGameOverlayEvent.Pre

    voici mon code

    @SideOnly(Side.CLIENT)
        @SubscribeEvent
        public void RenderGameOverlayEvent(RenderGameOverlayEvent.Pre event){
        
            int p_110327_1_ = this.p_110327_1_;
            int p_110327_2_ = this.p_110327_2_;
           if(event.type == RenderGameOverlayEvent.ElementType.DEBUG)
            {
                event.setCanceled(true);
            }/* 
            if(mc.pointedEntity != null && this.mc.pointedEntity instanceof EntityPinkSlime){
    ce code sert a autre chose
                this.drawString(mc.fontRenderer,"Regime: All",350, 10, 0xFFFFFF);
            }
            if(mc.pointedEntity != null && this.mc.pointedEntity instanceof EntityRockSlime){
    
                this.drawString(mc.fontRenderer,"Regime: Vegetables",350, 10, 0xFFFFFF);
            }*/
            if (event.type == RenderGameOverlayEvent.ElementType.ARMOR){
    
                int k = MathHelper.ceiling_float_int(this.mc.thePlayer.getHealth());
                int l = MathHelper.ceiling_float_int(this.mc.thePlayer.prevHealth);
                this.rand.setSeed((long)(this.updateCounter * 312871));
                boolean flag1 = false;
                FoodStats foodstats = this.mc.thePlayer.getFoodStats();
                int i1 = foodstats.getFoodLevel();
                int j1 = foodstats.getPrevFoodLevel();
                IAttributeInstance iattributeinstance = this.mc.thePlayer.getEntityAttribute(SharedMonsterAttributes.maxHealth);
                int k1 = p_110327_1_ / 2 - 91;
                int l1 = p_110327_1_ / 2 + 91;
                int i2 = p_110327_2_ - 39;
                float f = (float)iattributeinstance.getAttributeValue();
                float f1 = this.mc.thePlayer.getAbsorptionAmount();
                int j2 = MathHelper.ceiling_float_int((f + f1) / 2.0F / 10.0F);
                int k2 = Math.max(10 - (j2 - 2), 3);
                int l2 = i2 - (j2 - 1) * k2 - 10;
                float f2 = f1;
                int i3 = this.mc.thePlayer.getTotalArmorValue();
                int j3 = -1;
    
                if (this.mc.thePlayer.isPotionActive(Potion.regeneration))
                {
                    j3 = this.updateCounter % MathHelper.ceiling_float_int(f + 5.0F);
                }
    
                this.mc.mcProfiler.startSection("armor");
                int k3;
                int l3;
    
                for (k3 = 0; k3 < 10; ++k3)
                {
                    if (i3 > 0)
                    {
                        l3 = k1 + k3 * 8;
    
                        if (k3 * 2 + 1 < i3)
                        {
                            this.drawTexturedModalRect(l3, l2, 34, 9, 9, 9);
                        }
    
                        if (k3 * 2 + 1 == i3)
                        {
                            this.drawTexturedModalRect(l3, l2, 25, 9, 9, 9);
                        }
    
                        if (k3 * 2 + 1 > i3)
                        {
                            this.drawTexturedModalRect(l3, l2, 16, 9, 9, 9);
                        }
                    }
                }
    
    
        }
    
    
        }
    

    et celui de Minecraft(GuiInGame):
    https://hastebin.com/agobiheqeg.java <--la classe entière

    int k = MathHelper.ceiling_float_int(this.mc.thePlayer.getHealth());
            int l = MathHelper.ceiling_float_int(this.mc.thePlayer.prevHealth);
            this.rand.setSeed((long)(this.updateCounter * 312871));
            boolean flag1 = false;
            FoodStats foodstats = this.mc.thePlayer.getFoodStats();
            int i1 = foodstats.getFoodLevel();
            int j1 = foodstats.getPrevFoodLevel();
            IAttributeInstance iattributeinstance = this.mc.thePlayer.getEntityAttribute(SharedMonsterAttributes.maxHealth);
            int k1 = p_110327_1_ / 2 - 91;
            int l1 = p_110327_1_ / 2 + 91;
            int i2 = p_110327_2_ - 39;
            float f = (float)iattributeinstance.getAttributeValue();
            float f1 = this.mc.thePlayer.getAbsorptionAmount();
            int j2 = MathHelper.ceiling_float_int((f + f1) / 2.0F / 10.0F);
            int k2 = Math.max(10 - (j2 - 2), 3);
            int l2 = i2 - (j2 - 1) * k2 - 10;
            float f2 = f1;
            int i3 = this.mc.thePlayer.getTotalArmorValue();
            int j3 = -1;
    
            if (this.mc.thePlayer.isPotionActive(Potion.regeneration))
            {
                j3 = this.updateCounter % MathHelper.ceiling_float_int(f + 5.0F);
            }
    
            this.mc.mcProfiler.startSection("armor");
            int k3;
            int l3;
    
            for (k3 = 0; k3 < 10; ++k3)
            {
                if (i3 > 0)
                {
                    l3 = k1 + k3 * 8;
    
                    if (k3 * 2 + 1 < i3)
                    {
                        this.drawTexturedModalRect(l3, l2, 34, 9, 9, 9);
                    }
    
                    if (k3 * 2 + 1 == i3)
                    {
                        this.drawTexturedModalRect(l3, l2, 25, 9, 9, 9);
                    }
    
                    if (k3 * 2 + 1 > i3)
                    {
                        this.drawTexturedModalRect(l3, l2, 16, 9, 9, 9);
                    }
                }
            }
    

    Merci d’avance
    Heaven
    Edit:j ai trouver pourquoi la barre ne s affichais pas car en fait les draw ne marche nt pas lais jsp comment régler le problème car j ai tester avec un func ou il faut 8 argument et ca m a mit juste un petit slot d armure un peux buger ?



  • Je n'en s'ait rien essai de demander sur Paladium


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