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Saving/Loading an ItemStack to a NBTTagCompound?


TLHPoE

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Yes.

ItemStack has a writeToNBT function.  Just pass in a new NBTTagCompound and you'll get the "stored" version back out.  Then just add that tag to another tag.

 

All container objects do this to save their contents.

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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Am I doing this right? It doesn't save/load the item stacks at all.

 

 

 

package net.gloriarpg.inventory;

import net.gloriarpg.GloriaRPG;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;

public class InventoryAccessories implements IInventory
{

public ItemStack[] slots = new ItemStack[7];
public EntityPlayer player;

public InventoryAccessories(EntityPlayer player)
{

	this.player = player;

	this.loadInventoryFromNBT(player);

}

public void loadInventoryFromNBT(EntityPlayer player)
{

	NBTTagCompound nbt = player.getEntityData();

	for(int i = 0;i < slots.length; i++)
	{

		if(slots[i] != null)
		{

			slots[i].writeToNBT(nbt);

		}

	}

}

public void saveInventoryToNBTTagCompound(EntityPlayer player)
{

	NBTTagCompound nbt = player.getEntityData();

	for(int i = 0;i < slots.length; i++)
	{

		if(slots[i] != null)
		{

			slots[i].loadItemStackFromNBT(nbt);

		}

	}

}

@Override
public int getSizeInventory()
{

	return 7;

}

@Override
public ItemStack getStackInSlot(int i)
{

	return slots[i];

}

@Override
public ItemStack decrStackSize(int i, int j)
{

	return slots[i];

}

@Override
public ItemStack getStackInSlotOnClosing(int i)
{

	return slots[i];

}

@Override
public void setInventorySlotContents(int i, ItemStack itemStack)
{

	slots[i] = itemStack;

}

@Override
public String getInvName()
{

	return "Accessories";

}

@Override
public boolean isInvNameLocalized()
{

	return true;

}

@Override
public int getInventoryStackLimit()
{

	return 1;

}

@Override
public void onInventoryChanged()
{

	this.loadInventoryFromNBT(player);
	this.saveInventoryToNBTTagCompound(player);

}

@Override
public boolean isUseableByPlayer(EntityPlayer player)
{

	if(!player.isDead && !player.worldObj.isRemote)
	{

		return true;

	}

	return false;

}

@Override
public void openChest()
{

	//dunno

}

@Override
public void closeChest()
{

	//dunno

}

@Override
public boolean isItemValidForSlot(int i, ItemStack itemStack)
{

	return true;

}

}

 

 

Kain

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Hello,

 

This might help you (it's from a TileEntity):

 

 

NBTTagList taglist = par1nbtTagCompound.getTagList("Inventory");

	for (int i = 0; i < taglist.tagCount(); i++)
	{
		NBTTagCompound tag = (NBTTagCompound)taglist.tagAt(i);

	    byte slot = tag.getByte("Slot");

	    if (slot >= 0 && slot < inventory.length)
	    {
	    	inventory[slot] = ItemStack.loadItemStackFromNBT(tag);
	    }
	}

 

 

And for writing:

 

 

NBTTagList itemlist = new NBTTagList();

	for (int i = 0; i < inventory.length; i++)
	{
		ItemStack itemstack = inventory[i];

	    if (itemstack != null)
	    {
	    	NBTTagCompound tag = new NBTTagCompound();

	        tag.setByte("Slot", (byte)i);
	        itemstack.writeToNBT(tag);
	        itemlist.appendTag(tag);
	    }
	}

 

 

ss7

You sir are a god damn hero.

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