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[1.16.4] How do I prevent items from being placed in certain slots?


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Hi, there are 2 things I want to do:

1. Prevent tiered items from being placed in the offhand slot

2. Prevent armour from being placed in the hotbar

How would I go about doing these things?

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9 hours ago, LK1905 said:

1. Prevent tiered items from being placed in the offhand slot

use LivingEquipmentChangeEvent, check if the slot is the Offhand then drop the item, you need to do that because the event is not cancelable

 

9 hours ago, LK1905 said:

2. Prevent armour from being placed in the hotbar

no idea

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Posted (edited)
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use LivingEquipmentChangeEvent, check if the slot is the Offhand then drop the item, you need to do that because the event is not cancelable

How do I drop the item without cloning it? I've used Player#dropItem (both methods), and it keeps the original in the offhand slot and drops a copy.

I tried using ItemStack#Shrink at the same time, hoping that would destroy the original while still dropping the copy, but that just destroys the original before the copy can be made.

Edited by LK1905
Rewrite 2nd paragraph to be clearer
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Drop the item, then set the slot to air?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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On 7/5/2021 at 1:57 PM, LK1905 said:

I tried that, it made no difference regardless of which line came first.

take a look when the Event is fired, because it's possible that the ItemStack which is given by the Event is a copy of the original,
which means you can't modify the ItemStack in the Event

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  • 2 weeks later...

Is there any particular reason why LivingEquipmentChangeEvent is non-cancelable? Like, is it a decision by the Forge devs to make it non-cancelable, or is it to do with how Forge interacts with Minecraft, where some things just can't be cancelled?

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6 hours ago, LK1905 said:

Is there any particular reason why LivingEquipmentChangeEvent is non-cancelable? Like, is it a decision by the Forge devs to make it non-cancelable, or is it to do with how Forge interacts with Minecraft, where some things just can't be cancelled?

It's just due to the way it works. Every tick entities check if their equipment has changed since last tick and if so, they update various things (mainly attribute modifiers from the items). Forge hooks in here to fire the event, but the equipment changed "long ago" (as far as the code is concerned at least), so there isn't a way to prevent it - it already happened.

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