Jump to content

Recommended Posts

Posted

Trying to limit the ability to hold a specific item when the condition isnt met. it works fine although the player cant hold the item when the condition IS met either :/ any ideas, also its set that upon deletion of the item, the relative materials are added back the the players inventory BUT theyre also glitching out and rather then adding only one instance of the materials theyre flooding the inventory by the bucketfull

 

code as follows

 

package com.MCR.MinecraftReloaded.Event;

import com.MCR.MinecraftReloaded.Items.ModItems;
import com.MCR.MinecraftReloaded.LevelingLib.StorageMiningExperience;
import com.MCR.MinecraftReloaded.LevelingLib.StorageMiningLevel;
import com.MCR.MinecraftReloaded.LevelingLib.StorageWoodCuttingExperience;
import com.MCR.MinecraftReloaded.LevelingLib.StorageWoodCuttingLevel;
import com.MCR.MinecraftReloaded.LevelingLib.SyncPlayerPropsPacketMiningLevel;
import com.MCR.MinecraftReloaded.Main.MinecraftReloaded;

import cpw.mods.fml.common.eventhandler.SubscribeEvent;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraftforge.common.ForgeHooks;
import net.minecraftforge.event.entity.EntityJoinWorldEvent;
import net.minecraftforge.event.entity.living.LivingEvent.LivingUpdateEvent;

public class PlayerLivingUpdateEvent 
{


@SubscribeEvent
public void onPlayerUpdate(LivingUpdateEvent event)
{
	if(event.entityLiving instanceof EntityPlayer)
	{
		EntityPlayer player = (EntityPlayer) event.entityLiving;


		if(player.inventory.hasItem(ModItems.CastrealmPickaxe) && StorageMiningLevel.get(player).GetLevel() < 5);{
			player.inventory.consumeInventoryItem(ModItems.CastrealmPickaxe);
	  		player.inventory.addItemStackToInventory(new ItemStack(Items.stick, 2));
	  		player.inventory.addItemStackToInventory(new ItemStack(ModItems.CastrealmIngot, 3));
		}

	}

}
} 

Posted

You could try:

 

@SubscribeEvent
public void onPlayerUpdate(LivingUpdateEvent event) {
	if(event.entityLiving instanceof EntityPlayer) {
		EntityPlayer player = (EntityPlayer)event.entityLiving;
                        boolean given = false;
		if(player.inventory.hasItem(ModItems.CastrealmPickaxe) && StorageMiningLevel.get(player).GetLevel() < 5 && !given){
			player.inventory.consumeInventoryItem(ModItems.CastrealmPickaxe);
			player.inventory.addItemStackToInventory(new ItemStack(Items.stick, 2));
			player.inventory.addItemStackToInventory(new ItemStack(ModItems.CastrealmIngot, 3));
                                given = true;
		}
	}
}

Former developer for DivineRPG, Pixelmon and now the maker of Essence of the Gods

Posted

thanks for the advice but it i tried the code and it didnt stop the mass spamming of additions to the inventory nor the inability to hold the pickaxe EVEN if the condition (level) is met :(

 

i dont see why its doing this, the if statement states that IF the players holding both a pickaxe AND has a level lower than 5, run the contents of {} but i dont even have a pickaxe in my inventory and its spamming ingots and sticks into it

Posted

OMG thats it! :D thankyou, i cant believe i overlooked something so simple!!! serves me right for being lazy and copying "StorageMiningLevel.get(player).GetLevel());" from another class in my mod to save time :/

 

+1000 karma for you mate :) :) :) :) :) :)

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

    • Back then there was a number which determined the tier of an item and block. If the block tier is lower or equal to the item number, the block would be mined. this however, has changed and now it goes by "needs_netherite_tool" which is fine, until you realized that some mods had items and blocks that exceeded these values. You can make you own "needs_mod_tool" but I feel that this is more limiting(and just more work) than before. So is there anyway to use something similar to the old tier system while also still being compatible with a lot of other mod tools?
    • Well, when I log in to the server, sometimes within an hour, sometimes within a minute, the server closes and informs me that there was a Ticking entity error. Below is the crash report
    • This forum is for Forge, not NeoForge. Please go to them for support.
    • Forge version: 55.0.0 Minecraft version: 1.21.5 Downloads: As this is the start of a new version, it is recommended that you check the downloads page and use the latest version to receive any bug fixes. Downloads page Intro: Good evening! Today, we have released our initial build of Forge 55.0 for Minecraft 1.21.5. 1.21.5 is the newest member of the 1.21 family of versions, which was released yesterday on March 25, 2025. As a reminder, the first minor (X.0) of a Forge version is a beta. Forge betas are marked as such on the bottom left of the title screen and are candidates for any breaking changes. Additionally, there are a couple of important things to note about this update, which I've made sure to mention in this post as well. Feel free to chat with us about bugs or these implementation changes on GitHub and in our Discord server. As always, we will continue to keep all versions of 1.21 and 1.20 in active support as covered by our tiered support policy. Cheers, happy modding, and good luck porting! Rendering Refactor For those who tuned in to Minecraft Live on March 22, 2025, you may already know that Mojang have announced their intention to bring their new Vibrant Visuals overhaul to Java in the future. They've taken the first steps toward this by refactoring how rendering pipelines and render types are handled internally. This has, in turn, made many of Forge's rendering APIs that have existed for years obsolete, as they (for the most part) can be done directly in vanilla. If there was a rendering API that was provided by Forge which you believe should be re-implemented, we're happy to discuss on GitHub through an issue or a pull request. Deprecation of weapon-like ToolActions In 1.21.5, Minecraft added new data components for defining the characteristics of weapons in data. This includes attack speed, block tags which define efficient blocks, and more. As such, we will begin marking our ToolActions solution for this as deprecated. ToolActions were originally added to address the problem of creating modded tools that needed to perform the same actions as vanilla tools. There are still a few tool actions that will continue to be used, such as the shears tool action for example. There are some existing Forge tool actions that are currently obsolete and have no effect given the way the new data components are implemented. We will continue to work on these deprecations and invite you to chat with us on GitHub or Discord if you have any questions.
  • Topics

×
×
  • Create New...

Important Information

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