Enhancements: Potion-Type and pulsing timer
scyfar opened this issue · 6 comments
It would be nice if there was an option to display harmful and harmless postions separate from each other. Currently there is no way to differentiate between those two types.
Maybe the ability to compare strings would be a possible solution, a boolean variable would be easier to use however.
Additionally it would be nice to have the ability to let fading potion effects blink/pulse. The start ticks/time should be configurable.
Checked the code and there is currently no way to check whether a PotionEffect is harmful or harmless. If there was a way to do it I could just add a tag for potionharmful
. The effects themselves are applied directly via the potion.performEffect(entity)
.
Might not be easy to do blinking/pulsing. All the text is rendered in a single run and it might affect other text. Alternatively, a "blinking" effect is already possible by prepending this to each potion effect:
<min>
<var>potiondurationticks0</var>
<num>200</num> <!-- start when (20 * 10 seconds = 200) ticks are left on the potion -->
<op>
<str>ge</str>
<modi>
<var>potiondurationticks0</var>
<num>20</num>
</modi>
<num>0</num>
<num>5</num>
<num>10</num>
<num>15</num>
<var>red</var>
<var>orange</var>
<var>yellow</var>
<var>white</var>
</op>
<str/>
</min>
I haven't tested it, but this should make the potion turn white -> yellow -> orange -> red over a second, for the last 10 second.
https://github.com/bspkrs/StatusEffectHUD
just sayin'
bkpkrs:
https://github.com/bspkrs/StatusEffectHUD
just sayin'
Thanks for the hint. Just did not find this mod for 1.8 as it is not labeled on the forums nor listed in the MCF Mod List ;)
I will check it out.
Oh yeah... I guess I forgot to change the thread titles.
On 3/13/2015 3:31 AM, Scyfar wrote:
*bkpkrs:* https://github.com/bspkrs/StatusEffectHUD just sayin'
Thanks for the hint. Just did not find this mod for 1.8 as it is not
labeled on the forums nor listed in the MCF Mod List ;)I will check it out.
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