Posted October 27, 201311 yr Is there a way to store an ItemStack into an NBTTagCompound with a String key? Kain
October 27, 201311 yr 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.
October 27, 201311 yr Author 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
October 27, 201311 yr 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.
October 27, 201311 yr Author For the writing part, how would I write that NBTTagList to the player's NBTTagCompound with a String? Kain
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