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Description:
❯ Try2NotUpgrade ─────────────────────────────── A Minecraft mod focused on one evolving tool: 🛠️ The Hammer Not just another mining hammer — this one grows with you. . ├── 🛠️ The Hammer │ ├── 📏 Size Evolution │ │ ├── Start: 2×1×1 (small and simple) │ │ ├── Mid Levels: 5×5×2, 8×8×3... │ │ └── Max: 12×12×4 (a true monster) │ │ │ ├── ⚙️ Progression │ │ ├── Gain XP by mining ores naturally │ │ └── Or feed it ore blocks (Coal → Netherite) │ │ ▫️ Rarer blocks = more XP │ │ │ ├── 💫 Effects │ │ ├── Unlock passive bonuses as you level up │ │ ├── Example: speed, strength, haste... │ │ └── You can toggle them ON/OFF anytime │ │ │ └── ⚡ Abilities │ ├── Special active powers (1 at a time) │ ├── Example: shockwave, magnetism, instant-mine │ └── Switch them easily in the GUI │ ├── 🧭 GUI Interface (Press “G” with Hammer in hand) │ ├── 🔼 UPGRADES – Manage evolution & feed ores │ ├── ⛏️ MINING – Choose block area & mining style │ ├── 💫 EFFECTS – Toggle your unlocked effects │ └── ⚡ ABILITIES – Activate one special power │ └── 🧱 Summary ├── Single item, infinite growth potential ├── Highly customizable tool with progression ├── Created by CreativeMode └── Have fun mining and evolving your Hammer! 🚀 ─────────────────────────────── 💬 Tip: Effects activate automatically when unlocked, but you can freely manage everything in the GUI. ─────────────────────────────── ⚡ Try2NotUpgrade — The more you mine, the stronger you become.
Manage versions and create new iterations of this mod.
This will create a new mod based on "Try2NotUpgrade - T2NU" with your modifications. The original mod will remain unchanged and you'll be credited as the author of the remix.
This will create a new version of "Try2NotUpgrade - T2NU" for Minecraft Java 1.20.1. The original mod will remain unchanged.
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Oct 1, 2025, 09:03 PM
User request: Mod: Try2NotUpgrade (t2nu) — Item: The Hammer (display MUST be exactly "§6⚒ §5§lThe Hammer"; premium "§6⚜ §e§lTHE HAMMER §6⚜"); Platform: Fabric 1.21.5; Java; GUI: HandledScreen + ScreenHandler; Keybind default "G" (rebindable); GUI opens only when holding Hammer in MAIN HAND. Summary includes original request and every edit v1→v24, authoritative requirements, conflicts, priorities, acceptance criteria, and implementer action items. Per-version changelog (each line highlights key additions/overrides and whether it supersedes earlier versions) - v1 — Original baseline (authoritative start) - Crafting: exact 3×3 recipe -> Hammer Level 0, 0 XP (pattern: IronBlock/DiamondBlock rows; stick center bottom). - Lore: boxed header; fields: Grade, Level, Progress, Mining Area, Durability, Passive Effects, Special Abilities (cooldowns), Auto-Smelt toggle; top line "§7⚒ Novice Grade". - Progression: 100+ levels; prestige after 100 scales +300,000 XP/level; per-level XP baseline = ORIGINAL v1 table (implementer compute). - Prestige grades: Novice 0–29, Adept 30–59, Master 60–89, Legendary 90–99→100. - Ore XP per-block (v1): Coal/Copper=1; Iron=3; Gold=5; Redstone/Lapis=7; Diamond=15; Emerald=20; Ancient Debris=50; Netherite Block=75. - Mining area: 2×2 face-based (face-centered orientation). - Passives & Abilities: Haste, Fortune I–V, Speed, Night Vision, etc.; Abilities progression Dash Strike (Lv10) → Thunder Dash (Lv40) → Shockwave Slam (Lv70) → Meteor Strike (Lv100). - Persistence: passives/abilities persisted in NBT; GUI optional; Auto-Smelt default OFF. - v2 — Fixes (overrides v1 where noted) - GUI mandated NO GUI (info moved to dynamic lore) — note: later edits revert this. - XP progression: keep ore XP table; reduce per-level required XP uniformly ≈15% from v1 baseline. - Mineral Block Boost donation XP introduced (small v2 values). - Mining area: switch to 3D WxHxD (face-centered). - Lore header adjusted (symmetric); remove some lines. - v3 — Final Fixed Prompt (overrides/updates v2) - Keep ≈15% XP reduction applied. - Exact lore header (v3 header) defined. - Authoritative mining area mapping levels → WxHxD detailed mapping (levels -> specific WxHxD up to 120+). - Mining direction: always straight forward from targeted block (player facing); never mine under player unless targeted. - Mining speed scaling relative to Diamond Pickaxe (level bands with multipliers). - Attack damage scaling per prestige (Novice 8 → Legendary 18). - Dash: destroys blocks along path, base distance 15 scaling; no fall damage; charge time scales with prestige. - Level-up & prestige feedback (SFX/particles). - Enchantment synergy: Fortune +10% ore XP per level; Stone XP +0.05 per stone-type. - Treasure Finder rebalanced then removed. - Drop chance rebalancing (Double/Triple/Quad ranges). - Mineral Block Boost override (v3 values). - Add NBT tracking for mineral-block consumption. - v2 no-GUI remained through v3. - v4 — Critical Fixes & GUI Implementation (overrides v2/v3) - Reintroduce GUI: chest-style custom inventory (54 slots suggested); activation SHIFT + RIGHT-CLICK while holding Hammer. - CRITICAL FIX 1: Mining height alignment HIGH PRIORITY — mining MUST ALWAYS occur at player eye/head level; never mine below player's feet; NxNx1 center vertical at head height; NxNx2/3/4 expand upward/forward only, never downward. - CRITICAL FIX 2: Treasure Finder REMOVAL. - CRITICAL FIX 3: Dash fall damage immunity — after ANY dash grant 10s fall damage immunity + feather particles. - CRITICAL FIX 4: Mineral Block XP MASSIVE INCREASE override (v4 donation XP; very large values). - CRITICAL FIX 5: Auto-Smelt fix: toggled via GUI; lore must display exact status. - GUI SYSTEM v4: chest-style sections (MINERAL BLOCK UPGRADING 3×3 input, MINING AREA SELECTOR, PASSIVE EFFECTS TOGGLES, SPECIAL ABILITIES SELECTOR, INFORMATION DISPLAY). Lore header changed. GUI settings persisted to NBT and reflected in lore. - v5 — GUI System & XP Rebalance (FINAL GUI/XP overrides at that time) - v5 authoritative Mineral Block XP FINAL values (v5 table): Coal500; Copper1000; Iron5000; Lapis10000; Redstone15000; Gold30000; Emerald50000; Diamond75000; AncientDebris150000; Netherite400000. - Lore header exact (v5). - GUI: Activation Keybind Default "G" (rebindable under "Evolution Hammer" Controls); must hold Hammer in main hand; HandledScreen + ScreenHandler. - GUI STRUCTURE: 4 PAGES: Page1 Upgrades (Mineral Block Consumption), Page2 Mining Settings, Page3 Passive Effects, Page4 Special Abilities. Tabs/arrows navigation. - PAGE 1: UPGRADES: 3×3 input grid; accepts 10 mineral types; XP Preview "§eTotal XP Gain: §6+XXX,XXX XP"; Confirm consumes blocks, plays experience_orb.pickup SFX, green particles, chat msg, updates lore instantly; player inventory visible only here. - PAGE 2: MINING SETTINGS: mining area selector; Auto-Smelt toggle (unlocked at Level 50). - PAGE 3: PASSIVE EFFECTS: unlocked passives displayed as toggles ON/OFF; toggling applies/removes while holding; only unlocked appear; lore updates. - PAGE 4: SPECIAL ABILITIES: unlockable abilities selectable; ONLY ONE active; triggered by HOLD RIGHT-CLICK; selection shown in lore with cooldown. - GUI Visual/UI: Fabric Screen/ScreenHandler, sounds, tooltips, animated transitions; server validation; instant NBT/lore sync. - Lore synchronization: reflect GUI settings instantly. NBT persistence required. - Validation & Keybind registration & testing checklist included. - v6 — Critical GUI Fix - GUI keybind "G" must open GUI when holding Hammer in MAIN HAND (client tick registration + setScreen). - Passive effects unlocked must default ON and display in hammer lore immediately. - GUI header title: "§6§lEVOLUTION HAMMER SETTINGS"; 4 horizontal tabs; inventory bottom only on Upgrades page. - v7 — GUI Redesign & Critical Fixes - Fix crashes on tab switching, wrong inventory layout, tabs disappearing, Fortune not working across area. - Required fixes: safety checks; correct GUI layout (UPGRADES show full inventory bottom + 9 input slots; other tabs NO inventory); Fortune implementation: I→2x, II→3x, III→4x, IV→5x, V→6x for area-mined blocks; modern stylized GUI; persistent tabs. - v8 — T2NU Rename, textures & GUI/technical fixes - Mod renamed to Try2NotUpgrade (t2nu); item display fixed "§6⚒ §5§lThe Hammer". - Texture redesign spec (16×16 "Crystallized Diamond‑Infused Titanium"). - GUI fixes: persistent tabs, pixel-perfect Upgrades layout, mining area buttons, effects toggles default ON, Fortune read from NBT key T2NU_FortuneLevel, Confirm plays XP SFX & green particles & instant NBT/lore sync. - Pseudocode for HammerItem.postMine() & applyAreaFortuneEffects() included. - v9 — Pixel-perfect GUI & universal Fortune coverage - Pixel-perfect slot alignment (32px size, 4px spacing); clickable Rectangle mapping for mineralSlotAreas[] & inventorySlotAreas[]; mouseClicked checks these first. - Mining GUI layout & centering; mining features panel with toggles (Auto-Smelt, Sprint Mining, Instant Obsidian, Destruction Aura, Vein Miner). - Universal Fortune application server-side; isHammerApplicableBlock() includes mod ores via translationKey contains "ore"/"cluster". - v10 — Comprehensive GUI Fix & Enhancement - NullPointerException safeguards; emergency error slot indicator; effects & abilities button alignment fixes; interactiveAreas map for click handling; Ability charge bar real-time smooth HUD integrated with HammerItem.use/onStoppedUsing. - v11 — Final Polish & Premium Enhancements + User Requests - Mining category premium redesign; mining area unlock levels canonical (0/5/10/20/30/45/60/75/90/100/110). - Real-time mining features live toggles; passives default ON on unlock; Ability Charge Bar integrated; SafeRenderer wrapper; Efficiency I–V and other pickaxe enchantments documented. - v12 — Ultimate GUI Overhaul & Perfection Update - SINGLE BUTTON SYSTEM (PremiumButtonSystem) unified; CENTERED LAYOUT MANAGER utilities added. - Mining category centered grid (4 cols); Auto-Smelt unlock Lv50 authoritative. - MINING DEPTH FIX — FORWARD FACING: HammerMiningHandler.mineArea() uses calculateStartPos/calculateEndPos & BlockPos.iterate and shouldMineBlock ensures forward-facing mining. - RealTimeStateManager toggles features instantly; AbilityChargeBar & AbilityParticleSystem durations defined. - v13 — T2NU HAMMER — COMPLETE FUNCTIONALITY & GUI FIX - GUI CATEGORY SYSTEM FIX: HammerUpgradeScreen with Category enum; renderCategoryTabs() every frame; store tabAreas for click detection. - miningFeatures and passiveEffects maps; toggle handlers update ItemStack NBT and apply effects instantly; Charge Bar durations CHARGE_DURATIONS (THUNDER=2000, EARTH=1500, METEOR=2000) with server-side damage pseudocode and rendering. - v14 — COMPLETE OVERHAUL & PERSISTENT CHARGE BAR - Charge system: persistent isCharging, chargeStartTime, chargeProgress, releaseTime, fadingOut, fade-out 1s. Meteor optionally breaks blocks radius 3. Integration with HammerItem use/onStoppedUsing confirmed. - v15 — CRITICAL GUI FIX & ULTIMATE PARTICLE SYSTEM - PERSISTENT CHARGE BAR: visible entire right-click hold; smooth 0→100% with READY prompt at ≥95%; 1s fade-out after release; ClientTickEvents + HudRenderCallback required. - PERFECT GUI CENTERING & SYMMETRY applied. - ITEM NAME FIX: must display "§6⚒ §5§lThe Hammer". - MINING FEATURES IMPLEMENTATION functional: Auto-Smelt unlock Lv50 server-side, Vein Mining Lv55 BFS 64 limit, Speed Mining Lv40 (baseSpeed *=1.5f), Lore enhancements, Meteor Strike 3-phase animation. - v16 — ULTIMATE GUI RECONSTRUCTION & PARTICLE SYSTEM - ModernClean HandledScreen; GUI_WIDTH=420, GUI_HEIGHT=280; UPGRADES changed to 9 slots in SINGLE HORIZONTAL ROW centered (slotSize=32, spacing=8); MINING category 4×N grid with feature buttons mapping; EFFECTS & ABILITIES categories with pixel-perfect bounds; CHARGE BAR accurate timings; store pixel-perfect button bounds & interactive bounds. - v17 — Complete Fix & Enhancement Requirements - Fix EFFECTS CATEGORY overlap, MINING CATEGORY overflow; reorganize 9 horizontal slots and inventory position; ability particle enhancements; prioritized Phase1 GUI fixes. - v18 — Critical Fix Requirements (URGENT) - URGENT GUI FIXES: TEXT OVERLAP, UPGRADES & MINING REDESIGN, layout constraints. - LORE SIMPLIFICATION: REMOVE decorative header box; keep only essential fields: Grade, Level, Progress, Mining Area, Durability, Passive Effects, Special Abilities, Auto-Smelt. - XP SYSTEM REBALANCE (v18 override) — NEW mineral-block donation XP values (very large numbers). NOTE: this conflicts with earlier v5 final table — implementer must confirm with PO. - CRITICAL ABILITY CHARGE BAR FIX: linear chargeProgress = min(elapsed/requiredTime,1.0f) using System.currentTimeMillis(); single bar only; play audio at 100%; smooth linear fill and percentage text. - Phased implementation priorities and acceptance criteria. - v19 — Emergency patch (latest urgent at that time) - EMERGENCY: fix TEXT OVERLAP, COMPRESSED & MISALIGNED LAYOUT (UPGRADES & MINING), BOUNDARY VIOLATIONS. - CRITICAL CHARGE BAR FAILURE fixed: single linear bar, durations specified, play unique sound at full, render guard isRendering, use System.currentTimeMillis(). - ORE MINING XP moderate buff. - LORE SIMPLIFICATION reaffirmed. - v20 — CRITICAL PRIORITY 1: ABILITY CHARGE BAR - MATHEMATICAL PERFECTION (explicit final spec) - REQUIRED MATHEMATICAL FORMULA (non-negotiable): chargeProgress = MIN((currentTime - chargeStartTime) / abilityDuration, 1.0) - Durations: Thunder Dash / Meteor Strike = 2000ms; Shockwave Slam = 1500ms. - CHARGE BAR TECHNICAL IMPLEMENTATION: singleton pseudocode; precise timing variables; startCharging(), update() computing elapsed/duration ratio; playAbilityReadySound(currentAbility) when elapsed >= duration. - GUI LAYOUT PIXEL-PERFECT SCHEMATICS (absolute dimensions & positions): GUI_WIDTH=420, GUI_HEIGHT=280; Exact coordinates for UPGRADES (9 horizontal slots), MINING (4-column grid), EFFECTS (2-column grid), ABILITIES (3 ability boxes). - AUDIO FEEDBACK SYSTEM pseudocode and validation checklist. - ABSOLUTE REQUIREMENTS: System.currentTimeMillis(); singleton render; linear math; pixel-perfect positions; text readable; elements inside container. - v21 — T2NU HAMMER - COMPLETE GUI & CHARGE BAR RECONSTRUCTION (final spec & code-level details) - PRIORITY 1: CHARGE BAR reiterated with singleton pseudocode and render specification: above hotbar (screenHeight - 70px), width 250px, height 20px, text "CHARGING... X%" or "⚡ READY! Release to Cast ⚡", fade out 