Posted January 3, 201411 yr Hello ! I'm trying to make an Item ( a "gun" wich uses it's own durability to contain the ammo). The problem is that I don't want it to be destroyed once it's empty ( Durability 0 ) How can I stop it from breaking ? I tried this in my item : public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if(par1ItemStack.getItemDamage() > 0){ if(!par2World.isRemote){ //random code } } return par1ItemStack; } But it just don't do the code specified
January 3, 201411 yr I'd recommend using a custom "damage value" instead of the vanilla one. Then you could do a lot more.
January 3, 201411 yr Author Like an int currentAmmo, and another int maxAmmo ? If yes, I tried that, but it causes a strange bug : When one item has 0 ammo, all others instances of this item have 0 too
January 3, 201411 yr Look at how mojang does it. I haven't tried it myself in a long time ( I am about to have to) but, it shouldn't be too hard.
January 3, 201411 yr Look at how mojang does it. I haven't tried it myself in a long time ( I am about to have to) but, it shouldn't be too hard. That's exactly what i said trying to create a new furnace; it was WAY harder than i though.
January 4, 201411 yr Its very easy just use NBT. And then you save to amo in it. Than you only looking is more than 0 amo there than shoot and make it 1 smaller^^" i made portable Engines (BuildCraft) with this system. i hope it helps
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