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View Code? Open in Web Editor NEWRevamped AdvancedHUD mod
License: MIT License
Revamped AdvancedHUD mod
License: MIT License
This would be Record, Boss Name, XP Level, and Tooltip
When Dragging a HudItem, Then, clicking the right mouse button the gui "drops" the HudItem and the user can no longer interact with the HudItem. This can be temporally remedied by clicking on a different HudItem. If all end up locked, the user must exit the gui.
Make a readme for the alpha, describing procedures for setting up the mod for installation and development.
The default Hotbar that is provided with the mod.
This is the nausea effect graphic when you enter a portal.
These menus should change for each HUDItem giving individualized option for each HUDItem. Their locations would be decided based on the location of HUDItem on the screen; being near the button but, not allowing any button to fall off the screen.
Changes File entry example:
Title (1A0-0)
DDMMMYY
+Addition
+Addition
-Removal
-Removal
The API methods for sine wave are flawed
Coordinate system for Hud Items, isn't standardize and can (and will) change if the screen size is altered.
This may be a HUDItem. Most likely it will be something different.
This is going to be a pain. This is the most diverse class. This may be split up into into different types.
Chat works primarily as a gui screen.
This is the Helmet overlay. (e.g. Pumpkin)
This is the first layer of base graphics. All HudItems are drawn over this. It belongs in PRE
The Icon Class needs to be set up. This should be easy after doing the Icon# Classes. This is for isolated icons (e.g., Crosshairs).
RenderTickEvent is called every other tick, but the ingameGUI only needs to be set once. Since this class doesn't have anything to do with the menus, the FMLServerStartingEvent can safely be used.
The Bar class is for bar gauges. It determines amounts by adjusting how much of it is shown (e.g. XP).
Chat is needed for much of the testing for the API. Specifically, in relation to commands. This may push Text higher in priority.
This would/may be required to:
Move HudItems backward/forward
Highlight only the HudItem to be moved
The Boss Bar may include text.
Only two situations at present: default, and mount.
New mods may use this to add new situations (e.g. Vehicles)
This is to save data for the customize mod.
The IconGuage Abstract Class still needs to be set up.
The IconSet needs to be set up. This is for unrelated sets of icons (e.g., Hotbar).
Make the HudItem Classes for the completed Abstract Class: IconGauge.
Need an in game Gui to edit the HUD Item locations.
Now that the HudItemBar Class is complete, set up the default huditems.
Disallow HudItems to be placed where part of them wouldn't be visible.
The fade when the player goes to sleep.
The Hotbar has text, iconset, icon, and bar. Will need to look into this heavily.
Advanced Text for Objective and Player List.
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