1s, play ready sound once. - PRIORITY 2: GUI COMPLETE REDESIGN — master layout specs with container dims, tab bar positions, precise positions/sizes for UPGRADES (9 horizontal slots), MINING (grid & features), EFFECTS (2-column grid), ABILITIES (3 cards), rendering order, click detection via interactiveAreas Map<String, Rectangle), visual standards, testing checklist, success criteria and technical notes. - v22 — CRITICAL FIXES (builds on prior specs; must apply on top) - FIX 1: TABS REPOSITIONING — Move category tabs to GUI top. Tabs at Y=5px; content starts at Y=43px minimum. - FIX 2: EFFECTS CATEGORY — Add "PASSIVE EFFECTS" header BETWEEN tabs and buttons. Reduce button size. BUTTON_START_Y = 75; BUTTON_WIDTH = 150; BUTTON_HEIGHT = 30; layout 2 columns × 4 rows = 8 effects. - FIX 3: MINING TEXT — Insert "Current Active" text BETWEEN Mining Area and Features sections (layout Y positions specified). - FIX 4: ABILITIES HEADER — Position "SPECIAL ABILITIES" ABOVE buttons (headerY = 43; buttonStartY = 68). - FIX 5: CHARGE BAR REBUILD — new AbilityChargeBar class pseudocode with instance fields isCharging, chargeStartTime, chargeProgress, isFadingOut, displayAlpha, durations; update() uses System.currentTimeMillis(); play ready sound once; fade-out 1000ms after release. - v22 CHECKLIST: tabs at Y=5px; content Y≥43px; Effects: 8 buttons; Charge: single instance & exact durations. - v23 — T2NU HAMMER FIXES (latest edit; apply on top of prior specs; supersedes/adjusts v22) - FIX 1: TABS ABOVE CONTENT — renderCategoryTabs() must be called before renderCategoryContent(); Tabs at Y=10 and content starts at Y=50. - FIX 2: 12 EFFECTS IN 3×4 GRID — EFFECTS expanded to 12 total effects: Haste, Night Vision, Speed, Item Magnet, Fire Resistance, Water Breathing, Jump Boost, Regeneration, Absorption, Resistance, Strength, Auto-Smelt. Render 3 columns × 4 rows, buttons sized 120×28, spacingH=10, spacingV=8; centered. - FIX 3: CHARGE BAR - SINGLETON, LINEAR 0-100% — Fully specified singleton pseudocode for AbilityChargeBar.get()/start()/tick()/stop()/render(); durations: Shockwave=1500ms else 2000ms; fading over 1000ms; render shows "§6⚡ READY ⚡" when progress >= 0.95f else percent; HammerItem.use/usageTick/onStoppedUsing integration pseudocode; HudRenderCallback + ClientTickEvents registration. - REQUIREMENTS: Tabs Y=10, content Y≥50; 12 effects 3×4; ONE charge bar, linear timing, fade 1s, durations as specified. - Consolidated authoritative requirements (aggregate v1 → v23) — canonical items before v24 - Platform & basics: Fabric 1.21.5; Java; HandledScreen + ScreenHandler; Keybind "G" rebindable; GUI opens when holding Hammer in MAIN HAND. - Crafting: exact 3×3 recipe yields Hammer Level 0, 0 XP. - Per-level XP thresholds: base per-level XP = ORIGINAL v1 table × ~0.85; prestige scaling preserved. - Ore XP per-block: v1 per-block table (Coal/Copper=1; Iron=3; Gold=5; Redstone/Lapis=7; Diamond=15; Emerald=20; Ancient Debris=50; Netherite Block=75); Stone XP +0.05 per stone-type block. - Fortune: +10% ore XP per Fortune level (ores only); Fortune area-mining multipliers server-side: I→2x; II→3x; III→4x; IV→5x; V→6x; supports mod ores via translationKey contains "ore"/"cluster". - Multi-drop probabilities: Double start 3%→max10%; Triple 1%→max5%; Quad 0.5%→max3%. - Mining area mapping & forward-facing behavior: use v3 mapping; enforce eye/head-level only; NxNx2+ expand upward/forward only; calculateStartPos/calculateEndPos & BlockPos.iterate required; never mine below player's feet unless specifically targeted block below. - Mining speed & attack damage: v3 scaling and v3 attack damage scaling (Novice 8 → Legendary 18). - Abilities: Dash destroys blocks along path, base distance 15 scaling; post-dash 10s fall immunity + feather particles; charge durations THUNDER=2000ms, SHOCKWAVE=1500ms, METEOR=2000ms; AbilityChargeBar singleton, linear progression using System.currentTimeMillis(); single-instance rendering guard; READY text at ≥95% or fully charged; fade-out 1s after release; persistent while holding; server validation; Meteor Strike may break blocks radius 3 subject to server control. - Passives: default ON on unlock; GUI toggles apply/remove while holding; only unlocked appear in lore; passives persisted in NBT. - Enchantments: Efficiency I–V and other pickaxe enchantments documented; interactions with Auto-Smelt, Silk Touch, Fortune semantics described. - Mineral donation XP conflict: v5 table vs v18 urgent override (much larger values) — IMPLEMENTER MUST CONFIRM FINAL TABLE WITH PO BEFORE RELEASE. - Upgrades Confirm & SHIFT+drag: grant exact XP values, play experience_orb.pickup SFX, spawn green particles, send chat msg, update NBT & lore instantly; GUI remains open. - GUI authoritative final (aggregate): HandledScreen + ScreenHandler; default keybind "G" opens when holding Hammer; 4 persistent tabs UPGRADES / MINING / EFFECTS / ABILITIES; pixel-perfect layouts per v20/v21; interactiveAreas Rect bounds; inventory visible only on UPGRADES. - UPGRADES: 9 horizontal mineral donation slots centered (slotSize=32, spacing=8); XP Preview; Confirm button; player inventory visible only here. - MINING: selection grid per v3 mapping; Auto-Smelt toggle (unlock Lv50); features toggles as per later edits. - EFFECTS: (conflict history—see conflicts) passives default ON. - ABILITIES: select one active ability; triggered by HOLD RIGHT-CLICK; AbilityChargeBar singleton durations as above. - NBT keys & persistence required (non-exhaustive): HammerLevel, HammerXP, HammerGrade, UnlockedAbilities, Cooldowns, AutoSmeltEnabled, TotalBlocksMined, MineralDonationCounts, SelectedMiningArea, PassiveToggles, SelectedAbility, T2NU_FortuneLevel, etc.; server↔client sync via ScreenHandler. - Particles & SFX: client-only particles for charge & abilities; server-side ability damage/effects; level-up SFX; prestige animation 5–6s; dash feather particles; GUI sounds; Confirm green particles. - Safety: null-safety, try/catch in render & event handlers, arrays/maps defaults, interactiveAreas map, emergency error visuals; prevent crashes. - QA checklist: crafting, XP thresholds, donation values, GUI keybind/opener, 4 tabs & pixel-perfect row, mining mapping & eye-level enforcement, mining speeds & attack scaling, dash & abilities & cooldowns, Fortune multipliers & +10% ore XP, passives default ON and live toggles, Auto-Smelt unlock Lv50, Meteor Strike animation & damage, NBT persistence, SafeRenderer & null-safety, no crashes. - v22 & v23 reiterated and tightened a number of GUI/ChargeBar constraints (tabs Y positions, content start Y, effects count increased in v23 to 12, ChargeBar singleton, durations, fade, render guard, integration with HudRenderCallback & ClientTickEvents). v23 became the authoritative spec before v24. - v24 — T2NU HAMMER - FINAL FIX (latest edit; apply on top of prior specs; supersedes/adjusts several prior charge bar & tabs specs) - FIX 1: TABS AT ABSOLUTE TOP - HammerScreen constants: TABS_Y = 0 (top edge), TABS_HEIGHT = 30, CONTENT_Y = 55 (content MUST start at Y=55). - drawTabs() example: tabs drawn at Y=0; drawContent() must start at Y=55; example code shows tab labels at x + (i * 100), fill colors, drawText. - FIX 2: CHARGE BAR - ULTRA SIMPLE REBUILD (DELETE ALL previous charge bar code; use static approach) - New ChargeBar static approach: - Fields: static boolean active; static long startTime; static int duration (default 2000). - start(durationMs): active=true; startTime=System.currentTimeMillis(); duration=durationMs. - stop(): active=false. - render(ctx, screenW, screenH): if (!active) return; compute elapsed = System.currentTimeMillis() - startTime; percent = min(elapsed / duration, 1.0f). - Bar dims: barW=200, barH=16; x centered; y = screenH - 65. - Render background dark gray, fill gold, border, percentage text centered. - HammerItem integration pseudocode: - use(): if world.isClient && !player.isSneaking() -> getSelectedAbility -> duration (Shockwave 1500 else 2000) -> ChargeBar.start(duration); player.setCurrentHand(hand); return success. - onStoppedUsing(): if world.isClient -> ChargeBar.stop(); - getMaxUseTime() returns 72000. - Client registration: HudRenderCallback.EVENT.register to call ChargeBar.render each frame. - RATIONALE: Tabs at Y=0 and content Y=55 prevent overlap; ChargeBar now ultra-simple (3 variables), disappears instantly when released, cannot duplicate (static), no fade, no READY prompt explicit, no ready sound logic in provided code. - Expected behavior given example timeline: linear fill at 0→100% across duration (e.g., 0/500/1000/1500/2000ms → 0/25/50/75/100%). Consolidated authoritative requirements (post-v24) — include v24 changes and call out conflicts - Platform & basics: Fabric 1.21.5; Java; HandledScreen + ScreenHandler; default keybind "G" rebindable; GUI opens when holding Hammer in MAIN HAND. - Item display name MUST be exactly "§6⚒ §5§lThe Hammer". - Crafting: exact 3×3 recipe -> Level 0, 0 XP. - Per-level XP thresholds base = v1 table × ~0.85; prestige scaling preserved. PO confirmation required for final per-level table. - Ore XP per-block: v1 table (Coal/Copper=1; Iron=3; Gold=5; Redstone/Lapis=7; Diamond=15; Emerald=20; Ancient Debris=50; Netherite Block=75); Stone XP +0.05 per stone-type; Fortune: +10% ore XP per Fortune level; Fortune area multipliers server-side I→2x..V→6x; include mod ores by translationKey contains "ore"/"cluster". - Mineral donation XP: conflict between v5 table and v18/v4/v18/v19 overrides — MUST confirm final table with PO before release. - Mining area & behavior: use v3 mapping; forward-facing only; eye/head-level enforcement; NxNx2+ expand upward/forward only; calculateStartPos/calculateEndPos & BlockPos.iterate; never mine under player's feet unless targeted. - Mining area unlock levels canonical: 0/5/10/20/30/45/60/75/90/100/110 (v11 canonical mapping). - Mining speed & attack damage: v3 scaling and v3 attack damage scaling (Novice 8 → Legendary 18). - Passives: default ON on unlock; persisted in NBT; toggles apply/remove live while holding; only unlocked appear in GUI and lore. - Abilities & charge bar (conflict note: earlier v20/v21/v23 demanded singleton comprehensive system with fade & audio; v24 replaced with simple static ChargeBar — implementer MUST reconcile with PO): - v20/v21/v23 authoritative (pre-v24) requirements: - Durations: Thunder=2000ms; Meteor=2000ms; Shockwave=1500ms. - Charge formula non-negotiable: chargeProgress = MIN((System.currentTimeMillis() - chargeStartTime) / abilityDuration, 1.0f). - Singleton AbilityChargeBar: single instance, single render guard, tick/update & render loops, audio at full (once), READY text at ≥95% or full, 1s fade-out after release, bar centered X, Y = screenHeight - 70px, width 250px, height 20px. - HammerItem.use/usageTick/onStoppedUsing must hook client-side charge bar start/tick/stop; HudRenderCallback & ClientTickEvents registration. - v24 replacement (supersedes prior charge-bar code per v24 instruction): - Static ChargeBar with start/stop/render; bar dims: 200x16; Y = screenHeight - 65; disappears instantly when released; no fade-out; no READY text or ready-sound logic in provided code (though implementer can extend if PO requests). - HammerItem integration: start on use(), stop on onStoppedUsing() client-side; duration param passed (1500 for Shockwave else 2000). - Implementer MUST choose which charge bar approach to implement (v20/v21/v23 or v24). This is a conflict requiring PO decision. v24 explicitly commands deletion of previous charge bar code and use of static approach. - GUI authoritative final (aggregate with v24 tabs/top change): - GUI_WIDTH=420, GUI_HEIGHT=280 (master container). - Tabs MUST render at absolute top (v24 TABS_Y=0) and content MUST start at CONTENT_Y=55 (v24). Note earlier v23 required Tabs Y=10 and content Y≥50; v24 supersedes with Tabs Y=0 and content Y=55. - 4 persistent tabs: UPGRADES / MINING / PASSIVE EFFECTS / ABILITIES. - UPGRADES: 9 horizontal mineral donation slots centered (authoritative per v16/v20/v21); absolute X positions per v20/v21 schematics recommended; slotSize=32; player inventory visible only on Upgrades page. - PAGE specifics: - UPGRADES: 9 horizontal slots; XP Preview "§eTotal XP Gain: §6+XXX,XXX XP"; Confirm button consumes specified mineral blocks, plays experience_orb.pickup SFX, spawn green particles, send chat msg, update NBT & lore instantly; SHIFT+drag support. - MINING: header "MINING AREA SELECTION" at ~Y=43 (v22 suggested Y=43; v24 content starts at 55 so ensure spacing); grid at ~Y=63; show "Current Active" text between Mining Area and Features per v22; "MINING FEATURES" at ~Y=208; toggles for Auto-Smelt (unlock Lv50), Speed Mining (Lv40), Vein Mining (Lv55 BFS cap 64), Instant Obsidian (Lv70). - PASSIVE EFFECTS: v23 expanded to 12 effects in 3×4 grid: Haste, Night Vision, Speed, Item Magnet, Fire Resistance, Water Breathing, Jump Boost, Regeneration, Absorption, Resistance, Strength, Auto-Smelt. Buttons sized 120×28, spacingH=10, spacingV=8; centered. v22 earlier specified 8 effects (2×4) but v23/v24 latest requires 12; implement latest unless PO says otherwise. - ABILITIES: header above buttons (per v22/v23/v24); 3 ability cards; select exactly one active ability; abilities triggered by HOLD RIGHT-CLICK; cooldowns persisted; charge bar visuals integrated per chosen charge bar approach. - Interactive UI requirements: interactiveAreas Map<String, Rectangle> storing pixel-perfect bounds; mouse clicks test interactiveAreas first; emergency error visuals for invalid states. - Inventory visible only on UPGRADES; other tabs hide inventory. - NBT & sync: HammerLevel, HammerXP, HammerGrade, UnlockedAbilities, Cooldowns, AutoSmeltEnabled, TotalBlocksMined, MineralDonationCounts, SelectedMiningArea, PassiveToggles, SelectedAbility, T2NU_FortuneLevel, etc.; all persisted & server↔client synced via ScreenHandler. - Sounds & Particles: charge-ready sound once (if using v20/v21/v23 approach), experience_orb.pickup on confirm, green particles on donation, feather particles on dash, level-up & prestige SFX, ability particles and animations (client-only visuals; server-side effect application). - Safety & Fail-safes: SafeRenderer wrapper; null-safety checks in render loops; try/catch around event handlers; prevent NPE on tab switching; interactiveAreas defaults; emergency indicator slot for errors. Implementation priority condensed (ordered) 1) Confirm exact per-level XP thresholds and final Mineral Block XP table (resolve v5 vs v18/v4/v18/v19 conflict). 