Jump to content

[1.19] trying to make an item give 2 hearts of absorption when held, what am i doing wrong?


yeatfan119

Recommended Posts

hey guys, i want to make my item give the player 2 hearts of absorption when theyre holding it (and when they arent take those hearts away). thing is, when i switch to it and off of it rapidly it glitches and gives either too much or none. can anyone help me here? below is my code

 

@Override
    public void inventoryTick(ItemStack p_41404_, Level p_41405_, Entity p_41406_, int p_41407_, boolean p_41408_) {
        super.inventoryTick(p_41404_, p_41405_, p_41406_, p_41407_, p_41408_);

        if (p_41406_ instanceof Player player){
            if (player.getMainHandItem() == p_41404_){
                if (!flag) {
                    player.setAbsorptionAmount(player.getAbsorptionAmount() + 4);
                    flag = true;
                }
            } else {
                if (flag) {
                    player.setAbsorptionAmount(player.getAbsorptionAmount() - 4);
                    flag = false;
                }
            }
        }
    }

 

Link to comment
Share on other sites

2 hours ago, yeatfan119 said:

hey guys, i want to make my item give the player 2 hearts of absorption when theyre holding it (and when they arent take those hearts away). thing is, when i switch to it and off of it rapidly it glitches and gives either too much or none. can anyone help me here? below is my code

 

@Override
    public void inventoryTick(ItemStack p_41404_, Level p_41405_, Entity p_41406_, int p_41407_, boolean p_41408_) {
        super.inventoryTick(p_41404_, p_41405_, p_41406_, p_41407_, p_41408_);

        if (p_41406_ instanceof Player player){
            if (player.getMainHandItem() == p_41404_){
                if (!flag) {
                    player.setAbsorptionAmount(player.getAbsorptionAmount() + 4);
                    flag = true;
                }
            } else {
                if (flag) {
                    player.setAbsorptionAmount(player.getAbsorptionAmount() - 4);
                    flag = false;
                }
            }
        }
    }

 

First check if you are on the server side if(!level.isClientSide()). You don't need to check if the item in the player's main hand is the same as your item, you can use the last boolean variable, its name is isSelected. If isSelected is false then flag to false, if true check if(!flag) next add absorptions and set flag to true.

Link to comment
Share on other sites

first of all, there is a single instance of YourItem existing on the server while the game is running, and between zero and 123456789 item stack instances - in containers, in player inventories, in machine inventories... you see where i'm going with this. you can not say "private boolean flag" - if two players have stacks of that item, your logic will get mixed up. any information needs to be held withing ItemStack. yes it can be done but it isn't needed in your case.

next, tick events fire every 1/20 of the second (some even twice per 1/20 of the second). should your code run that often? any of your code? because  players can not detect game changes that quick. to execute every second, always start this event handler with " if level.whateverTotalGameTimeIsCalledNow % 20 == 15" to do your thing once per second (for some things even that is too often).

ok, now you need to decide how the event will work. one way is to apply a two seconds of existing potion effect every two seconds and done. that's how most people do it because it's simple. and yes, when you apply potion effect you can specify to hide particles. other option is what you tries but you have to remember things on player or on ItemStack object; doable as well.

next, getMainHandItem is ok until things start working, but after that, consider curios and other slots too.

finally item comparison - i don't see where you compare the item to your item. to do that, either do itemStack.is(someItemTag) or itemStack.getItem.equals(MyItems.MyItem). or do instanceof in the previous thing if you expect subclasses.

