Jump to content

[1.7.2] Having a bit of trouble with hasItem/hasItemStack methods [SOLVED]


Recommended Posts

Posted

Okay, so, I'm trying to set up something that uses hasItem or hasItemStack in an if statement, but my if statement seems to be ignoring that bit

 

my code is


ItemStack itemstack4 = new ItemStack(BaseWeapon.kokiriSword);

if(this.getZuboraType() == 1 && itemstack != itemstack2 && !par1EntityPlayer.inventory.hasItemStack(itemstack4))
    		{
    			Strings.addChatMessage("Zubora: If you bring me a Kokiri Sword and 64 rupees,");
    			Strings.addChatMessage("Zubora: I can reforge your sword for you.");
    		}
    		
    		if(this.getZuboraType() == 1 && itemstack != itemstack2 && par1EntityPlayer.inventory.hasItemStack(itemstack4));
    		{
    			Strings.addChatMessage("Zubora: I see you've got a Kokiri Sword there");
    			Strings.addChatMessage("Zubora: If you pay me 64 rupees, I can forge it for you.");
    		}

 

And it's being put in the Interact method of an entity

 

When I click the entity, it displays the text from both if statements

 

I've tried with

 

par1EntityPlayer.inventory.hasItem(BaseWeapon.kokiriSword)

 

And it's the same result

 

Is there something I'm missing here? Am I supposed to use a different method?

 

(I've also tried using == true and == false, but, from my understanding of booleans, the code should be sound as it is in the bit posted)

Posted

Well, if you want the player's held item, I'd suggest using

 player.inventory.getCurrentItem() 

Additionally, it's java coding convention to separate the parts of your if statement with parenthesis:

 if ((blarg < -1) && (cat > 12) {} 

 

Unless you just wanted to check if you had the item in the player's inventory?

Posted

Doesn't matter now

I fixed it

 

I reformatted it so it wasn't a series of individual if's but a series linked together

and then used an else

 

if(this.getZuboraType() == 1)
    		{
    			if((itemstack != itemstack2) || (itemstack != itemstack3))
    			{
    				if(par1EntityPlayer.inventory.hasItem(BaseWeapon.kokiriSword))
            		{
    					Strings.addChatMessage("Zubora: I see you've got a Kokiri Sword there");
            			Strings.addChatMessage("Zubora: If you pay me 64 rupees, I can forge it for you.");
            			
            		}
            		
    				else
            		{
            			Strings.addChatMessage("Zubora: If you bring me a Kokiri Sword and 64 rupees,");
            			Strings.addChatMessage("Zubora: I can reforge your sword for you.");
            		}
    			}
    		}

 

like so

 

I don't know exactly why it wasn't working properly, but I've got a work-around for it now at least

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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Thank you so much Choonster! That's what i was missing! For now i added a folder assets/<mod_id>/items and put the model definition JSON file with the item name in it: { "model":{ "type": "minecraft:model", "model": "teleportpugmod:item/teleportpug" } }   Some log errors/warnings pointing me into the right direction would've been nice 😅 Haven't had much time to look into the DataGenerator and ModelProviders, because i'm still at work. But i guess these would would make more sense if have many custom items and want to generate these model definition files?
    • Minecraft 1.21.4 requires a new model definition file for each item, which you don't have. These can be created through Data Generation, specifically the ModelProvider, BlockModelGenerators and ItemModelGenerators classes.
    • Hi,  I'm using Forge 47.3.0 for Minecraft 1.20.1 I apologise if this is obvious I am very new to modding for Minecraft. I sucessfully made a mod that launched without errors or crashes (without it doing anything) but in order to add the features I need, I need to add "Custom Portal API [Forge]" as a dependency. However no matter the way I've tried to acheive this, it crashes. I am pretty sure it's not the way I'm putting it in the repositories, the dependencies or the way I'm refrencing it, as I've a hundred diffrent combinations and multiple Maven methods. And on all those diffrent variations I still get this crash: pastebin.com/UhumzZCZ Any tips would be invaluable as I've been loosing my mind over this!
    • Hi, i'm really having problems trying to set the texture to my custom item. I thought i'm doing everything correctly, but all i see is the missing texture block for my item. I am trying this for over a week now and getting really frustrated. The only time i could make the texture work, was when i used an older Forge version (52.0.1) for Minecraft (1.21.4). Was there a fundamental change for textures and models somewhere between versions that i'm missing? I started with Forge 54.1.0 and had this problem, so in my frustration i tried many things: Upgrading to Forge 54.1.1, created multiple new projects, workspaces, redownloaded everything and setting things up multiple times, as it was suggested in an older thread. Therea are no errors in the console logs, but maybe i'm blind, so i pasted the console logs to pastebin anyway: https://pastebin.com/zAM8RiUN The only time i see an error is when i change the models JSON file to an incorrect JSON which makes sense and that suggests to me it is actually reading the JSON file.   I set the github repository to public, i would be so thankful if anyone could take a look and tell me what i did wrong: https://github.com/xLorkin/teleport_pug_forge   As a note: i'm pretty new to modding, this is my first mod ever. But i'm used to programming. I had some up and downs, but through reading the documentation, using google and experimenting, i could solve all other problems. I only started modding for Minecraft because my son is such a big fan and wanted this mod.
    • Please read the FAQ (link in orange bar at top of page), and post logs as described there.
  • Topics

×
×
  • Create New...

Important Information

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