2) Decide which ChargeBar implementation to use (v20/v21/v23 singleton full-featured vs v24 static ultra-simple). PO decision required. 3) Implement Fabric GUI/keybind (G) & HandledScreen with 4 tabs; tabs MUST be at absolute top per v24 (TABS_Y=0) and content starts at CONTENT_Y=55; interactiveAreas map; inventory visible only on Upgrades. 4) Implement pixel-perfect layout per v20/v21/v16 with v24 refinements (tabs top at Y=0, content start Y=55, PASSIVE EFFECTS 3×4 grid, "Current Active" placement). 5) Implement mining mechanics per v3 with head/eye-level enforcement and forward-facing depth (calculateStartPos/calculateEndPos & BlockPos.iterate). 6) Implement Fortune rules & multipliers server-side and +10% ore XP per Fortune level. 7) Implement Auto-Smelt (Lv50), Vein Mining (Lv55 BFS 64 limit), Speed Mining (Lv40), Instant Obsidian (Lv70). 8) Implement chosen AbilityChargeBar approach and integrate into HammerItem.use/usageTick/onStoppedUsing; register HudRenderCallback & ClientTickEvents for render & tick. 9) Implement abilities (Dash base distance 15 scale, Thunder, Shockwave, Meteor) with server-side validation, cooldowns, particle animations, Meteor 3-phase animation, 10s post-dash fall immunity. 10) Ensure all NBT keys persistence and sync; SafeRenderer & null-safety implemented; QA checklist passed. Conflicts & Action Items (must resolve with PO) - Mineral Block Donation XP conflict: v5 final table vs v18/v4/v18/v19 much-larger values — MUST CONFIRM FINAL TABLE WITH PO BEFORE RELEASE. - ChargeBar conflict: v20/v21/v23 demanded singleton, width=250px, height=20px, Y=screenHeight-70, fade 1s, ready audio & READY text; v24 explicitly replaces previous charge bar with a static 200x16 bar at Y=screenHeight-65 that disappears instantly on release and contains no ready sound/fade/READY prompt logic. Implementer MUST get PO decision which approach to use. - Tabs/content Y conflict: v23 requested Tabs Y=10 and content Y≥50; v24 moves Tabs to absolute top TABS_Y=0 and content Y=55. v24 supersedes earlier tab Y constraints — implementer MUST follow latest unless PO overrides. - UPGRADES UI layout conflict: earlier 3×3 input (v4/v5) then later horizontal 9-slot row (v16/v20/v21/v23/v24). Follow latest PO directive (9 horizontal) unless PO overrides. - EFFECTS layout conflict: v22 specified 8 effects (2×4) while v23 expanded to 12 effects (3×4) and v24 keeps this change; latest v23/v24 supersede v22 — implement 12 effects grid unless PO overrides. Emergency / absolute technical specs (non-negotiable, repeated) - Charge bar math formula (if following v20/v21/v23): chargeProgress = MIN((System.currentTimeMillis() - chargeStartTime) / abilityDuration, 1.0f). Durations: THUNDER_DASH=2000ms; SHOCKWAVE_SLAM=1500ms; METEOR_STRIKE=2000ms. Singleton AbilityChargeBar, tick/update & render loops, play ready sound once when full, READY text at ≥95%, 1s fade-out after release, bar width 250px, height 20px, Y = screenHeight - 70px, centered X. - If following v24 ChargeBar: percent = MIN(elapsed / duration, 1.0f); durations passed per ability (Shockwave 1500ms else 2000ms); bar dims barW=200, barH=16; Y = screenHeight - 65; static active flag; no fade/ready-sound in provided code. - GUI container & schematics (v20/v21/v16 canonical): GUI_WIDTH=420, GUI_HEIGHT=280; interactiveAreas Map<String, Rectangle> for click detection; ensure elements inside container bounds and no overlap (v24 enforces tabs top and CONTENT_Y=55). - Click detection: store Rectangle bounds in interactiveAreas Map<String, Rectangle>, check contains(mouseX,mouseY) before handling. - Timing math must use System.currentTimeMillis() (explicitly repeated across versions). Deliverable acceptance criteria (binary pass conditions) - Single linear charge bar matches chosen implementation math and durations; if v20/v21/v23 approach used: plays unique ready audio at full; fade-out 1s; READY text at ≥95%; no duplicate bars; if v24 approach used: static behavior as described must be implemented (disappears instantly on release). - GUI fully centered, no text overlap, elements inside bounds, Tabs at absolute top (v24), content starts at Y=55, pixel-perfect per schematics (as chosen), 4 persistent tabs, inventory visible only on UPGRADES. - UPGRADES: 9 horizontal slots centered; Confirm consumes blocks, spawns green particles & plays experience_orb.pickup & updates NBT/lore instantly. - PASSIVE EFFECTS: 12 effects in 3×4 grid (v23/v24) with header, toggles default ON on unlock and apply live (unless PO asks for different). - MINING: head/eye-level only, forward-facing mapping, "Current Active" label between area & features, features toggles present and server-validated. - Abilities: charge bar linear & correct durations per chosen approach, single instance rendering guard, plays ready audio once (if using v20/v21/v23), READY text displays correctly (if using v20/v21/v23), 1s fade-out (if using that approach), abilities have server-side validation and cooldowns, dash grants 10s fall immunity. - Fortune: area multipliers applied server-side; +10% ore XP per Fortune level; mod ores supported. - NBT persistence & ScreenHandler sync present. - SafeRenderer & null-safety protections prevent crashes during render & event handling. Final implementer action items (explicit) - Resolve Mineral Block XP final table with PO (v5 vs v18 conflict). Do not ship without PO confirmation. - Decide with PO which ChargeBar implementation to use: full-featured singleton with fade & ready-sound (v20/v21/v23) OR ultra-simple static approach (v24). Implement accordingly. - Build GUI per latest authoritative schematics (use v20/v21/v16 base) and apply v24 refinements: Tabs at absolute top (TABS_Y=0), content starts at CONTENT_Y=55, PASSIVE EFFECTS 12-item 3×4 grid, "Current Active" in Mining, ABILITIES header at top of abilities page. - Implement AbilityChargeBar exactly per chosen spec: - If v20/v21/v23 chosen: implement singleton class, System.currentTimeMillis() math, durations (2000/1500/2000), width 250, height 20, Y = screenHeight - 70, fade 1000ms, ready sound once, READY text at ≥95%, rendering guard, HudRenderCallback & ClientTickEvents. - If v24 chosen: implement static ChargeBar.start(durationMs), stop(), render(ctx, w, h) with dims 200x16, Y = screenHeight - 65, linear percent, immediate disappearance on stop; integrate in HammerItem.use/onStoppedUsing and HudRenderCallback as shown. - Hook HammerItem.use/usageTick/onStoppedUsing to client-side charge bar start/tick/stop consistent with selected approach and ensure server-side validation for ability execution. - Implement mining mechanics using calculateStartPos/calculateEndPos & BlockPos.iterate; enforce head-level (never mine below feet); forward-facing only; apply Fortune multipliers and +10% ore XP server-side. - Implement Auto-Smelt unlock Lv50, Vein Mining Lv55 (BFS cap 64), Speed Mining Lv40, Instant Obsidian Lv70. - Implement NBT keys listed and ensure ScreenHandler sync; Confirm donation behavior (instant NBT update, particles, SFX, chat msg). - Add SafeRenderer wrapper, try/catch around render loops, interactiveAreas Map, null-safety guards; emergency visual indicators for errors. - QA run against binary acceptance checklist; obtain PO confirmation for donation XP table and charge bar selection and any unresolved layout decisions. Conflicts & required PO decisions (explicit) - Mineral Block XP values: v5 table vs v18/v4/v18/v19 much-larger values — MUST CONFIRM FINAL TABLE BEFORE RELEASE. - ChargeBar architecture: v20/v21/v23 singleton full-featured vs v24 static simple — MUST CONFIRM which to ship. - Tabs/content Y: v23 demanded tabs Y=10 & content Y≥50; v24 mandates tabs Y=0 & CONTENT_Y=55 — follow latest (v24) unless PO overrides. - UPGRADES layout: 3×3 input (v4/v5) vs 9 horizontal row (v16/v20/v21/v23/v24) — follow latest (9 horizontal) unless PO overrides. - EFFECTS layout: v22 specified 8 effects; v23/v24 expanded to 12 effects — latest supersedes earlier; confirm with PO if different. Absolute technical specs (non-negotiable; repeat) - If implementing v20/v21/v23: charge bar math: chargeProgress = MIN((System.currentTimeMillis() - chargeStartTime) / abilityDuration, 1.0f); durations THUNDER=2000ms; SHOCKWAVE=1500ms; METEOR=2000ms; singleton, single render guard, width=250px, height=20px, Y = screenHeight - 70px, fade-out 1000ms after stop, play ready sound once at full, READY text at ≥95%. Use System.currentTimeMillis(). - If implementing v24: percent = MIN(elapsed / duration, 1.0f); durations passed per ability (Shockwave 1500ms else 2000ms); barW=200 barH=16; Y = screenHeight - 65; static active flag; use System.currentTimeMillis(); no fade/ready-sound in provided code unless PO requests extension. - GUI container: GUI_WIDTH=420, GUI_HEIGHT=280; Tabs at absolute top TABS_Y=0 (v24) and content start CONTENT_Y=55; interactiveAreas Map<String, Rectangle> used for click detection. - Click detection: interactiveAreas.contains(mouseX, mouseY) before handling. - Use SafeRenderer & try/catch around event/render handlers. Acceptance / QA checklist (binary pass conditions) - Crafting yields Hammer Level 0/0XP. - Keybind "G" opens GUI when holding Hammer in main hand. - Tabs at absolute top (TABS_Y=0) and content starts at Y=55; no overlap; pixel-perfect positions; inventory visible only on UPGRADES. - UPGRADES: 9 horizontal slots centered; Confirm consumes blocks, spawns green particles & plays experience_orb.pickup & updates NBT/lore instantly. - PASSIVE EFFECTS: 12 effects in 3×4 grid (v23/v24), header present, toggles default ON on unlock and apply live (unless PO chooses 8-effect layout). - MINING: head/eye-level only, forward-facing mapping, "Current Active" label between area & features, features toggles present and server-validated. - Abilities: charge bar behavior matches chosen spec (v20/v21/v23 full-featured or v24 static), single-instance, proper durations, server-side validation & cooldowns, dash grants 10s fall immunity. - Fortune: area multipliers applied server-side; +10% ore XP per Fortune level; mod ores supported. - NBT persistence & ScreenHandler sync present. - SafeRenderer & null-safety protections prevent crashes. Final implementer immediate action checklist - Get PO confirmation for Mineral Block XP final table (v5 vs v18 conflict). - Get PO confirmation which ChargeBar implementation to ship (v20/v21/v23 singleton with fade & ready sound vs v24 static simple). - Implement GUI per v24 tabs-at-top rule and content start Y=55 while following pixel-perfect slot layouts from v20/v21/v16; interactiveAreas enabled. - Implement mining mechanics, Fortune, Auto-Smelt/Vein/Speed/Instant Obsidian, abilities, NBT keys, particles & SFX, SafeRenderer and QA checklist. - Do not ship until PO decisions on the two conflicts above are resolved. End of summarized prompt and full edit history (v1 → v24). Edit v25: # T2NU HAMMER - ENHANCED CHARGE BAR ## CHARGE BAR WITH ABILITY INFO & COLORS **DELETE previous ChargeBar code. Use this new version:** ```java public class ChargeBar { private static boolean active = false; private static long startTime = 0; private static Ability currentAbility = null; // Real durations + 200ms buffer for 0-100% fill private static final int THUNDER_DURATION = 2200; // 2000 + 200 private static final int SHOCKWAVE_DURATION = 1700; // 1500 + 200 private static final int METEOR_DURATION = 2200; // 2000 + 200 // Unique color per ability private static final int THUNDER_COLOR = 0xFF00FFFF; // Cyan private static final int SHOCKWAVE_COLOR = 0xFF8B4513; // Brown private static final int METEOR_COLOR = 0xFFFF4500; // Orange-Red public static void start(Ability ability) { active = true; startTime = System.currentTimeMillis(); currentAbility = ability; } public static void stop() { active = false; currentAbility = null; } public static void render(DrawContext ctx, int screenW, int screenH) { if (!active || currentAbility == null) return; // Get ability-specific duration int duration = switch(currentAbility) { case THUNDER_DASH -> THUNDER_DURATION; case SHOCKWAVE_SLAM -> SHOCKWAVE_DURATION; case METEOR_STRIKE -> METEOR_DURATION; default -> 2200; }; // Get ability-specific color int color = switch(currentAbility) { case THUNDER_DASH -> THUNDER_COLOR; case SHOCKWAVE_SLAM -> SHOCKWAVE_COLOR; case METEOR_STRIKE -> METEOR_COLOR; default -> 0xFFFFAA00; }; // Get ability name String name = switch(currentAbility) { case THUNDER_DASH -> "Thunder Dash"; case SHOCKWAVE_SLAM -> "Shockwave Slam"; case METEOR_STRIKE -> "Meteor Strike"; default -> "Ability"; }; // Calculate progress long elapsed = System.currentTimeMillis() - startTime; float percent = Math.min(elapsed / (float)duration, 1.0f); // Bar dimensions int barW = 220, barH = 20; int x = (screenW - barW) / 2; int y = screenH - 65; // Background (dark) ctx.fill(x, y, x + barW, y + barH, 0xCC000000); // Progress fill (ability color) int fillW = (int)(barW * percent); ctx.fill(x, y, x + fillW, y + barH, color); // Border (white) ctx.drawBorder(x-1, y-1, barW+2, barH+2, 0xFFFFFFFF); // Text: "Thunder Dash 45%" String text = "§e" + name + " §f" + (int)(percent * 100) + "%"; int textW = ctx.getTextRenderer().getWidth(text); ctx.drawText(ctx.getTextRenderer(), text, x + (barW - textW)/2, y + 5, 0xFFFFFFFF, false); } } ``` **HammerItem - Pass Ability to ChargeBar:** ```java @Override public TypedActionResult<ItemStack> use(World world, PlayerEntity player, Hand hand) { if (world.isClient && !player.isSneaking()) { Ability ability = getSelectedAbility(player.getStackInHand(hand)); ChargeBar.start(ability); // Pass ability object player.setCurrentHand(hand); } return TypedActionResult.success(player.getStackInHand(hand)); } @Override public void onStoppedUsing(ItemStack stack, World world, LivingEntity user, int remaining) { if (world.isClient) ChargeBar.stop(); } ``` **Client Registration:** ```java HudRenderCallback.EVENT.register((ctx, delta) -> { MinecraftClient mc = MinecraftClient.getInstance(); ChargeBar.render(ctx, mc.getWindow().getScaledWidth(), mc.getWindow().getScaledHeight()); }); ``` ## BEHAVIOR **Thunder Dash**: Cyan bar, "Thunder Dash X%", 2200ms (0→100%) **Shockwave Slam**: Brown bar, "Shockwave Slam X%", 1700ms (0→100%) **Meteor Strike**: Orange-red bar, "Meteor Strike X%", 2200ms (0→100%) Each ability has unique color, displays its name, and uses its real duration + 200ms buffer.
