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1.7.10
[1.7.10] nohero's mods: More Health Enchanted: Beta for Health Loss Issue 1/2/2016
Poll: Would you be fine with ONLY a forge-required More Health mod?
Ended Nov 17, 2014
Poll: A Preference: More health hardcore mode?
Ended Nov 17, 2014
http://www.2shared.com/file/0DSFA5ww/MoreHealthModv1.html
if you want to find dungeons, search dungeon finder and get a clear texture pack to spot that dungeon!
also for fun: sheep still drops heart pieces and pigs drop heart containers!
be sure to back up your .jar! annd im pretty sure you should start a new world if you want to find the items in the dungeons (as the items appear when a dungeon is created, so those dungeons created before the mod is added WONT have the hearts).
Currently working on using mod loader (thanks to sonaris) and making the sprites in game!
Modloader/MCP is giving me a lot of pain right now. So i place mod loader and cheff's food mod into the minecraft jar in my MCP folder (along with the heart sprites, and I decompile and copy my edited .java files to edit more.) Then, in order to figure out how mobs should drop the new hearts that use modloader, I save my stuff, add a new mod (that does the function I wanted to learn) into the .jar. I cleanedup, then I decompiled, and problems started here. I have even tried cleanup, remove bin, replace clean bin, drag modloader files into the .jar, and try from there, but somehow MCP creates a modloader class that is actually different then the one I worked with in the beginning. i've tried to fix this, but this actually affected the other .classes from the modloader folder, so I am pretty much stuck and have no idea how to use modloader now. Wierd, wierd, problem. Unless I needded that cheff mod aaswell, but I dont think it would edit and change modloader class functions.
*end huge complaints
I guess I will just edit the items.png and place the heart sprites there.
Now you can update it for beta:
viewtopic.php?f=25&t=114039#p1661896
But still leave 1.2.6 for modders (I only have 1.2.6 i downgraded so i could mod.)
there is only one class that I can't find yet, worldGenDungeons. Its not my lz btw. If anyone knows what class it is, please share the info, and thanks in advance. I'll be working on it again tomorrow.
For anyone going through the Battle Towers Mod, these would make the perfect prize for defeating the Golem. I have a tendency to get pinned into a corner by all the mobs falling on me through the holes in the floors above, typically dying well before my armor wears off leaving me to retrieve it in a room full of monsters, (thank god of Death Chest).
I have a question though, after you've collected enough "containers" for 2 full rows, will they still keep spawning in dungeon chests?
That's actually a good question. Is there a way to limit the appearance of a specific item once someone has reached the maximum quantity that person can achieve. Might be some code for it.
Give an intermediary item instead of the heart piece. Then have USING the intermediary item (easter egg?) will break it open revealing your heart piece. This way if the player is already at max health attainable you can spawn some non-heart item instead, maybe a Full Heal potion?
Builder Mobs 0.53
My Other Mods Here
I'd like to throw my support behind this idea. It would leave players with one less item stockpiling after its initial usefulness. I'm not that great at coding but I guess somehow having the intermediary item check the players current max-heart-count upon opening. Something you could right-click to throw and the item spawns upon impact, similar to Kingbdogz's Runes mod?
Good idea, but I have coded it so heart containers heal you fully (like zelda unless im confusing my knowledge) and the heart pieces can be crafted into heart containers as a full heal item as well. But if this feature is really wanted, I can add it. Perhaps after max health, you can finally find wheat in chests again! hahaha~ i didnt want to mess up the probabilities. :3
Heres some images:
heartPiece= slimeball (temp sprite)
heartContainer=rawFish (temp)
annnd the fully working GUI, not interfering with armor and water bubbles.
I am currently working on a very very very very very damaging bug I have never noticed before. After you use a heart container, you get another full heart, and then after getting damaged, you can heal back to your new max health. Even if you save, enter menu, and go back in, this function still worked. HOWEVER, if you close minecraft app and re open it, the game "losses" the knowledge you had more than 10 full hearts. Granted, you will have like 13 full hearts, but you can never heal back up again, and heartContainer functions reset.
The problem is is the location of my MaxHealth in entityPlayer. If I mess around with it, it should be fixed. ETA: TOMORROW!!! W/ a download file!
*edit: also the names don;t appear over the items i made even though I copied the same form as the other items.
yet no item name in game (that new beta feature)
Instead of a new Heart bar on top of the existing one, when you complete a heart container, one of your existing hearts gets a "Glow/Outline/Texture Mod" then that heart is worth 4 hits, instead of half heart damage you take quarter heart damage on that specific heart.
Might be too complicated to code though it would look more aesthetically pleasing. Also it allows for super human strength, instead of being limited to 2 bars, or 5 bars (with the screen getting cluttered) you could just keep changing the texture on specific heart tiles, and adding further life capacity.
Create a new equipment inventory slot for the Heart Containers and make them Stackable. If your holding 4 heart containers, you have +4 hearts. If your holding 12 heart containers you have +12 hearts.
If you die, you drop the items, and lose your bonus hearts. This way, we can have a higher capacity for hearts, and with death, we're reset back to normal.
The whole point of my heart container is to right click and use it to gain another heart. Losing all those extra health is just saddening :sad.gif:
I might do this later on, pretty plausible.