Jump to content

[1.18.1] How to add custom offers


Squander

Recommended Posts

@SubscribeEvent
    public static void offers(VillagerTradesEvent event){
        if(event.getType() == VillagerProfession.FLETCHER){
            event.getTrades().put(1, Collections.singletonList(new BasicItemListing(32, new ItemStack(ModItems.EXPLOSIVE_ARROW.get()), 3, 5, 0.03f)));
        }
    }

It works. But for tier one, only my offer is loaded, and vanilla is not. How to fix it?

Link to comment
Share on other sites

@SubscribeEvent
    public static void offers(VillagerTradesEvent event){
        if(event.getType() == VillagerProfession.FLETCHER){
            event.getTrades().put(1, Collections.singletonList(new BasicItemListing(32, new ItemStack(ModItems.EXPLOSIVE_ARROW.get()), 3, 5, 0.03f)));
        }
    }

It works. But for tier one, only my offer is loaded, and vanilla is not. How to fix it?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • So the default PlayerModel contains this code here to set the players arms to slim   if (pSlim) { $$3.addOrReplaceChild("left_arm", CubeListBuilder.create().texOffs(32, 48).addBox(-1.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation), PartPose.offset(5.0F, 2.5F, 0.0F)); $$3.addOrReplaceChild("right_arm", CubeListBuilder.create().texOffs(40, 16).addBox(-2.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation), PartPose.offset(-5.0F, 2.5F, 0.0F)); $$3.addOrReplaceChild("left_sleeve", CubeListBuilder.create().texOffs(48, 48).addBox(-1.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(5.0F, 2.5F, 0.0F)); $$3.addOrReplaceChild("right_sleeve", CubeListBuilder.create().texOffs(40, 32).addBox(-2.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(-5.0F, 2.5F, 0.0F)); } else { $$3.addOrReplaceChild("left_arm", CubeListBuilder.create().texOffs(32, 48).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, pCubeDeformation), PartPose.offset(5.0F, 2.0F, 0.0F)); $$3.addOrReplaceChild("left_sleeve", CubeListBuilder.create().texOffs(48, 48).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(5.0F, 2.0F, 0.0F)); $$3.addOrReplaceChild("right_sleeve", CubeListBuilder.create().texOffs(40, 32).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(-5.0F, 2.0F, 0.0F)); } And that's got me thinking. If I can't replace the whole model in one fell swoop, what if I replaced each individual limb with my models mesh definitions? Note: It was crazy. The createMesh method in PlayerModel could not be @Overriden and addOrReplaceChild just makes changes to a new model that uses the original as a base.     However, I did render my model using this   final toatestentity idk = entities.toatest.get().create(p.level()); Minecraft.getInstance().getEntityRenderDispatcher().getRenderer(idk).render(idk, 0f, pTicks, stack, buffer, paLights); However that just uses the render from the entity I used to test getting the model to render in the first place. I don't want to do that. I want to fully replace the player model which this doesn't actually do (I don't think?).  Maybe it'd just be best to render my model as a new layer and make the base player model invisible? Maybe I'll take a look at how armor is rendered to move with the player so I won't have to make my own animations? Idk, I'm really set on figuring this out though.
    • AT Launcher works just fine
    • Make a test with another Launcher like MultiMC or AT Launcher  
    • https://mclo.gs/EZ0jeA2
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.