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Oct 1, 2025, 08:45 PM
User request: Mod: Try2NotUpgrade (t2nu) — Item: The Hammer (display "§6⚒ §5§lThe Hammer"; premium "§6⚜ §e§lTHE HAMMER §6⚜"); Platform: Fabric 1.21.5; Java; HandledScreen + ScreenHandler; Keybind default "G" (rebindable). Summary includes original request and full edit history v1→v23 plus consolidated authoritative requirements, conflicts, priorities, and acceptance criteria. Per-version changelog (important overrides / authoritative changes) — each line highlights key additions/overrides and whether it supersedes earlier versions: v1 — Original baseline - Crafting: exact 3×3 recipe -> Hammer Level 0, 0 XP (pattern: IronBlock/DiamondBlock rows; stick center bottom). - Lore: boxed header; fields: Grade, Level, Progress, Mining Area, Durability, Passive Effects, Special Abilities (cooldowns), Auto-Smelt toggle; top line "§7⚒ Novice Grade". - Progression: 100+ levels; prestige after 100 scales +300,000 XP/level; per-level XP baseline = ORIGINAL v1 table (implementer compute). - Prestige grades: Novice 0–29, Adept 30–59, Master 60–89, Legendary 90–99→100. - Ore XP per-block (v1): Coal/Copper=1; Iron=3; Gold=5; Redstone/Lapis=7; Diamond=15; Emerald=20; Ancient Debris=50; Netherite Block=75. - Mining area: 2×2 face-based (face-centered orientation). - Passives & Abilities: Haste, Fortune I–V, Speed, Night Vision, etc.; Abilities progression Dash Strike (Lv10) → Thunder Dash (Lv40) → Shockwave Slam (Lv70) → Meteor Strike (Lv100). - Persistence: passives/abilities persisted in NBT; GUI optional; Auto-Smelt default OFF. v2 — Fixes (overrides v1 where noted) - GUI mandated NO GUI (info in dynamic lore) — later reverted in subsequent versions. - XP progression: keep ore XP table; reduce per-level required XP uniformly ≈15% from v1 baseline. - Mineral Block Boost donation XP introduced (small v2 values). - Mining area: switch to 3D WxHxD (face-centered). - Lore header adjusted (symmetric); remove some lines. v3 — Final Fixed Prompt (overrides/updates v2) - Retain ≈15% XP reduction. - Exact lore header (v3 header) defined. - Authoritative mining area mapping levels → WxHxD detailed mapping (levels -> specific WxHxD up to 120+). - Mining direction: always straight forward from targeted block (player facing); never mine under player unless targeted. - Mining speed scaling relative to Diamond Pickaxe (level bands with multipliers). - Attack damage scaling per prestige (Novice 8 → Legendary 18). - Dash: destroys blocks along path, base distance 15 scaling; no fall damage; charge time scales with prestige. - Level-up & prestige feedback (SFX/particles). - Enchantment synergy: Fortune +10% ore XP per level; Stone XP +0.05 per stone-type. - Treasure Finder rebalanced then removed. - Drop chance rebalancing (Double/Triple/Quad ranges). - Mineral Block Boost override (v3 values). - Add NBT tracking for mineral-block consumption. - v2 no-GUI remained through v3. v4 — Critical Fixes & GUI Implementation (overrides v2/v3) - Reintroduce GUI: chest-style custom inventory (54 slots suggested); activation SHIFT + RIGHT-CLICK while holding Hammer. - CRITICAL FIX 1: Mining height alignment HIGH PRIORITY — mining MUST ALWAYS occur at player eye/head level; never mine below player's feet; NxNx1 center vertical at head height; NxNx2/3/4 expand upward/forward only, never downward. - CRITICAL FIX 2: Treasure Finder REMOVAL. - CRITICAL FIX 3: Dash fall damage immunity — after ANY dash grant 10s fall damage immunity + feather particles. - CRITICAL FIX 4: Mineral Block XP MASSIVE INCREASE override (v4 donation XP; very large values). - CRITICAL FIX 5: Auto-Smelt fix: toggled via GUI; lore must display exact status. - GUI SYSTEM v4: chest-style sections (MINERAL BLOCK UPGRADING 3×3 input, MINING AREA SELECTOR, PASSIVE EFFECTS TOGGLES, SPECIAL ABILITIES SELECTOR, INFORMATION DISPLAY). Lore header changed. GUI settings persisted to NBT and reflected in lore. v5 — GUI System & XP Rebalance (FINAL GUI/XP overrides at that time) - v5 authoritative Mineral Block XP FINAL values (v5 table): Coal500; Copper1000; Iron5000; Lapis10000; Redstone15000; Gold30000; Emerald50000; Diamond75000; AncientDebris150000; Netherite400000. - Lore header exact (v5). - GUI: Activation Keybind Default "G" (rebindable under "Evolution Hammer" Controls); must hold Hammer in main hand; HandledScreen + ScreenHandler. - GUI STRUCTURE: 4 PAGES: Page1 Upgrades (Mineral Block Consumption), Page2 Mining Settings, Page3 Passive Effects, Page4 Special Abilities. Tabs/arrows navigation. - PAGE 1: UPGRADES: 3×3 input grid; accepts 10 mineral types; XP Preview "§eTotal XP Gain: §6+XXX,XXX XP"; Confirm consumes blocks, plays experience_orb.pickup SFX, green particles, chat msg, updates lore instantly; player inventory visible only here. - PAGE 2: MINING SETTINGS: mining area selector; Auto-Smelt toggle (unlocked at Level 50). - PAGE 3: PASSIVE EFFECTS: unlocked passives displayed as toggles ON/OFF; toggling applies/removes while holding; only unlocked appear; lore updates. - PAGE 4: SPECIAL ABILITIES: unlockable abilities selectable; ONLY ONE active; triggered by HOLD RIGHT-CLICK; selection shown in lore with cooldown. - GUI Visual/UI: Fabric Screen/ScreenHandler, sounds, tooltips, animated transitions; server validation; instant NBT/lore sync. - Lore synchronization: reflect GUI settings instantly. NBT persistence required. - Validation & Keybind registration & testing checklist included. v6 — Critical GUI Fix - GUI keybind "G" must open GUI when holding Hammer in MAIN HAND (client tick registration + setScreen). - Passive effects unlocked must default ON and display in hammer lore immediately. - GUI header title: "§6§lEVOLUTION HAMMER SETTINGS"; 4 horizontal tabs; inventory bottom only on Upgrades page. v7 — GUI Redesign & Critical Fixes - Fix crashes on tab switching, wrong inventory layout, tabs disappearing, Fortune not working across area. - Required fixes: safety checks; correct GUI layout (UPGRADES show full inventory bottom + 9 input slots; other tabs NO inventory); Fortune implementation: I→2x, II→3x, III→4x, IV→5x, V→6x for area-mined blocks; modern stylized GUI; persistent tabs. v8 — T2NU Rename, textures & GUI/technical fixes - Mod renamed to Try2NotUpgrade (t2nu); item display fixed "§6⚒ §5§lThe Hammer". - Texture redesign spec (16×16 "Crystallized Diamond‑Infused Titanium"). - GUI fixes: persistent tabs, pixel-perfect Upgrades layout, mining area buttons, effects toggles default ON, Fortune read from NBT key T2NU_FortuneLevel, Confirm plays XP SFX & green particles & instant NBT/lore sync. - Pseudocode for HammerItem.postMine() & applyAreaFortuneEffects() included. v9 — Pixel-perfect GUI & universal Fortune coverage - Pixel-perfect slot alignment (32px size, 4px spacing); clickable Rectangle mapping for mineralSlotAreas[] & inventorySlotAreas[]; mouseClicked checks these first. - Mining GUI layout & centering; mining features panel with toggles (Auto-Smelt, Sprint Mining, Instant Obsidian, Destruction Aura, Vein Miner). - Universal Fortune application server-side; isHammerApplicableBlock() includes mod ores via translationKey contains "ore"/"cluster". v10 — Comprehensive GUI Fix & Enhancement - NullPointerException safeguards; emergency error slot indicator; effects & abilities button alignment fixes; interactiveAreas map for click handling; Ability charge bar real-time smooth HUD integrated with HammerItem.use/onStoppedUsing. v11 — Final Polish & Premium Enhancements + User Requests - Mining category premium redesign; mining area unlock levels canonical (0/5/10/20/30/45/60/75/90/100/110). - Real-time mining features live toggles; passives default ON on unlock; Ability Charge Bar integrated; SafeRenderer wrapper; Efficiency I–V and other pickaxe enchantments documented. v12 — Ultimate GUI Overhaul & Perfection Update - SINGLE BUTTON SYSTEM (PremiumButtonSystem) unified; CENTERED LAYOUT MANAGER utilities added. - Mining category centered grid (4 cols); Auto-Smelt unlock Lv50 authoritative. - MINING DEPTH FIX — FORWARD FACING: HammerMiningHandler.mineArea() uses calculateStartPos/calculateEndPos & BlockPos.iterate and shouldMineBlock ensures forward-facing mining. - RealTimeStateManager toggles features instantly; AbilityChargeBar & AbilityParticleSystem durations defined. v13 — T2NU HAMMER — COMPLETE FUNCTIONALITY & GUI FIX - GUI CATEGORY SYSTEM FIX: HammerUpgradeScreen with Category enum; renderCategoryTabs() every frame; store tabAreas for click detection. - miningFeatures and passiveEffects maps; toggle handlers update ItemStack NBT and apply effects instantly; Charge Bar durations CHARGE_DURATIONS (THUNDER=2000, EARTH=1500, METEOR=2000) with server-side damage pseudocode and rendering. v14 — COMPLETE OVERHAUL & PERSISTENT CHARGE BAR - Charge system: persistent isCharging, chargeStartTime, chargeProgress, releaseTime, fadingOut, fade-out 1s. Meteor optionally breaks blocks radius 3. Integration with HammerItem use/onStoppedUsing confirmed. v15 — CRITICAL GUI FIX & ULTIMATE PARTICLE SYSTEM - PERSISTENT CHARGE BAR: visible entire right-click hold; smooth 0→100% with READY prompt at ≥95%; 1s fade-out after release; ClientTickEvents + HudRenderCallback required. - PERFECT GUI CENTERING & SYMMETRY applied. - ITEM NAME FIX: must display "§6⚒ §5§lThe Hammer". - MINING FEATURES IMPLEMENTATION functional: Auto-Smelt unlock Lv50 server-side, Vein Mining Lv55 BFS 64 limit, Speed Mining Lv40 (baseSpeed *=1.5f), Lore enhancements, Meteor Strike 3-phase animation. v16 — ULTIMATE GUI RECONSTRUCTION & PARTICLE SYSTEM - ModernClean HandledScreen; GUI_WIDTH=420, GUI_HEIGHT=280; UPGRADES changed to 9 slots in SINGLE HORIZONTAL ROW centered (slotSize=32, spacing=8); MINING category 4×N grid with feature buttons mapping; EFFECTS & ABILITIES categories with pixel-perfect bounds; CHARGE BAR accurate timings; store pixel-perfect button bounds & interactive bounds. v17 — Complete Fix & Enhancement Requirements - Fix EFFECTS CATEGORY overlap, MINING CATEGORY overflow; reorganize 9 horizontal slots and inventory position; ability particle enhancements; prioritized Phase1 GUI fixes. v18 — Critical Fix Requirements (URGENT) - URGENT GUI FIXES: TEXT OVERLAP, UPGRADES & MINING REDESIGN, layout constraints. - LORE SIMPLIFICATION: REMOVE decorative header box; keep only essential fields: Grade, Level, Progress, Mining Area, Durability, Passive Effects, Special Abilities, Auto-Smelt. - XP SYSTEM REBALANCE (v18 override) — NEW mineral-block donation XP values (very large numbers). NOTE: conflicts with earlier v5 final table — implementer must confirm with PO. - CRITICAL ABILITY CHARGE BAR FIX: linear chargeProgress = min(elapsed/requiredTime,1.0f) using System.currentTimeMillis(); single bar only; play audio at 100%; smooth linear fill and percentage text. - Phased implementation priorities and acceptance criteria. v19 — Emergency patch (latest urgent at that time) - EMERGENCY: fix TEXT OVERLAP, COMPRESSED & MISALIGNED LAYOUT (UPGRADES & MINING), BOUNDARY VIOLATIONS. - CRITICAL CHARGE BAR FAILURE fixed: single linear bar, durations specified, play unique sound at full, render guard isRendering, use System.currentTimeMillis(). - ORE MINING XP moderate buff. - LORE SIMPLIFICATION reaffirmed. v20 — CRITICAL PRIORITY 1: ABILITY CHARGE BAR - MATHEMATICAL PERFECTION (explicit final spec) - REQUIRED MATHEMATICAL FORMULA (non-negotiable): chargeProgress = MIN((currentTime - chargeStartTime) / abilityDuration, 1.0) - Durations: Thunder Dash / Meteor Strike = 2000ms; Shockwave Slam = 1500ms. - CHARGE BAR TECHNICAL IMPLEMENTATION: singleton pseudocode; precise timing variables; startCharging(), update() computing elapsed/duration ratio; playAbilityReadySound(currentAbility) when elapsed >= duration. - GUI LAYOUT PIXEL-PERFECT SCHEMATICS (absolute dimensions & positions): GUI_WIDTH=420, GUI_HEIGHT=280; Exact coordinates for UPGRADES (9 horizontal slots), MINING (4-column grid), EFFECTS (2-column grid), ABILITIES (3 ability boxes). - AUDIO FEEDBACK SYSTEM pseudocode and validation checklist. - ABSOLUTE REQUIREMENTS: System.currentTimeMillis(); singleton render; linear math; pixel-perfect positions; text readable; elements inside container. v21 — T2NU HAMMER - COMPLETE GUI & CHARGE BAR RECONSTRUCTION (final spec & code-level details) - PRIORITY 1: CHARGE BAR - MATHEMATICAL FIX reiterated with singleton pseudocode and render specification: above hotbar (screenHeight - 70px), width 250px, height 20px, text "CHARGING... X%" or "⚡ READY! Release to Cast ⚡", fade out 1s, play ready sound once. - PRIORITY 2: GUI COMPLETE REDESIGN — master layout specs with container dims, tab bar positions, precise positions/sizes for UPGRADES (9 horizontal slots), MINING (grid & features), EFFECTS (2-column grid), ABILITIES (3 cards), rendering order, click detection via interactiveAreas Map<String, Rectangle>, visual standards, testing