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werdwar

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  1. Thank you very much! I have this working with a capability I added to my item, however, the durability bar isn't updating until I move it around in the inventory or drop it and pick it back up. Is there another function I can call within onItemRightClick to make sure the durability bar updates on use? Here is my custom class again with the overidden methods: @MethodsReturnNonnullByDefault public class ItemGem extends Item { private int max_power; ItemGem(Item.Properties properties, int max_power) { super(properties); this.max_power = max_power; } @Override public ActionResult<ItemStack> onItemRightClick(World world, PlayerEntity player, Hand hand) throws NoSuchElementException { // get the itemstack being held by the player ItemStack itemstack = player.getHeldItem(hand); // get the itemstack's capability IGemPower iGemPower = itemstack.getCapability(GemPowerCapability.GEM_POWER_CAPABILITY).orElseThrow(() -> new NoSuchElementException("Missing 'GEM_POWER' Capability on an item of type ItemGem!")); // if we're in the logical client and the gem still has power left: if(!world.isRemote && iGemPower.getAmount() > 0) { // get the player's capability IMagicPower iMagicPower = player.getCapability(MagicPowerCapability.MAGIC_POWER_CAPABILITY).orElseThrow(() -> new NoSuchElementException("Capability 'MAGIC_POWER' missing on player entity: all players should have a MAGIC_POWER capability")); // add one power to the player's capability iMagicPower.addOrSubtractAmount(1); // send a message to the player with their new power total player.sendStatusMessage(new StringTextComponent("new power total: " + iMagicPower.getAmount()), false); // subtract one power from the item's capability iGemPower.addOrSubtractAmount(-1); } return super.onItemRightClick(world, player, hand); } @Override public boolean showDurabilityBar(ItemStack stack) { return true; } @Override public double getDurabilityForDisplay(ItemStack stack) { IGemPower iGemPower = stack.getCapability(GemPowerCapability.GEM_POWER_CAPABILITY).orElseThrow(() -> new NoSuchElementException("Missing 'GEM_POWER' Capability on an item of type ItemGem!")); double durability = (double)(this.max_power - iGemPower.getAmount()) / (double)this.max_power; return durability; } }
  2. I'm trying to use the durability of an item to represent stored magicl energy; sort of like a battery. To do this, I am overriding the onItemRightClick() method in a custom class called itemGem that extends Item: @MethodsReturnNonnullByDefault public class ItemGem extends Item { ItemGem(Item.Properties properties) { super(properties); } @Override public ActionResult<ItemStack> onItemRightClick(World world, PlayerEntity player, Hand hand) { // get the itemstack being held by the player ItemStack itemstack = player.getHeldItem(hand); // if we're in the logical client and the gem still has power left: if(!world.isRemote && itemstack.getDamage() < itemstack.getMaxDamage()) { player.getCapability(MagicPowerCapability.MAGIC_POWER_CAPABILITY).ifPresent(new NonNullConsumer<IMagicPower>() { @Override public void accept(@Nonnull IMagicPower iMagicPower) { // add one power to the player's capability iMagicPower.addOrSubtractAmount(1); // send a message to the player with their new power total player.sendStatusMessage(new StringTextComponent("new power total: " + iMagicPower.getAmount()), false); } }); } if(!world.isRemote) { // damage the item itemstack.damageItem(1, player, PlayerEntity -> {/* need to give a damaged version or something here so it doesn't just disappear? */}); //TODO: figure out why the gem disappears after its power is used up. } return super.onItemRightClick(world, player, hand); } } My issue is that when the item hits zero durability, it disappears; I want it to sitck around at zero durability so that it can be recharged. As I understand it, the third argument of damageItem() is a Consumer that is triggered when the item hits zero durability, but I'm not sure what I can or should do there. I'm not sure if I should somehow give the player a different item (e.g. an uncharged_gem) that can be recharged, or if I can somehow prevent the item from being removed. I guess I could just leave it at one damage and call that "empty" so that it isn't removed, but I feel like there should be a better solution.
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