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[1.6.4] Creating a skill based on damaging items


FloxRoxX

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Hi all,

i try to make a skill based on a custom item.

So far i got the item damaging itself on holding the right mouse button.

But after releasing the button my item is not willing to reset the damage...

Here is my code so far:

 

public class testitem extends Item 
{
public testitem(int id)
{
	super(id);
	setMaxStackSize(1);
	setCreativeTab(itemmod.ItemMod);
	setTextureName("itemmod:testitem");
	this.setMaxDamage(20);
	setHasSubtypes(true);
}

@Override
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer player)
{
	if(itemstack.getItemDamage() < itemstack.getMaxDamage())
	{
		itemstack.damageItem(2, player);
	}
	if(player.isUsingItem())
	{

	}
	else
	{
		player.setItemInUse(itemstack, itemstack.getMaxDamage());
	}
	return itemstack;	
}

@Override
public void onPlayerStoppedUsing(ItemStack itemstack, World world, EntityPlayer player, int par4)
{
	if(itemstack.getItemDamage() == itemstack.getMaxDamage())
	{
		itemstack.setItemDamage(0);
		player.addChatMessage("Do something magical... pressed it long enought!");
		//Code for something that should happen here ^^
	}
	else
	{
		itemstack.setItemDamage(0);
	}
}
}

 

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Hi TheGreyGhost,

thanks for the answer!

I added some lines before and after the action:

		System.out.println("Item damage before reset: " + itemstack.getItemDamage());
		itemstack.setItemDamage(0);
		System.out.println("Item damage after reset: " + itemstack.getItemDamage());
		player.addChatMessage("Nothing happened!");

 

The result shows that the damage will be reset to 0 but the item damage bar at the item itself will stay at the position it was before -> see the screenshot: http://prntscr.com/251n9w

 

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Hmmm that's a bit of a mystery to me...

 

The code which renders the damage bar is in

RenderItem.renderItemOverlayIntoGUI

 

            if (par3ItemStack.isItemDamaged())
            {
                int k = (int)Math.round(13.0D - (double)par3ItemStack.getItemDamageForDisplay() * 13.0D / (double)par3ItemStack.getMaxDamage());
                int l = (int)Math.round(255.0D - (double)par3ItemStack.getItemDamageForDisplay() * 255.0D / (double)par3ItemStack.getMaxDamage());

 

I would suggest damaging your item, releasing the right button (so the damage should go to zero), then put a breakpoint on the if(..) line and inspecting par3ItemStack to see why the renderer thinks it is damaged.  Either resetting the damage to zero isn't working, or it's the wrong ItemStack, or there's something subtle going on with the use of setDamage (can't think what)

 

-TGG

 

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Crude workaround if nothing else works:

Create a new itemstack.

 

Also, if you r-click again after it's reset to 0, does the dmg bar jump to right above zero when you r-click again?

Or does it continue like the dmg value never got any lower at all?

If you guys dont get it.. then well ya.. try harder...

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I believe setItemInUse and onPlayerStoppedUsing both require you to give the item a max use duration:

// this is the vanilla method, override to return 1 or higher
public int getMaxItemUseDuration(ItemStack par1ItemStack)
{
        return 0;
}

I know I've had some unexpected behavior before from not overriding it, so it may be worth a try.

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Hmmm that's a bit of a mystery to me...

 

The code which renders the damage bar is in

RenderItem.renderItemOverlayIntoGUI

 

Code: [select]

 

            if (par3ItemStack.isItemDamaged())

            {

                int k = (int)Math.round(13.0D - (double)par3ItemStack.getItemDamageForDisplay() * 13.0D / (double)par3ItemStack.getMaxDamage());

                int l = (int)Math.round(255.0D - (double)par3ItemStack.getItemDamageForDisplay() * 255.0D / (double)par3ItemStack.getMaxDamage());

 

 

I would suggest damaging your item, releasing the right button (so the damage should go to zero), then put a breakpoint on the if(..) line and inspecting par3ItemStack to see why the renderer thinks it is damaged.  Either resetting the damage to zero isn't working, or it's the wrong ItemStack, or there's something subtle going on with the use of setDamage (can't think what)

 

-TGG

I tried that already damaging the item one more time after setdamage 0 => same as before, it flips back to an empty damage bar...

 

 

Crude workaround if nothing else works:

Create a new itemstack.

 

Also, if you r-click again after it's reset to 0, does the dmg bar jump to right above zero when you r-click again?

Or does it continue like the dmg value never got any lower at all?

No it doesnt... it will start where it has stopped after right klick release...

 

I believe setItemInUse and onPlayerStoppedUsing both require you to give the item a max use duration:

Code: [select]

 

// this is the vanilla method, override to return 1 or higher

public int getMaxItemUseDuration(ItemStack par1ItemStack)

{

        return 0;

}

 

I know I've had some unexpected behavior before from not overriding it, so it may be worth a try.

Removing the @Override also doesnt seem to work....

 

I found a solution to this but its not a very good way i think because i update the item everytime it is not clicked!

maybe you have a look at this:

public class testitem extends Item 
{
public testitem(int id)
{
	super(id);
	setMaxStackSize(1);
	setCreativeTab(itemmod.ItemMod);
	setTextureName("itemmod:testitem");
	setMaxDamage(100);
	setHasSubtypes(true);
}
public boolean inuse = false;
int damage = 20;

@Override
public ItemStack onItemRightClick(ItemStack itemstack, World world, EntityPlayer player)
{
	inuse = true;
	if(itemstack.getItemDamage() < itemstack.getMaxDamage())
	{
		itemstack.setItemDamage(itemstack.getItemDamage() + damage);
	}
	player.setItemInUse(itemstack, itemstack.getMaxDamage());
	if(player.isUsingItem())
	{

	}
	else
	{
		player.setItemInUse(itemstack, itemstack.getMaxDamage());
	}
	return itemstack;	
}

@Override
public void onPlayerStoppedUsing(ItemStack itemstack, World world, EntityPlayer player, int par4)
{
	inuse = false;
	if(itemstack.getItemDamage() == itemstack.getMaxDamage())
	{
		player.addChatMessage("Abracadabra alakazam!");
		//Code for something that should happen here ^^
	}
	else
	{
		player.addChatMessage("The spell fizzled...");
	}
}
public void onUpdate(ItemStack itemstack, World world, Entity player, int par4, boolean par5)
{
	if(inuse == false)
	{
		itemstack.setItemDamage(0);
	}

}
}

Sometimetimes you stop klicking in the middle it just stops and does not go back to start...

If anyone got a better solution for this i appreaciate it!

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