checklist, success criteria and technical notes. Consolidated authoritative requirements (aggregate v1 → v21) - Platform & basics: Fabric 1.21.5; Java; HandledScreen + ScreenHandler; Keybind "G" rebindable; GUI opens when holding Hammer in MAIN HAND. - Crafting: exact 3×3 recipe yields Hammer Level 0, 0 XP. - Per-level XP thresholds: base per-level XP = ORIGINAL v1 table × ~0.85; prestige scaling preserved. - Ore XP per-block: use v1 per-block table (Coal/Copper=1; Iron=3; Gold=5; Redstone/Lapis=7; Diamond=15; Emerald=20; Ancient Debris=50; Netherite Block=75); Stone XP +0.05 per stone-type block. - Fortune: +10% ore XP per Fortune level (ores only); Fortune area-mining multipliers server-side: I→2x; II→3x; III→4x; IV→5x; V→6x; supports mod ores via translationKey contains "ore"/"cluster". - Multi-drop probabilities: Double start 3%→max10%; Triple 1%→max5%; Quad 0.5%→max3%. - Mining area mapping & forward-facing behavior: use v3 mapping; enforce eye/head-level only; NxNx2+ expand upward/forward only; calculateStartPos/calculateEndPos & BlockPos.iterate required; never mine below player's feet unless specifically targeted block below. - Mining speed & attack damage: use v3 scaling and v3 attack damage scaling. - Abilities: Dash destroys blocks along path, base distance 15 scaling; post-dash 10s fall immunity + feather particles; charge durations THUNDER=2000ms, SHOCKWAVE=1500ms, METEOR=2000ms; AbilityChargeBar singleton, linear progression using System.currentTimeMillis(); single-instance rendering guard; READY text at ≥95% or fully charged; fade-out 1s after release; persistent while holding; server validation; Meteor Strike may break blocks radius 3 subject to server control. - Passives: default ON on unlock; GUI toggles apply/remove while holding; only ON passives appear in lore; passives persisted in NBT. - Enchantments: Efficiency I–V and other pickaxe enchantments; must handle interactions with Auto-Smelt, Silk Touch, Fortune + Auto-Smelt semantics documented. - Mineral donation XP conflict: v5 table vs v18 urgent override (much larger values) — IMPLEMENTER MUST CONFIRM FINAL TABLE WITH PO BEFORE RELEASE. - Upgrades Confirm & SHIFT+drag: must grant exact XP values, play experience_orb.pickup SFX, spawn green particles, send chat msg, update NBT & lore instantly; GUI remains open. - GUI authoritative final (aggregate): Fabric HandledScreen + ScreenHandler; default keybind "G" opens when holding Hammer; 4 persistent tabs UPGRADES / MINING / EFFECTS / ABILITIES; pixel-perfect layouts per v20/v21 schematics; interactiveAreas Rect bounds; inventory visible only on UPGRADES. - UPGRADES: 9 horizontal mineral donation slots centered (slotSize=32, spacing=8) — newer schematics give absolute X positions (see v20/v21); XP preview panel "§eTotal XP Gain: §6+XXX,XXX XP"; Confirm button; player inventory visible only here. - MINING: selection grid per v3 mapping; features toggles Auto-Smelt (unlock Lv50), Speed Mining (Lv40), Vein Mining (Lv55), Instant Obsidian (Lv70); must display "Current Active" UI element between sections per later edits. - EFFECTS: centered 2-column grid (later edits changed to 3×4 or 3×4/12 effects; see conflict history) with passives default ON. - ABILITIES: select one active ability; triggered by HOLD RIGHT-CLICK; AbilityChargeBar singleton durations as above; linear progression; single-instance; audio at full; READY text ≥95%; fade-out 1s after release. - NBT keys & persistence required (non-exhaustive): HammerLevel, HammerXP, HammerGrade, UnlockedAbilities, Cooldowns, AutoSmeltEnabled, TotalBlocksMined, MineralDonationCounts, SelectedMiningArea, PassiveToggles, SelectedAbility, T2NU_FortuneLevel, etc.; server↔client sync via ScreenHandler. - Particles & SFX: client-only particles for charge & abilities; server-side ability damage/effects; level-up SFX; prestige animation 5–6s; dash feather particles; GUI sounds; Confirm green particles. - Safety: null-safety, try/catch in render & event handlers, arrays/maps defaults, interactiveAreas map, emergency error visuals; prevent crashes. - QA checklist: crafting, XP thresholds, donation values, GUI keybind/opener, 4 tabs & pixel-perfect horizontal row, mining mapping & eye-level enforcement, mining speeds & attack scaling, dash & abilities & cooldowns, Fortune multipliers & +10% ore XP, passives default ON and live toggles, Auto-Smelt unlock Lv50, Meteor Strike animation & damage, NBT persistence, SafeRenderer & null-safety, no crashes. Implementation priority condensed (ordered) 1) Confirm exact per-level XP thresholds and final Mineral Block XP table (resolve v5 vs v18). 2) Implement Fabric GUI/keybind (G) & HandledScreen with 4 tabs; pixel-perfect layouts per v20/v21; interactiveAreas map; inventory visible only on Upgrades. 3) Implement mining mechanics per v3 with eye/head-level enforcement and forward-facing depth (calculateStartPos/calculateEndPos & BlockPos.iterate). 4) Implement Fortune rules server-side (multipliers & +10% ore XP). 5) Implement Auto-Smelt (Lv50), Vein Mining (Lv55), Speed Mining (Lv40), Instant Obsidian (Lv70). 6) Implement AbilityChargeBar singleton per durations (2000/1500/2000ms), linear progression using System.currentTimeMillis(), single-instance rendering guard, audio at full, READY text ≥95%, 1s fade-out after release. 7) Implement abilities (Dash/Thunder/ Shockwave/Meteor) with server-side validation, charge mechanics, particle animations (client-only), Meteor 3s animation, post-dash fall immunity. 8) Ensure NBT persistence, server/client sync, SafeRenderer null-safety, try/catch protections, interactiveAreas maps. Conflicts & Action Items (must resolve with PO) - Mineral Block Donation XP conflict: v5 final table vs v18 URGENT override (much larger values). PO confirmation required before release. - UPGRADES UI layout conflict: earlier 3×3 input (v4/v5) then later horizontal 9-slot row (v16/v20/v21). Follow newest PO directive (v16/v20/v21) unless explicit PO change. - EFFECTS layout conflict: v22 changed EFFECTS to 2 columns ×4 rows (8 effects) while v23 increased to 12 effects in a 3×4 grid. Latest edit (v23) supersedes v22 — implement 12 effects grid unless PO overrides. - Confirm final authoritative specifics for ability timings/durations, charge bar math, mining mapping, head-level enforcement, passives default ON, Auto-Smelt Lv50, Vein Mining Lv55, Fortune multipliers +10% ore XP, keybind G, Fabric 1.21.5 HandledScreen/ScreenHandler, NBT sync keys. Emergency / absolute technical specs (non-negotiable, repeated) - Charge bar math formula (v20/v21/v22/v23): chargeProgress = MIN((System.currentTimeMillis() - chargeStartTime) / abilityDuration, 1.0f). - Durations: THUNDER_DASH=2000ms; SHOCKWAVE_SLAM=1500ms; METEOR_STRIKE=2000ms. - Charge bar rendering: singleton instance; single bar only; width 250px; height 20px; Y position above hotbar: Y = screenHeight - 70px; X centered; READY text at ≥95% (or full); fade-out 1s after release; play unique ready sound once when full; pulsing border when full optional; use System.currentTimeMillis(); render guard to avoid re-entrant renders. - GUI container & schematics (v20/v21): GUI_WIDTH=420, GUI_HEIGHT=280, PADDING=20, content area; absolute slot X positions for 9 horizontal slots example: X start=34; slots at 34,74,114,154,194,234,274,314,354 (slotSize=32 spacing=40?), mining grid X start=45; interactiveAreas Map<String, Rectangle> for click detection; ensure elements inside container bounds; text readable at default font scale. - Click detection: store Rectangle bounds in interactiveAreas Map<String, Rectangle>, check contains(mouseX,mouseY) before handling. Deliverable acceptance criteria (binary pass conditions) - Single linear charge bar matches time formula and durations; plays unique ready audio at full; no duplicate bars; READY text shows appropriately; fade-out 1s after release. - GUI fully centered, no text overlap, elements inside bounds, pixel-perfect positions per schematics, 4 persistent tabs, inventory visible only on Upgrades. - Mining mechanics follow head/eye-level only and v3 mapping; forward-facing depth enforcement; Stone/ore XP and Fortune multipliers applied server-side. - Abilities function with charge, server validation, effects, cooldowns, dash immunity, Meteor animation & restricted block-break radius. - NBT persistence & ScreenHandler sync; SafeRenderer and null-safety to prevent crashes. v22 — CRITICAL FIXES (builds on prior specs; must apply on top) - FIX 1: TABS REPOSITIONING — Move category tabs to GUI top. Tabs at Y=5px; content starts at Y=43px minimum. StartX example: startX = (420 - 395) / 2 to center. - FIX 2: EFFECTS CATEGORY — Add "PASSIVE EFFECTS" header BETWEEN tabs and buttons. Reduce button size. BUTTON_START_Y = 75; BUTTON_WIDTH = 150; BUTTON_HEIGHT = 30; layout 2 columns × 4 rows = 8 effects. - FIX 3: MINING TEXT — Insert "Current Active" text BETWEEN Mining Area and Features sections (layout Y positions specified: "MINING AREA SELECTION" at Y=43; grid at Y=63; "Current Active" at Y=188; "MINING FEATURES" at Y=208; toggles at Y=228). - FIX 4: ABILITIES HEADER — Position "SPECIAL ABILITIES" ABOVE buttons (headerY = 43; buttonStartY = 68). - FIX 5: CHARGE BAR REBUILD — Complete new system guaranteeing linear fill (2s Thunder/Meteor, 1.5s Shockwave). Class pseudocode for AbilityChargeBar with instance, isCharging, chargeStartTime, chargeProgress, isFadingOut, displayAlpha, durations; update() computes elapsed & progress using System.currentTimeMillis(); plays ready sound once when full; fading out uses releaseTime + 1000ms fade; render() draws bar at barY = h - 70, fillWidth = (int)(250 * chargeProgress), text shows READY or percentage. - v22 CHECKLIST: tabs at Y=5px; content Y≥43px; PASSIVE EFFECTS header between tabs & buttons; Effects: 8 buttons fit w/no overflow; Mining: "Current Active" placed between sections; Abilities header above buttons; Charge: fills 0→100% in exact duration; Charge single instance; Charge 1s fade after release. v23 — T2NU HAMMER FIXES (latest edit; apply on top of prior specs; supersedes/adjusts v22) - FIX 1: TABS ABOVE CONTENT — render order must call renderCategoryTabs() before renderCategoryContent() with Tabs at Y=10 and content starts at Y=50. Example render override provided. - FIX 2: 12 EFFECTS IN 3×4 GRID — EFFECTS expanded to 12 total effects: Haste, Night Vision, Speed, Item Magnet, Fire Resistance, Water Breathing, Jump Boost, Regeneration, Absorption, Resistance, Strength, Auto-Smelt. Render as 3 columns × 4 rows, buttons sized 120×28, spacingH=10, spacingV=8; centered using startX = (420 - totalW)/2; call renderEffectButton for each. - FIX 3: CHARGE BAR - SINGLETON, LINEAR 0-100% — Full class pseudocode provided implementing: - Singleton AbilityChargeBar.get()/start()/tick()/stop()/render() with fields: INSTANCE, active, rendering, fading, startTime, fadeStart, progress, alpha, ability. - tick(): compute elapsed = System.currentTimeMillis() - startTime; duration = (ability == SHOCKWAVE_SLAM) ? 