Posted August 19, 20223 yr I need to disable the up and down animation of an item when the item loses durability. I change durability like this: Quote itemStack.setDamageValue(itemStack.getDamageValue()+1); Is there another way to change durability?
August 19, 20223 yr The normal way to damage the Item would be ItemStack#hurtAndBreak. The animation is done via LivingEntity#broadcastBreakEvent which will be called from the Consumer of #hurtAndBreak. stack.hurtAndBreak(1, player, (p) -> { p.broadcastBreakEvent(EquipmentSlot.MAINHAND); // This will send the animation to the client }); Edited August 19, 20223 yr by Luis_ST
August 19, 20223 yr Author Excuse me, as far as I understand, an item with zero durability is destroyed. It doesn't suit me. I also need to restore durability later. Edited August 19, 20223 yr by Luckydel
August 19, 20223 yr 5 minutes ago, Luckydel said: as far as I understand, an item with zero durability is destroyed. Could you please provide a bit more context. 5 minutes ago, Luckydel said: It doesn't suit me. I also need to restore durability later. Store the Durability in the ItemStack Tag, and get it when you need to restore it. Call ItemStack#getTagElement with your Mod id then put/get the data you want to store/restore.
August 19, 20223 yr Author Sorry, I need to remove this animation when the gun moves up and down, due to the change in durability. I tried: Quote CompoundTag compoundTag = stack.getTag(); compoundTag.putInt("Damage",compoundTag.getInt("Damage")+1); stack.setTag(compoundTag); But it didn't remove the animation. Probably it arises because of change of ItemStack. Edited August 19, 20223 yr by Luckydel
August 19, 20223 yr That has nothing to do with the item durability. It's the player's arm swinging when you use an item. 🙂 I think you can change this by subscribing to InputEvent.InteractionKeyMappingTriggered Then use something like (untested pseudo code) ItemStack itemStack = Minecraft.getInstance().player.getItemInHand(event.getHand()); if (itemStack.is(YOUR_ITEM.get())) { event.setSwingHand(false); } Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
August 20, 20223 yr Author Well, I can turn off the damage and there will be no such animation. I wrote it in the item class Quote @SubscribeEvent public static void InputEvent(InputEvent.InteractionKeyMappingTriggered event){ ItemStack itemStack = Minecraft.getInstance().player.getItemInHand(event.getHand()); if(itemStack.is(ForgeModItems.MAKAROV.get())){ event.setSwingHand(false); } } Sorry, the event worked but it didn't help, do you have any other ideas? Edited August 20, 20223 yr by Luckydel
August 20, 20223 yr Author @Mod.EventBusSubscriber(modid = Main.MODID) public class Makarov extends ProjectileWeaponItem implements Vanishable { private static final float power = 2f; private static final double damage = 5; private static final int knockback = 1; private static final int ammoInt = 8; ////////////////////////////////////////////////////////////////////////////////////////////// public Makarov(Properties settings) { super(settings.durability(ammoInt)); //IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); renderAnimation2 = new RenderAnimation2(); } @Override public InteractionResultHolder<ItemStack> use(Level world, Player entity, InteractionHand hand) { ItemStack itemstack = entity.getItemInHand(hand); InteractionResultHolder success = new InteractionResultHolder(InteractionResult.PASS, entity.getItemInHand(hand)); if(itemstack.getDamageValue()<8){ entity.startUsingItem(hand); return success; } if (checkAmmoAvailability(itemstack,entity)){ return success; } return new InteractionResultHolder(InteractionResult.FAIL, entity.getItemInHand(hand)); } public boolean checkAmmoAvailability(ItemStack itemstack,Player entity){ if(entity.getProjectile(itemstack).isEmpty()){ return false; } ItemStack ammo = entity.getProjectile(itemstack); ammo.shrink(1); if (itemstack.isEmpty()) { entity.getInventory().removeItem(itemstack); } //itemstack.setDamageValue(0); return true; } @SubscribeEvent public static void InputEvent(InputEvent.InteractionKeyMappingTriggered event){ ItemStack itemStack = Minecraft.getInstance().player.getItemInHand(event.getHand()); if(itemStack.is(ForgeModItems.MAKAROV.get())){ event.setSwingHand(false); } } @Override public void releaseUsing(ItemStack stack, Level world, LivingEntity user, int remainingUseTicks) { if (user instanceof ServerPlayer player) { float f = 1; ItemStack itemstack = player.getProjectile(stack); if (!itemstack.isEmpty()) { if (itemstack.isEmpty()) { itemstack = new ItemStack(ForgeModItems.GUNSHOTAMMO_9x8.get()); } if (!world.isClientSide) { BulletEntity bull = BulletEntity.shoot(world, player, power, damage, knockback); } CompoundTag compoundTag = stack.getTag(); compoundTag.putInt("Damage",compoundTag.getInt("Damage")+1); if (itemstack.isEmpty()) { player.getInventory().removeItem(itemstack); } player.awardStat(Stats.ITEM_USED.get(this)); } } } public UseAnim getUseAnimation(ItemStack p_40678_) { return UseAnim.NONE; } public static final Predicate<ItemStack> BULLET_ONLY = (context) -> { return context.is(modItemType.GUNSHOTAMMO_9x8); }; public Predicate<ItemStack> getAllSupportedProjectiles() { return BULLET_ONLY; } public AbstractArrow customArrow(AbstractArrow arrow) { return arrow; } public int getUseDuration(ItemStack p_40680_) { return 300000; } public int getDefaultProjectileRange() {return 15;} } Perhaps my code will help solve this problem.
August 20, 20223 yr Ah, I looked at the actual code and that event only works if you are interacting with a block or entity. I guess the clue is in the name of the event, although the javadoc doesn't mention this? 🙂 For a generic item use, like eating or your use case, it uses InteractionResult.shouldSwing() Sorry, I don't know what the correct code is in this case. Boilerplate: If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one. If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install Large files should be posted to a file sharing site like https://gist.github.com You should also read the support forum sticky post.
August 20, 20223 yr Author Thanks to everyone who tried to help. This is what helped me. @Override public boolean shouldCauseReequipAnimation(ItemStack oldStack, ItemStack newStack, boolean slotChanged) { return false; } Topic can be closed
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