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.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • It is a dupe mod issue Remove Rubidium - you are already using Embeddium which is a fork of Rubidium
    • I made a block entity in forge 1.20.1, I want to prevent hopper from taking input slot item, i tried to override the extractItem method, it prevented hopper from taking input slot item, but the player also unable to take/change the item in input slot unless the slot is empty. public class FluidSeparatorBlockEntity extends BlockEntity implements MenuProvider { private static final int INPUT_SLOT = 0; private final CustomItemHandler itemHandler = new CustomItemHandler(3){ @Override protected void onContentsChanged(int slot) { setChanged(); } @Override public boolean isItemValid(int slot, @NotNull ItemStack stack) { return slot == INPUT_SLOT; } @Override public @NotNull ItemStack extractItem(int slot, int amount, boolean simulate) { if (slot == INPUT_SLOT) { return ItemStack.EMPTY; } return super.extractItem(slot, amount, simulate); } }; private LazyOptional<IItemHandler> lazyItemHandler = LazyOptional.empty(); protected final ContainerData data; private int progress = 0; private int maxProgress = 78; public FluidSeparatorBlockEntity(BlockPos pPos, BlockState pBlockState) { super(ModBlockEntities.FLUID_SEPARATOR_BE.get(), pPos, pBlockState); this.data = new ContainerData() { @Override public int get(int pIndex) { return switch (pIndex) { case 0 -> FluidSeparatorBlockEntity.this.progress; case 1, 2 -> FluidSeparatorBlockEntity.this.maxProgress; default -> 0; }; } @Override public void set(int pIndex, int pValue) { switch (pIndex) { case 0 -> FluidSeparatorBlockEntity.this.progress = pValue; case 1, 2 -> FluidSeparatorBlockEntity.this.maxProgress = pValue; } } @Override public int getCount() { return 3; } }; } @Override public @NotNull <T> LazyOptional<T> getCapability(@NotNull Capability<T> cap, @Nullable Direction side) { if(cap == ForgeCapabilities.ITEM_HANDLER) { return lazyItemHandler.cast(); } return super.getCapability(cap, side); } @Override public void onLoad() { super.onLoad(); lazyItemHandler = LazyOptional.of(() -> itemHandler); } @Override public void invalidateCaps() { super.invalidateCaps(); lazyItemHandler.invalidate(); } public void drops() { SimpleContainer inventory = new SimpleContainer(itemHandler.getSlots()); for(int i = 0; i < itemHandler.getSlots(); i++) { inventory.setItem(i, itemHandler.getStackInSlot(i)); } Containers.dropContents(this.level, this.worldPosition, inventory); } @Override public Component getDisplayName() { return Component.translatable("block.chemmaster.fluid_separator"); } @Nullable @Override public AbstractContainerMenu createMenu(int pContainerId, Inventory pPlayerInventory, Player pPlayer) { return new FluidSeparatorMenu(pContainerId, pPlayerInventory, this, this.data); } @Override protected void saveAdditional(CompoundTag pTag) { pTag.put("inventory", itemHandler.serializeNBT()); pTag.putInt("fluid_separator.progress", progress); super.saveAdditional(pTag); } @Override public void load(CompoundTag pTag) { super.load(pTag); itemHandler.deserializeNBT(pTag.getCompound("inventory")); progress = pTag.getInt("fluid_separator.progress"); } public void tick(Level pLevel, BlockPos pPos, BlockState pState) { ItemStack inputStack = this.itemHandler.getStackInSlot(INPUT_SLOT); if (inputStack.getCount() < 2) { resetProgress(); return; } if(hasRecipe()) { increaseCraftingProgress(); setChanged(pLevel, pPos, pState); if(hasProgressFinished()) { craftItem(); resetProgress(); } } else { resetProgress(); } } private void resetProgress() { progress = 0; } private void craftItem() { Optional<FluidSeparatingRecipe> recipe = getCurrentRecipe(); if (recipe.isPresent()) { List<ItemStack> results = recipe.get().getOutputs(); ItemStack inputStack = this.itemHandler.getStackInSlot(INPUT_SLOT); if (inputStack.getCount() < 2) { // If there are not enough items, do not proceed with crafting return; } // Extract the input item from the input slot this.itemHandler.internalExtractItem(INPUT_SLOT, 2, false); // Loop through each result item and find suitable output slots for (ItemStack result : results) { int outputSlot = findSuitableOutputSlot(result); if (outputSlot != -1) { this.itemHandler.setStackInSlot(outputSlot, new ItemStack(result.getItem(), this.itemHandler.getStackInSlot(outputSlot).getCount() + result.getCount())); } else { // Handle the case where no suitable output slot is found // This can be logging an error, throwing an exception, or any other handling logic System.err.println("No suitable output slot found for item: " + result); } } } } private int findSuitableOutputSlot(ItemStack result) { // Implement logic to find a suitable output slot for the given result // Return the slot index or -1 if no suitable slot is found for (int i = 0; i < this.itemHandler.getSlots(); i++) { // Ensure we do not place the output item in the input slot if (i == INPUT_SLOT) { continue; } ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || (stackInSlot.getItem() == result.getItem() && stackInSlot.getCount() + result.getCount() <= stackInSlot.getMaxStackSize())) { return i; } } return -1; } private boolean hasRecipe() { Optional<FluidSeparatingRecipe> recipe = getCurrentRecipe(); if (recipe.isEmpty()) { return false; } List<ItemStack> results = recipe.get().getOutputs(); for (ItemStack result : results) { if (!canInsertAmountIntoOutputSlot(result) || !canInsertItemIntoOutputSlot(result.getItem())) { return false; } } return true; } private Optional<FluidSeparatingRecipe> getCurrentRecipe(){ SimpleContainer inventory = new SimpleContainer(this.itemHandler.getSlots()); for (int i = 0; i < itemHandler.getSlots(); i++) { inventory.setItem(i, this.itemHandler.getStackInSlot(i)); } return this.level.getRecipeManager().getRecipeFor(FluidSeparatingRecipe.Type.INSTANCE, inventory, level); } private boolean canInsertAmountIntoOutputSlot(ItemStack result) { for (int i = 1; i < this.itemHandler.getSlots(); i++) { ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || (stackInSlot.getItem() == result.getItem() && stackInSlot.getCount() + result.getCount() <= stackInSlot.getMaxStackSize())) { return true; } } return false; } private boolean canInsertItemIntoOutputSlot(Item item) { for (int i = 1; i < this.itemHandler.getSlots(); i++) { ItemStack stackInSlot = this.itemHandler.getStackInSlot(i); if (stackInSlot.isEmpty() || stackInSlot.getItem() == item) { return true; } } return false; } private boolean hasProgressFinished() { return progress >= maxProgress; } private void increaseCraftingProgress() { progress++; } }  
    • No dice. Unfortunately this fix didn't work, thank you though.
    • Maybe you need a rayon mod. https://www.curseforge.com/minecraft/mc-mods/rayon
  • Topics

×
×
  • Create New...

Important Information

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