1500L : 2000L; progress = min(elapsed/duration, 1.0f). - fading: alpha computed over 1000ms fade; when alpha <= 0 set fading=false & active=false. - render(): guarded by rendering flag; draw background & fill; text: if progress >= 0.95f show "§6⚡ READY ⚡" else "§eCharging " + percent. - HammerItem integration pseudocode: - use(): client-only start charge if !sneaking and setCurrentHand(hand); return success. - usageTick(): client-side AbilityChargeBar.get().tick(); - onStoppedUsing(): client-side AbilityChargeBar.get().stop(); - Client registration pseudocode: - HudRenderCallback.EVENT.register((ctx,d)-> AbilityChargeBar.get().render(ctx,w,h)); - ClientTickEvents.END_CLIENT_TICK.register(c-> AbilityChargeBar.get().tick()); - REQUIREMENTS summary at end of v23: - Tabs Y=10, content Y≥50. - 12 effects in 3×4 grid, centered. - ONE charge bar, starts 0% and reaches 100% at 2s (for Thunder/Meteor), Shockwave uses 1.5s; 1s fade after release. Final consolidated authoritative requirements (post-v23) - Platform: Fabric 1.21.5; Java; HandledScreen + ScreenHandler; default keybind "G" rebindable; GUI opens when holding Hammer in MAIN HAND. - Item display name MUST be exactly "§6⚒ §5§lThe Hammer". - Crafting: exact 3×3 recipe -> Level 0, 0 XP. - Per-level XP thresholds base = v1 table × ~0.85; prestige scaling preserved. Confirm per-level table with PO. - Ore XP per-block: v1 table (see above); Stone XP +0.05 per stone-type; Fortune: +10% ore XP per level; Fortune area multipliers server-side I→2x..V→6x; include mod ores by translationKey contains "ore"/"cluster". - Mineral donation XP: conflict between v5 table and v18/v4/v18/v19 overrides — MUST confirm final table with PO. - Mining area & behavior: use v3 mapping; forward-facing only; eye/head-level enforcement; NxNx2+ expand upward/forward only; calculateStartPos/calculateEndPos & BlockPos.iterate; never mine under player unless specifically targeted. - Mining area unlock levels canonical: 0/5/10/20/30/45/60/75/90/100/110 (v11 canonical mapping). - Mining speed & attack damage: use v3 scaling and v3 attack damage scaling (Novice 8 → Legendary 18). - Passives: default ON on unlock; persisted in NBT; toggles apply/remove live while holding; only unlocked appear in GUI and lore. - Abilities & charge bar: - Durations: Thunder=2000ms; Meteor=2000ms; Shockwave=1500ms. - Charge formula non-negotiable: chargeProgress = MIN((System.currentTimeMillis() - chargeStartTime) / abilityDuration, 1.0f). - Singleton AbilityChargeBar: single instance, single render guard, tick/update & render loops, audio at full (once), READY text at ≥95% or when full, 1s fade-out after release, bar centered X, Y = screenHeight - 70px, width 250px, height 20px. - HammerItem.use/usageTick/onStoppedUsing must hook client-side charge bar start/tick/stop; HudRenderCallback & ClientTickEvents registration for render & tick. - Server-side validation for ability execution and damage; Meteor break radius subject to server rules. - Post-dash: grant 10s fall-damage immunity + feather particles (server/state). - GUI authoritative final: - GUI_WIDTH=420, GUI_HEIGHT=280 (master container). - Tabs ABOVE content (v23): Tabs Y=10 (or Y=5 earlier — v23 uses Y=10); content starts Y≥50. - 4 persistent tabs: UPGRADES / MINING / PASSIVE EFFECTS / ABILITIES. - UPGRADES: 9 horizontal mineral donation slots centered (authoritative per v16/v20/v21); absolute X positions per v20/v21 schematics (example X: 34,74,114,154,194,234,274,314,354); slotSize=32, spacing around 8–40 as per pixel-perfect spec; player inventory visible only on Upgrades page. - PAGE specifics: - UPGRADES: 9 horizontal slots; XP Preview "§eTotal XP Gain: §6+XXX,XXX XP"; Confirm button consumes specified mineral blocks, plays experience_orb.pickup SFX, spawn green particles, send chat msg, update NBT & lore instantly; SHIFT+drag support. - MINING: header "MINING AREA SELECTION" at Y≈43; grid at Y≈63; show "Current Active" text between Mining Area and Features (per v22 placement); "MINING FEATURES" at Y≈208; toggles for Auto-Smelt (unlock Lv50), Speed Mining (Lv40), Vein Mining (Lv55), Instant Obsidian (Lv70); server-validated features. - PASSIVE EFFECTS: header "PASSIVE EFFECTS" between tabs & buttons; latest v23 requires 12 effects laid out 3×4, buttons 120×28, centered. Buttons default ON upon unlock. - ABILITIES: header above buttons (headerY≈43); 3 ability cards; select exactly one active ability; abilities triggered by HOLD RIGHT-CLICK; cooldowns persisted; charge bar visuals integrated. - Interactive UI requirements: interactiveAreas Map<String, Rectangle> storing pixel-perfect bounds; mouse clicks test interactiveAreas first; emergency error visuals for invalid states. - Inventory visible only on UPGRADES; other tabs hide inventory. - NBT & sync: HammerLevel, HammerXP, HammerGrade, UnlockedAbilities, Cooldowns, AutoSmeltEnabled, TotalBlocksMined, MineralDonationCounts, SelectedMiningArea, PassiveToggles, SelectedAbility, T2NU_FortuneLevel, etc.; all persisted & server↔client synced via ScreenHandler. - Sounds & Particles: charge-ready sound once, experience_orb.pickup on confirm, green particles on donation, feather particles on dash, level-up & prestige SFX, ability particles and animations (client-only visuals; server-side effect application). - Safety & Fail-safes: SafeRenderer wrapper; null-safety checks in render loops; try/catch around event handlers; prevent NPE on tab switching; interactiveAreas defaults; emergency indicator slot for errors. Implementation priority (detailed) 1) PO confirmation for Mineral Block XP table (v5 vs v18 conflict). 2) Implement Fabric GUI (HandledScreen + ScreenHandler) with keybind "G" opener when holding hammer; tabs top (Y=10), content start Y≥50; interactiveAreas map for click detection; inventory shown only on Upgrades. 3) Implement pixel-perfect layout per v20/v21/v16 with v23 refinements (tabs top, content start, PASSIVE EFFECTS header placement, "Current Active" in Mining). 4) Implement mining mechanics per v3 (head/eye-level enforcement, forward-facing, calculateStartPos/calculateEndPos, BlockPos.iterate). 5) Implement Fortune rules & multipliers server-side and +10% ore XP per Fortune level. 6) Implement Auto-Smelt (Lv50), Speed Mining (Lv40), Vein Mining (Lv55 BFS 64 limit), Instant Obsidian (Lv70). 7) Implement AbilityChargeBar singleton per durations and linear formula using System.currentTimeMillis(); integrate into HammerItem use/usageTick/onStoppedUsing; HudRenderCallback & ClientTickEvents registration. 8) Implement abilities (Dash base distance 15 scale, Thunder, Shockwave, Meteor) with server validation, cooldowns, particle animations, Meteor 3-phase animation, 10s post-dash fall immunity. 9) Ensure all NBT keys persistence and sync; SafeRenderer & null-safety implemented; QA checklist passed. Conflicts & required PO decisions (explicit) - Mineral Block XP values: v5 table vs v18/v4/v18/v19 much-larger values — MUST CONFIRM FINAL TABLE BEFORE RELEASE. - UPGRADES layout: 3×3 input (v4/v5) vs 9 horizontal row (v16/v20/v21/v23) — follow latest (9 horizontal) unless PO overrides. - EFFECTS layout: v22 specified 8 effects (2×4) while v23 expanded to 12 effects (3×4) — latest v23 supersedes v22; confirm with PO if alternative required. - Confirm any changes to ability durations (v20/v21/v23 are authoritative) and charge bar positioning/size. Absolute technical specs (non-negotiable; repeat) - Charge bar formula: chargeProgress = MIN((System.currentTimeMillis() - chargeStartTime) / abilityDuration, 1.0f). - Durations: Thunder=2000ms; Shockwave=1500ms; Meteor=2000ms. - Charge bar: singleton, single render guard, width=250px, height=20px, X centered, Y = screenHeight - 70px, fade-out 1000ms after stop, play ready sound once at full, show "READY" at ≥95% or full. - GUI container: GUI_WIDTH=420, GUI_HEIGHT=280; Tabs Y ≈ 10 (v23); content start Y≥50; UPGRADES slots X positions per v20/v21 schematic (example X list); interactiveAreas Map<String, Rectangle> used for click detection. - Use System.currentTimeMillis() for timing math; ensure single instance of charge bar; tick() updates; render() draws using rendering guard; ensure audio guard to play ready sound once. Acceptance / QA checklist (binary pass conditions) - Crafting yields Hammer Level 0/0XP. - Keybind "G" opens GUI when holding Hammer in main hand. - GUI: tabs at top, content starts Y≥50, no overlap, pixel-perfect per schematics, inventory visible only on UPGRADES, interactiveAreas implemented. - UPGRADES: 9 horizontal slots centered; Confirm consumes blocks, spawns green particles & plays experience_orb.pickup & updates NBT/lore instantly. - PASSIVE EFFECTS: 12 effects in 3×4 grid (v23), header present, toggles default ON on unlock and apply live. - MINING: head/eye-level only, forward-facing mapping, "Current Active" label between area & features, features toggles present and server-validated. - Abilities: charge bar linear & correct durations, single instance, plays ready audio once, READY text displays, 1s fade-out, abilities have server-side validation and cooldowns, dash grants 10s fall immunity. - Fortune: area multipliers applied server-side; +10% ore XP per Fortune level; mod ores supported. - NBT persistence & ScreenHandler sync present. - SafeRenderer & null-safety protections prevent crashes during render & event handling. Final implementer action items (explicit) - Resolve Mineral Block XP final table with PO (v5 vs v18 conflict). Do not ship without PO confirmation. - Build GUI per latest authoritative schematics (v20/v21/v16) and apply v23 refinements: tabs top (Y=10), content start Y≥50, PASSIVE EFFECTS header placement, "Current Active" in Mining, ABILITIES header above buttons. - Implement AbilityChargeBar as singleton exactly per linear formula and durations (2000/1500/2000ms), center X, Y = screenHeight - 70, width 250, height 20, 1s fade-out after stop, play ready sound once, enforce rendering guard. - Hook HammerItem.use/usageTick/onStoppedUsing to client-side charge bar start/tick/stop; register HudRenderCallback and ClientTickEvents for render & tick. - Implement mining mechanics using calculateStartPos/calculateEndPos & BlockPos.iterate; enforce head-level (never mine below feet). - Implement Fortune multipliers server-side & +10% ore XP per Fortune level; handle mod ores by translationKey tests. - Implement Auto-Smelt unlock Lv50, Vein Mining Lv55 (BFS cap 64), Speed Mining Lv40, Instant Obsidian Lv70. - Implement NBT keys listed and ensure ScreenHandler sync; ensure Confirm behavior (instant NBT update, particles, SFX, chat msg). - Add SafeRenderer wrapper, try/catch around render loops, interactiveAreas Map, null-safety guards. - QA run against binary acceptance checklist; obtain PO confirmation for donation XP table and any unresolved layout decisions. End of summarized prompt and edit history (v1 → v23). Edit v24: # T2NU HAMMER - FINAL FIX ## FIX 1: TABS AT ABSOLUTE TOP ```java public class HammerScreen extends HandledScreen { private static final int TABS_Y = 0; // Top edge private static final int TABS_HEIGHT = 30; private static final int CONTENT_Y = 55; // Content starts here @Override public void render(DrawContext ctx, int mouseX, int mouseY, float delta) { super.render(ctx, mouseX, mouseY, delta); drawTabs(ctx); // Y=0 drawContent(ctx); // Y=55 } private void drawTabs(DrawContext ctx) { String[] names = {"UPGRADES", "MINING", "EFFECTS", "ABILITIES"}; for (int i = 0; i < 4; i++) { int x = x + (i * 100); ctx.fill(x, 0, x + 95, 30, selected == i ? 0xFFFFAA00 : 0xFF303030); ctx.drawText(textRenderer, names[i], x + 10, 10, 0xFFFFFF, false); } } private void drawContent(DrawContext ctx) { // ALL content starts at Y=55 or lower switch(currentTab) { case UPGRADES -> drawUpgrades(ctx, 55); case MINING -> drawMining(ctx, 55); case EFFECTS -> drawEffects(ctx, 55); case ABILITIES -> drawAbilities(ctx, 55); } } } ``` ## FIX 2: CHARGE BAR - ULTRA SIMPLE REBUILD **DELETE ALL previous charge bar code. Use this simple static approach:** ```java public class ChargeBar { private static boolean active = false; private static long startTime = 0; private static int duration = 2000; // Call when right-click starts public static void start(int durationMs) { active = true; startTime = System.currentTimeMillis(); duration = durationMs; } // Call when right-click ends public static void stop() { active = false; } // Call every frame from HudRenderCallback public static void render(DrawContext ctx, int screenW, int screenH) { if (!active) return; // Calculate percent filled long elapsed = System.currentTimeMillis() - startTime; float percent = Math.min(elapsed / (float)duration, 1.0f); // Bar dimensions int barW = 200, barH = 16; int x = (screenW - barW) / 2; int y = screenH - 65; // Background (dark gray) ctx.fill(x, y, x + barW, y + barH, 0xCC000000); // Progress fill (gold) int fillW = (int)(barW * percent); ctx.fill(x, y, x + fillW, y + barH, 0xFFFFAA00); // Border ctx.drawBorder(x-1, y-1, barW+2, barH+2, 0xFFFFFFFF); // Percentage text String text = (int)(percent * 100) + "%"; int textW = ctx.getTextRenderer().getWidth(text); ctx.drawText(ctx.getTextRenderer(), text, x + (barW - textW)/2, y + 4, 0xFFFFFFFF, false); } } ``` **HammerItem Integration:** ```java @Override public TypedActionResult<ItemStack> use(World world, PlayerEntity player, Hand hand) { if (world.isClient && !player.isSneaking()) { // Get ability duration (Thunder/Meteor=2000ms, Shockwave=1500ms) Ability ability = getSelectedAbility(player.getStackInHand(hand)); int duration = (ability == Ability.SHOCKWAVE_SLAM) ? 1500 : 2000; ChargeBar.start(duration); player.setCurrentHand(hand); } return TypedActionResult.success(player.getStackInHand(hand)); } @Override public void onStoppedUsing(ItemStack stack, World world, LivingEntity user, int remaining) { if (world.isClient) { ChargeBar.stop(); } } @Override public int getMaxUseTime(ItemStack stack) { return 72000; // Allow holding } ``` **Client Registration (in ClientModInitializer):** ```java @Override public void onInitializeClient() { HudRenderCallback.EVENT.register((ctx, delta) -> { MinecraftClient mc = MinecraftClient.getInstance(); ChargeBar.render(ctx, mc.getWindow().getScaledWidth(), mc.getWindow().getScaledHeight()); }); } ``` ## WHY THIS WORKS **Tabs**: Y=0 (absolute top), content Y=55 (large gap), cannot overlap **Charge Bar**: - Only 3 variables (no objects) - Simple formula: `percent = elapsed / duration` - Disappears instantly when released - Cannot duplicate (static methods) - Renders ONLY when active=true ## EXPECTED BEHAVIOR **Charge timeline (2000ms):** ``` 0ms -> 0% 500ms -> 25% 1000ms -> 50% 1500ms -> 75% 2000ms -> 100% ``` Bar appears above hotbar, fills from left to right linearly, shows percentage text.
