Still yet to do armor, but I've changed hp, hunger and the air bar.
Hunger has been doubled (not just visually) and now shows saturation and the health bar for mounts has been moved up so that hunger is still visible while riding.
||Related post https://discord.com/channels/507304429255393322/1219601609076772935||
#Overhauled hud stuff
50 messages · Page 1 of 1 (latest)
This is super cool!
hearts are also now overlayed with a semi transparent white so that I dont have to make a blinking version for every heart
Thanks :D
Nice job
Those absorption hearts read like shields to me. Not sure if that's the intent?
Float values should have been continuous.
it is the intent
to look like
Might be stupid but it would be cool if there was an option for any food item to be the hunger in the config
maybe
No it’s not
It wouldnt be hard to implement, the only problem is that there would need to be 18 textures for each item
I recently found out Aseprite has a sprite resizing thing, that could be a way to make the textures to whatever size is needed, then ur magic that makes the game better than legit any hud mod I’ve seen
armor
defaults back to a 4 segment version of the vanilla texture if the armor doesnt have an icon texture
so should still look fine when wearing modded armor from other mods
(you can also add icons via a texture pack and they'll automatically be used for any modded armors)
I mean, health is a decimal rather than an integer, but vanilla shows it as integer (half heart is one health).
now a quarter is 1 health :)
this is super cool!
is it available to download?
Not yet as I still have to finish working on some things
But it should be out soonish
Making a texture pack that adds support for some modded armors that will be uploaded to curse/modrinth
is there a possiblity you could backport it to 1.20.1?
newest create is on that version
for the sake of not rerwiting everything, nope
but it'll be updated to the next version when it comes out
(which should be in the next few months)
String effect = "";
if (!isAbsorption) {
if (playerEntity.hasStatusEffect(StatusEffects.POISON)) {
effect = poisonSuffix;
}
else if (playerEntity.hasStatusEffect(StatusEffects.WITHER)) {
effect = witherSuffix;
}
else if (playerEntity.isFrozen()) {
effect = frozenSuffix;
}
else {
InGameHud.HeartType heartType = InGameHud.HeartType.fromPlayerState(playerEntity);
if (heartType != InGameHud.HeartType.NORMAL) {
Identifier heartTypeId = heartType.getTexture(false, false, false);
String untestedEffect = heartTypeId.getPath().replaceFirst("hud/heart/", "").replaceFirst("_full", "");
if (!client.getGuiAtlasManager().getSprite(texture.withSuffixedPath("_" + untestedEffect + "_4")).equals(missing)) {
effect = untestedEffect;
}
else {
UAdd.LOGGER.warn("Found unsupported heart type: " + heartTypeId.getPath() + " with namespace: " + heartTypeId.getNamespace());
}
}
}
if (!effect.isEmpty()) texture = texture.withSuffixedPath(effect);
}```Now supports modded hearts being added via texture pack
assuming they are defined via a HeartType (which they should be)
Maybe make it be able to depend on the item’s rarity?
I could, although this is intended to show off items with special properties
Ahhh
ex. crystal tools scale with your xp level, blaze-metal tools have auto smelting/fire aspect built into them