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Oct 1, 2025, 08:23 PM
User request: Mod: Try2NotUpgrade (t2nu) — Item: The Hammer (display "§6⚒ §5§lThe Hammer"; premium "§6⚜ §e§lTHE HAMMER §6⚜"); Platform: Fabric 1.21.5; Java; HandledScreen + ScreenHandler; Keybind default "G" (rebindable). Summary of original request + complete edit history (v1 → v22) and consolidated authoritative requirements, conflicts, priorities, and acceptance criteria. Per-version changelog (highlighting important overrides / authoritative changes): v1 — Original baseline - Crafting: exact 3×3 recipe -> Hammer Level 0, 0 XP (pattern specified: IronBlock/DiamondBlock rows, stick center bottom). - Lore: boxed header; fields: Grade, Level, Progress, Mining Area, Durability, Passive Effects, Special Abilities (cooldowns), Auto-Smelt toggle; top line "§7⚒ Novice Grade". - Progression: 100+ levels; prestige after 100 scales +300,000 XP/level; per-level XP baseline = ORIGINAL v1 table (implementer compute). - Prestige grades: Novice 0–29, Adept 30–59, Master 60–89, Legendary 90–99→100. - Ore XP per-block table (v1): Coal/Copper=1; Iron=3; Gold=5; Redstone/Lapis=7; Diamond=15; Emerald=20; Ancient Debris=50; Netherite Block=75. - Mining area: 2×2 face-based (face-centered orientation). - Passives & Abilities: list includes Haste, Fortune I–V, Speed, Night Vision, etc.; Abilities progression Dash Strike (Lv10) → Thunder Dash (Lv40) → Shockwave Slam (Lv70) → Meteor Strike (Lv100). - Persistence: passives/abilities persisted in NBT; GUI optional; Auto-Smelt default OFF. v2 — Fixes (overrides v1 where noted) - GUI mandated NO GUI (info in dynamic lore) — later reverted. - XP progression: keep ore XP table; reduce per-level required XP uniformly ≈15% from v1 baseline. - Mineral Block Boost donation XP (v2 values) introduced (small values). - Mining area: switch to 3D WxHxD (face-centered). - Lore header adjusted (symmetric); remove certain lines. v3 — Final Fixed Prompt (overrides/updates v2) - Retain ≈15% XP reduction. - Exact lore header (v3 header) defined. - Authoritative mining area mapping levels → WxHxD (detailed mapping from 0–4 up to 120+). - Mining direction: always straight forward from targeted block (player facing); never mine under player unless targeted. - Mining speed scaling relative to Diamond Pickaxe (level bands with multipliers). - Attack damage scaling per prestige (Novice 8 → Legendary 18). - Dash: destroys blocks along path, base distance 15 scaling; no fall damage; charge time scales with prestige. - Level-up & prestige feedback (SFX/particles). - Enchantment synergy: Fortune +10% ore XP per level; Stone XP +0.05 per stone-type. - Treasure Finder rebalanced then removed. - Drop chance rebalancing (Double/Triple/Quad ranges). - Mineral Block Boost override (v3 values). - Add NBT tracking for mineral-block consumption. - v2 no-GUI remained through v3. v4 — Critical Fixes & GUI Implementation (overrides v2/v3) - Reintroduce GUI: chest-style custom inventory (54 slots suggested); activation SHIFT + RIGHT-CLICK while holding Hammer. - CRITICAL FIX 1: Mining height alignment HIGH PRIORITY — mining MUST ALWAYS occur at player eye/head level; never mine below player's feet; NxNx1 center vertical at head height; NxNx2/3/4 expand upward/forward only, never downward. - CRITICAL FIX 2: Treasure Finder REMOVAL. - CRITICAL FIX 3: Dash fall damage immunity — after ANY dash grant 10s fall damage immunity + feather particles. - CRITICAL FIX 4: Mineral Block XP MASSIVE INCREASE override (v4 donation XP; very large values). - CRITICAL FIX 5: Auto-Smelt fix: toggled via GUI; lore must display exact status. - GUI SYSTEM v4: chest-style sections (MINERAL BLOCK UPGRADING 3×3 input, MINING AREA SELECTOR, PASSIVE EFFECTS TOGGLES, SPECIAL ABILITIES SELECTOR, INFORMATION DISPLAY). Lore header changed. GUI settings persisted to NBT and reflected in lore. v5 — GUI System & XP Rebalance (FINAL GUI/XP overrides at that time) - v5 authoritative Mineral Block XP FINAL values (v5 table): Coal500; Copper1000; Iron5000; Lapis10000; Redstone15000; Gold30000; Emerald50000; Diamond75000; AncientDebris150000; Netherite400000. - Lore header exact (v5). - GUI: Activation Keybind Default "G" (rebindable under "Evolution Hammer" Controls); must hold Hammer in main hand; HandledScreen + ScreenHandler. - GUI STRUCTURE: 4 PAGES: Page1 Upgrades (Mineral Block Consumption), Page2 Mining Settings, Page3 Passive Effects, Page4 Special Abilities. Tabs/arrows navigation. - PAGE 1: UPGRADES: 3×3 input grid; accepts 10 mineral types; XP Preview "§eTotal XP Gain: §6+XXX,XXX XP"; Confirm consumes blocks, plays experience_orb.pickup SFX, green particles, chat msg, updates lore instantly; player inventory visible only here. - PAGE 2: MINING SETTINGS: mining area selector; Auto-Smelt toggle (unlocked at Level 50). - PAGE 3: PASSIVE EFFECTS: unlocked passives displayed as toggles ON/OFF; toggling applies/removes while holding; only unlocked appear; lore updates. - PAGE 4: SPECIAL ABILITIES: unlockable abilities selectable; ONLY ONE active; triggered by HOLD RIGHT-CLICK; selection shown in lore with cooldown. - GUI Visual/UI: Fabric Screen/ScreenHandler, sounds, tooltips, animated transitions; server validation; instant NBT/lore sync. - Lore synchronization: reflect GUI settings instantly. NBT persistence required. - Validation & Keybind registration & testing checklist included. v6 — Critical GUI Fix - GUI keybind "G" must open GUI when holding Hammer in MAIN HAND (client tick registration + setScreen). - Passive effects unlocked must default ON and display in hammer lore immediately. - GUI header title: "§6§lEVOLUTION HAMMER SETTINGS"; 4 horizontal tabs; inventory bottom only on Upgrades page. v7 — GUI Redesign & Critical Fixes - Fix crashes on tab switching, wrong inventory layout, tabs disappearing, Fortune not working across area. - Required fixes: safety checks; correct GUI layout (UPGRADES show full inventory bottom + 9 input slots; other tabs NO inventory); Fortune implementation: I→2x, II→3x, III→4x, IV→5x, V→6x for area-mined blocks; modern stylized GUI; persistent tabs. v8 — T2NU Rename, textures & GUI/technical fixes - Mod renamed to Try2NotUpgrade (t2nu); item display "The Hammer" §6⚒ §5§lThe Hammer. - Texture redesign spec (16×16 "Crystallized Diamond‑Infused Titanium"). - GUI fixes: persistent tabs, pixel-perfect Upgrades layout, mining area buttons, effects toggles default ON, Fortune read from NBT key T2NU_FortuneLevel, Confirm plays XP SFX & green particles & instant NBT/lore sync. - Pseudocode for HammerItem.postMine() & applyAreaFortuneEffects() included. v9 — Pixel-perfect GUI & universal Fortune coverage - Pixel-perfect slot alignment (32px size, 4px spacing); clickable Rectangle mapping for mineralSlotAreas[] & inventorySlotAreas[]; mouseClicked checks these first. - Mining GUI layout & centering; mining features panel with toggles (Auto-Smelt, Sprint Mining, Instant Obsidian, Destruction Aura, Vein Miner). - Universal Fortune application server-side; isHammerApplicableBlock() includes mod ores via translationKey contains "ore"/"cluster". v10 — Comprehensive GUI Fix & Enhancement - NullPointerException safeguards; emergency error slot indicator; effects & abilities button alignment fixes; interactiveAreas map for click handling; Ability charge bar real-time smooth HUD integrated with HammerItem.use/onStoppedUsing. v11 — Final Polish & Premium Enhancements + User Requests - Mining category premium redesign; mining area unlock levels canonical (0/5/10/20/30/45/60/75/90/100/110). - Real-time mining features live toggles; passives default ON on unlock; Ability Charge Bar integrated; SafeRenderer wrapper; Efficiency I–V and other pickaxe enchantments documented. v12 — Ultimate GUI Overhaul & Perfection Update - SINGLE BUTTON SYSTEM (PremiumButtonSystem) unified; CENTERED LAYOUT MANAGER utilities added. - Mining category centered grid (4 cols); Auto-Smelt unlock Lv50 authoritative. - MINING DEPTH FIX — FORWARD FACING: HammerMiningHandler.mineArea() uses calculateStartPos/calculateEndPos & BlockPos.iterate and shouldMineBlock ensures forward-facing mining. - RealTimeStateManager toggles features instantly; AbilityChargeBar & AbilityParticleSystem defined with durations. v13 — T2NU HAMMER — COMPLETE FUNCTIONALITY & GUI FIX - GUI CATEGORY SYSTEM FIX: HammerUpgradeScreen with Category enum; renderCategoryTabs() every frame; store tabAreas for click detection. - miningFeatures and passiveEffects maps; toggle handlers update ItemStack NBT and apply effects instantly; Charge Bar durations CHARGE_DURATIONS (THUNDER=2000, EARTH=1500, METEOR=2000) with server-side damage pseudocode and rendering. v14 — COMPLETE OVERHAUL & PERSISTENT CHARGE BAR - Charge system: persistent isCharging, chargeStartTime, chargeProgress, releaseTime, fadingOut, fade-out 1s. Meteor optionally breaks blocks radius 3. Integration with HammerItem use/onStoppedUsing confirmed. v15 — CRITICAL GUI FIX & ULTIMATE PARTICLE SYSTEM - PERSISTENT CHARGE BAR: visible entire right-click hold; smooth 0→100% with READY prompt at ≥95%; 1s fade-out after release; ClientTickEvents + HudRenderCallback required. - PERFECT GUI CENTERING & SYMMETRY applied. - ITEM NAME FIX: must display "§6⚒ §5§lThe Hammer". - MINING FEATURES IMPLEMENTATION functional: Auto-Smelt unlock Lv50 server-side, Vein Mining Lv55 BFS 64 limit, Speed Mining Lv40 (baseSpeed *=1.5f), Lore enhancements, Meteor Strike 3-phase animation. v16 — ULTIMATE GUI RECONSTRUCTION & PARTICLE SYSTEM - ModernClean HandledScreen; GUI_WIDTH=420, GUI_HEIGHT=280; UPGRADES changed to 9 slots in SINGLE HORIZONTAL ROW centered (slotSize=32, spacing=8); MINING category 4×N grid with feature buttons mapping; EFFECTS & ABILITIES categories with pixel-perfect bounds; CHARGE BAR accurate timings; store pixel-perfect button bounds & interactive bounds. v17 — Complete Fix & Enhancement Requirements - Fix EFFECTS CATEGORY overlap, MINING CATEGORY overflow; reorganize 9 horizontal slots and inventory position; ability particle enhancements; prioritized Phase1 GUI fixes. v18 — Critical Fix Requirements (URGENT) - URGENT GUI FIXES: TEXT OVERLAP, UPGRADES & MINING REDESIGN, layout constraints. - LORE SIMPLIFICATION: REMOVE decorative header box; keep only essential fields: Grade, Level, Progress, Mining Area, Durability, Passive Effects, Special Abilities, Auto-Smelt. - XP SYSTEM REBALANCE (v18 override) — NEW mineral-block donation XP values (very large numbers). NOTE: conflicts with earlier v5 final table — implementer must confirm with PO. - CRITICAL ABILITY CHARGE BAR FIX: linear chargeProgress = min(elapsed/requiredTime,1.0f) using System.currentTimeMillis(); single bar only; play audio at 100%; smooth linear fill and percentage text. - Phased implementation priorities and acceptance criteria. v19 — Emergency patch (latest urgent) - EMERGENCY: fix TEXT OVERLAP, COMPRESSED & MISALIGNED LAYOUT (UPGRADES & MINING), BOUNDARY VIOLATIONS. - CRITICAL CHARGE BAR FAILURE fixed: single linear bar, durations specified, play unique sound at full, render guard isRendering, use System.currentTimeMillis(). - ORE MINING XP moderate buff. - LORE SIMPLIFICATION reaffirmed. v20 — CRITICAL PRIORITY 1: ABILITY CHARGE BAR - MATHEMATICAL PERFECTION (explicit final spec) - REQUIRED MATHEMATICAL FORMULA (non-negotiable): chargeProgress = MIN((currentTime - chargeStartTime) / abilityDuration, 1.0) - Durations: Thunder Dash / Meteor Strike = 2000ms; Shockwave Slam = 1500ms. - CHARGE BAR TECHNICAL IMPLEMENTATION: singleton pseudocode; precise timing variables; startCharging(), update() computing elapsed/duration ratio; playAbilityReadySound(currentAbility) when elapsed >= duration. - GUI LAYOUT PIXEL-PERFECT SCHEMATICS (absolute dimensions & positions): GUI_WIDTH=420, GUI_HEIGHT=280; Exact coordinates for UPGRADES (9 horizontal slots), MINING (4-column grid), EFFECTS (2-column grid), ABILITIES (3 ability boxes). - AUDIO FEEDBACK SYSTEM pseudocode and validation checklist. - ABSOLUTE REQUIREMENTS: System.currentTimeMillis(); singleton render; linear math; pixel-perfect positions; text readable; elements inside container. v21 — T2NU HAMMER - COMPLETE GUI & CHARGE BAR RECONSTRUCTION (final spec & code-level details) - PRIORITY 1: CHARGE BAR - MATHEMATICAL FIX reiterated with singleton pseudocode and render specification: above hotbar (screenHeight - 70px), width 250px, height 20px, text "CHARGING... X%" or "⚡ READY! Release to Cast ⚡", fade out 1s, play ready sound once. - PRIORITY 2: GUI COMPLETE REDESIGN — master layout specs with container dims, tab bar positions, precise positions/sizes for UPGRADES (9 horizontal slots), MINING (grid & features), EFFECTS (2-column grid), ABILITIES (3 cards), rendering order, click detection via interactiveAreas Map<String, Rectangle>, visual standards, testing checklist, success criteria and technical notes. Consolidated authoritative requirements (aggregate v1 → v21) - Platform: Fabric 1.21.5; Java; HandledScreen + ScreenHandler; Keybind "G" rebindable; GUI opens when holding Hammer in main hand. - Crafting: exact 3×3 recipe yields Hammer Level 0, 0 XP. - Per-level XP thresholds: base per-level XP = ORIGINAL v1 table × ~0.85; prestige scaling preserved. - Ore XP per-block: use v1 per-block table; Stone XP +0.05 per stone-type block; Fortune: +10% ore XP per Fortune level (ores only). - Fortune drop multipliers server-side for area-mining: I→2x; II→3x; III→4x; IV→5x; V→6x; supports mod ores via translationKey contains "ore"/"cluster". - Multi-drop probabilities: Double start 3%→max10%; Triple 1%→max5%; Quad 0.5%→max3%. - Mining area mapping & forward-facing behavior: use v3 mapping; enforce eye/head-level only; NxNx2+ expand upward/forward only; calculateStartPos/calculateEndPos & BlockPos.iterate required. - Mining speed & attack damage: use v3 scaling and v3 attack damage scaling. - Abilities: Dash destroys path, base distance 15 scaling; post-dash 10s fall immunity + feather particles; charge durations THUNDER=2000ms, SHOCKWAVE=1500ms, METEOR=2000ms; AbilityChargeBar singleton, linear progression using System.currentTimeMillis(), single-instance rendering guard, READY text ≥95% (or at full), fade-out 1s after release, persistent while holding; server validation; Meteor Strike may break blocks radius 3 subject to server validation. - Passives: default ON on unlock; GUI toggles apply/remove while holding; only ON passives appear in lore; passives persisted in NBT. - Enchantments: add Efficiency I–V; integrate Unbreaking, Silk Touch, Mending; handle interactions (Fortune + Auto-Smelt/Silk Touch documented). - Mineral donation XP conflict: v5 table vs v18 urgent override — IMPLEMENTER MUST CONFIRM FINAL TABLE WITH PO BEFORE RELEASE. - Upgrades Confirm & SHIFT+drag: must grant exact XP values, play experience_orb.pickup, spawn green particles, send chat msg, update NBT & lore instantly; GUI remains open. - GUI authoritative final (aggregate): Fabric HandledScreen + ScreenHandler; default keybind "G" opens when holding Hammer; 4 persistent tabs UPGRADES / MINING / EFFECTS / ABILITIES; pixel-perfect layouts per v20/v21 schematics; interactiveAreas Rect bounds; inventory visible only on UPGRADES. - UPGRADES: 9 horizontal mineral donation slots centered (slotSize=32, spacing=8), XP preview, Confirm button, player inventory visible only here. - MINING: selection grid per v3 mapping; features toggles Auto-Smelt (unlock Lv50), Speed Mining (Lv40), Vein Mining (Lv55), Instant Obsidian (Lv70). - EFFECTS: centered 2-column grid; passives default ON and apply while holding. - ABILITIES: select one active ability; triggered by HOLD RIGHT-CLICK; AbilityChargeBar singleton durations as above, linear progression, single-instance, audio at full, READY text ≥95%, fade-out 1s after release. - NBT keys & persistence required (non-exhaustive): HammerLevel, HammerXP, HammerGrade, UnlockedAbilities, Cooldowns, AutoSmeltEnabled, TotalBlocksMined, MineralDonationCounts, SelectedMiningArea, PassiveToggles, SelectedAbility, T2NU_FortuneLevel, etc.; server↔client sync via ScreenHandler. - Particles & SFX: client-only particles for charge & abilities; server-side ability damage/effects; level-up SFX; prestige animation 5–6s; dash feather particles; GUI sounds; Confirm green particles. - Safety: null-safety, try/catch in render & event handlers, arrays/maps defaults, interactiveAreas map, emergency error visuals; prevent crashes. - QA checklist: crafting, XP thresholds, donation values, GUI keybind/opener, 4 tabs & pixel-perfect horizontal row, mining mapping & eye-level enforcement, mining speeds & attack scaling, dash & abilities & cooldowns, Fortune multipliers & +10% ore XP, passives default ON and live toggles, Auto-Smelt unlock Lv50, Meteor Strike animation & damage, NBT persistence, SafeRenderer & null-safety, no crashes. Implementation priority condensed 1) Confirm exact per-level XP thresholds and final Mineral Block XP table (resolve v5 vs v18). 2) Implement Fabric GUI/keybind (G) & HandledScreen with 4 tabs; pixel-perfect layouts per v20/v21; interactiveAreas map; inventory visible only on Upgrades. 3) Implement mining mechanics per v3 with eye/head-level enforcement and forward-facing depth. 4) Implement Fortune rules server-side (multipliers & +10% ore XP). 5) Implement Auto-Smelt (Lv50), Vein Mining (Lv55), Speed Mining (Lv40), Instant Obsidian (Lv70). 6) Implement AbilityChargeBar singleton per durations (2000/1500/2000ms), linear progression using System.currentTimeMillis(), single-instance rendering guard, audio at full, READY text ≥95%, 1s fade-out after release. 7) Implement abilities (Dash/Thunder/ Shockwave/Meteor) with server-side validation, charge mechanics, particle animations (client-only), Meteor 3s animation, post-dash fall immunity. 8) Ensure NBT persistence, server/client sync, SafeRenderer null-safety, try/catch protections, interactiveAreas maps. Conflicts & Action Items (must resolve with PO) - Mineral Block Donation XP conflict: v5 final table vs v18 URGENT override (much larger values). PO confirmation required before release. - UPGRADES UI layout conflict: earlier 3×3 input (v4/v5) then later horizontal 9-slot row (v16/v20/v21). Follow newest PO directive (v16/v20/v21) unless told otherwise. - Confirm final authoritative specifics for ability timings/durations, charge bar math, mining mapping, head-level enforcement, passives default ON, Auto-Smelt Lv50, Vein Mining Lv55, Fortune multipliers +10% ore XP, keybind G, Fabric 1.21.5 HandledScreen/ScreenHandler, NBT sync keys. Emergency / absolute technical specs (non-negotiable, repeated) - Charge bar math formula (v20/v21): chargeProgress = MIN((System.currentTimeMillis() - chargeStartTime) / abilityDuration, 1.0f). - Durations: THUNDER_DASH=2000ms; SHOCKWAVE_SLAM=1500ms; METEOR_STRIKE=2000ms. - Charge bar rendering: single instance, width 250px, height 20px, Y = screenHeight - 70px, fade-out 1s after release, play unique sound once at full, show READY text at ≥95%, pulsing border when full. - GUI container & schematics (v20/v21): GUI_WIDTH=420, GUI_HEIGHT=280, PADDING=20, content area, tab bar positions, exact positions for 9 horizontal slots (X start=34; slots at 34,74,114,154,194,234,274,314,354), XP preview panel, Confirm button positions, player inventory X start 129 Y=195 etc. Mining grid X start 45 with button sizes and spacing as specified. - Click detection: store Rectangle bounds in interactiveAreas Map<String, Rectangle>, check contains(mouseX,mouseY) before handling. Deliverable acceptance criteria (binary pass conditions) - Single linear charge bar matches time formula and durations; plays unique ready audio at full; no duplicate bars; READY text shows appropriately; fade-out 1s after release. - GUI fully centered, no text overlap, elements inside bounds, pixel-perfect positions per schematics, 4 persistent tabs, inventory visible only on Upgrades. - Mining mechanics follow head/eye-level only and v3 mapping; forward-facing depth enforcement; Stone/ore XP and Fortune multipliers applied server-side. - Abilities function with charge, server validation, effects, cooldowns, dash immunity, Meteor animation & restricted block-break radius. - NBT persistence & ScreenHandler sync; SafeRenderer and null-safety to prevent crashes. v22 — CRITICAL FIXES (latest edit; apply on top of prior specs) - FIX 1: TABS REPOSITIONING — Move category tabs to GUI top. Tabs at Y=5px; content starts at Y=43px minimum. StartX formula example included: startX = (420 - 395) / 2 to center. - FIX 2: EFFECTS CATEGORY — Add "PASSIVE EFFECTS" header BETWEEN tabs and buttons. Reduce button size. BUTTON_START_Y = 75; BUTTON_WIDTH = 150; BUTTON_HEIGHT = 30; layout 2 columns × 4 rows = 8 effects. - FIX 3: MINING TEXT — Insert "Current Active" text BETWEEN Mining Area and Features sections (layout Y positions specified: "MINING AREA SELECTION" at Y=43; grid at Y=63; "Current Active" at Y=188; "MINING FEATURES" at Y=208; toggles at Y=228). - FIX 4: ABILITIES HEADER — Position "SPECIAL ABILITIES" ABOVE buttons (headerY = 43; buttonStartY = 68). - FIX 5: CHARGE BAR REBUILD — Complete new system guaranteeing linear fill (2s for Thunder/Meteor, 1.5s for Shockwave). Provided class pseudocode for AbilityChargeBar with fields: instance, isCharging, chargeStartTime, chargeProgress, isFadingOut, displayAlpha, durations; update() computes elapsed & chargeProgress using System.currentTimeMillis(), plays ready sound when full; fading out logic uses releaseTime with 1,000ms fade. render() draws bar at barY = h - 70, fillWidth = (int)(250 * chargeProgress), text shows READY or percentage. Key HammerItem integration pseudocode included: - use(): on world.isClient && !sneaking -> AbilityChargeBar.getInstance().startCharging(getAbility()); user.setCurrentHand(hand) and return success. - usageTick(): client-side AbilityChargeBar.getInstance().update(); - onStoppedUsing(): client-side AbilityChargeBar.getInstance().stopCharging(); - Client registration: HudRenderCallback.EVENT.register((ctx, delta) -> AbilityChargeBar.getInstance().render(ctx, screenWidth, screenHeight)); ClientTickEvents.END_CLIENT_TICK.register(client -> AbilityChargeBar.getInstance().update()). - CHARGE BAR GUARANTEE: Thunder Dash (2000ms) timeline example; after release 1s fade-out. - v22 CHECKLIST (must pass): tabs at Y=5px; content Y≥43px; PASSIVE EFFECTS header between tabs & buttons; Effects: 8 buttons fit w/no overflow; Mining: "Current Active" placed between sections; Abilities header above buttons; Charge: fills 0→100% in exact duration; Charge single instance; Charge 1s fade after release. Final notes for implementer (explicit action items) - Resolve Mineral Block XP final table with PO (v5 vs v18 conflict). - Adopt the GUI layout model consistent with v20/v21/v16 and apply v22 refinements (tabs Y=5px, content start Y≥43px, PASSIVE EFFECTS header placement, Mining "Current Active" text, Abilities header). - Implement AbilityChargeBar as singleton with linear formula using System.currentTimeMillis(), durations fixed (2000/1500/2000ms), ready sound guard, single-instance rendering guard, bar positioned above hotbar (Y = screenHeight - 70px), width 250px, height 20px, 1s fade-out. - Ensure all NBT keys persist and sync via ScreenHandler; ensure server-side validation for area-mining and abilities; ensure Fortune multipliers and +10% ore XP per Fortune level server-side. - Implement SafeRenderer null-safety, try/catch around render loops, interactiveAreas map for click detection, exact pixel positions per schematics, inventory visible only on UPGRADES. - Run QA checklist (deliverable acceptance criteria above) and obtain PO confirmation on donation XP table and UPGRADES 9-slot layout if ambiguity remains. End of summarized prompt and edit history (v1 → v22). Edit v23: # T2NU HAMMER FIXES ## FIX 1: TABS ABOVE CONTENT ```java @Override public void render(DrawContext ctx, int mouseX, int mouseY, float delta) { renderBackground(ctx); renderCategoryTabs(ctx, mouseX, mouseY); // First renderCategoryContent(ctx, mouseX, mouseY); // After } // Tabs at Y=10, content starts Y=50 ``` ## FIX 2: 12 EFFECTS IN 3×4 GRID ```java private void renderEffects(DrawContext ctx, int startY) { ctx.drawText(textRenderer, "§6§lPASSIVE EFFECTS", centerX, startY + 5, 0xFFD700, false); String[] effects = {"Haste", "Night Vision", "Speed", "Item Magnet", "Fire Resistance", "Water Breathing", "Jump Boost", "Regeneration", "Absorption", "Resistance", "Strength", "Auto-Smelt"}; // 3 columns × 4 rows, buttons 120×28 int buttonW = 120, buttonH = 28, spacingH = 10, spacingV = 8; int totalW = (3 * buttonW) + (2 * spacingH); int startX = (420 - totalW) / 2; for (int row = 0; row < 4; row++) { for (int col = 0; col < 3; col++) { int i = (row * 3) + col; if (i >= 12) break; int x = startX + (col * (buttonW + spacingH)); int y = startY + 30 + (row * (buttonH + spacingV)); renderEffectButton(ctx, x, y, buttonW, buttonH, effects[i]); } } } ``` ## FIX 3: CHARGE BAR - SINGLETON, LINEAR 0-100% ```java public class AbilityChargeBar { private static AbilityChargeBar INSTANCE; private boolean active, rendering, fading; private long startTime, fadeStart; private float progress, alpha = 1.0f; private Ability ability; public static AbilityChargeBar get() { if (INSTANCE == null) INSTANCE = new AbilityChargeBar(); return INSTANCE; } public void start(Ability ability) { this.active = true; this.startTime = System.currentTimeMillis(); this.progress = 0.0f; // Reset to 0 this.ability = ability; this.fading = false; this.alpha = 1.0f; } public void tick() { if (!active && !fading) return; if (active) { long elapsed = System.currentTimeMillis() - startTime; long duration = (ability == Ability.SHOCKWAVE_SLAM) ? 1500L : 2000L; progress = Math.min((float)elapsed / (float)duration, 1.0f); } if (fading) { long fadeElapsed = System.currentTimeMillis() - fadeStart; alpha = fadeElapsed >= 1000 ? 0 : 1.0f - (fadeElapsed / 1000.0f); if (alpha <= 0) { fading = false; active = false; } } } public void stop() { if (active) { active = false; fading = true; fadeStart = System.currentTimeMillis(); } } public void render(DrawContext ctx, int w, int h) { if (rendering || (!active && !fading) || alpha <= 0) return; rendering = true; try { int barW = 250, barH = 20, x = (w - barW) / 2, y = h - 70; int a = (int)(alpha * 255); ctx.fill(x, y, x + barW, y + barH, (a << 24) | 0x202020); ctx.fill(x, y, x + (int)(barW * progress), y + barH, (a << 24) | 0xFFAA00); String text = progress >= 0.95f ? "§6⚡ READY ⚡" : "§eCharging " + (int)(progress*100) + "%"; ctx.drawText(ctx.getTextRenderer(), text, x + 10, y + 6, 0xFFFFFF | (a << 24), false); } finally { rendering = false; } } } ``` **HammerItem**: ```java public TypedActionResult<ItemStack> use(World world, PlayerEntity player, Hand hand) { if (world.isClient && !player.isSneaking()) { AbilityChargeBar.get().start(getSelectedAbility(player.getStackInHand(hand))); player.setCurrentHand(hand); } return TypedActionResult.success(player.getStackInHand(hand)); } public void usageTick(World world, LivingEntity user, ItemStack stack, int remaining) { if (world.isClient) AbilityChargeBar.get().tick(); } public void onStoppedUsing(ItemStack stack, World world, LivingEntity user, int remaining) { if (world.isClient) AbilityChargeBar.get().stop(); } ``` **Client**: ```java HudRenderCallback.EVENT.register((ctx, d) -> AbilityChargeBar.get().render(ctx, w, h)); ClientTickEvents.END_CLIENT_TICK.register(c -> AbilityChargeBar.get().tick()); ``` ## REQUIREMENTS - Tabs Y=10, content Y≥50 - 12 effects, 3×4 grid, centered - ONE charge bar, starts 0%, 100% at 2s - 1s fade after release
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This mod is licensed under the CreativeMode Mods License.