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In my mod, I have a sword which when sneak right clicked opens a gui, the gui, container, and iinventory work just fine but I am having trouble figuring out how to save the item in the slot of the gui to the sword as nbt data.

 

Here is my code right now:

 

Sword Class:

public class ItemRaveSword extends SwordElectricFactory{

    private boolean lightning;
    private boolean fireball;

    public ItemRaveSword() {

        super(ToolMaterials.RAVE);

        this.setUnlocalizedName("swordRave");

        lightning = false;
        fireball = false;

    }

    public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player) {

        if(player.isSneaking()) {

            player.openGui(ElectricFactory.instance, 0, world, (int) player.posX, (int) player.posY, (int) player.posZ);

        }
        else {

            if (lightning)
                spawnLightning(world, player);
            else if (fireball)
                spawnFireball(world, player);

        }

        return stack;

    }

}

 

GUI Handler:

public class GUIHandler implements IGuiHandler{

    public Object getServerGuiElement(int id, EntityPlayer player, World world, int x, int y, int z) {

        if(id == 0)
            return new RaveSwordContainer(player, player.getHeldItem());

        return null;

    }

    public Object getClientGuiElement(int id, EntityPlayer player, World world, int x, int y, int z) {

        if(id == 0)
            return new RaveSwordGUI(player, player.getHeldItem());

        return null;

    }

}

 

GUI:

@SideOnly(Side.CLIENT)
public class RaveSwordGUI extends GuiContainer{

    public RaveSwordGUI(EntityPlayer player, ItemStack sword) {

        super(new RaveSwordContainer(player, sword));

    }

    protected void drawGuiContainerForegroundLayer(int x, int y) {

    }

    protected void drawGuiContainerBackgroundLayer(float opacity, int x, int y) {

        mc.getTextureManager().bindTexture(new ResourceLocation(Reference.MODID.toLowerCase(), "textures/gui/ravesword.png"));

        int xStart = (width - xSize) / 2;
        int yStart = (height - ySize) / 2;

        drawTexturedModalRect(xStart, yStart, 0, 0, xSize, ySize);

    }

}

 

Container:

public class RaveSwordContainer extends Container{

    public RaveSwordContainer(EntityPlayer player, ItemStack sword) {

        addSlots(player, sword);

    }

    public ItemStack transferStackInSlot(EntityPlayer player, int index) {

        ItemStack newStack = null;

        Slot slot = (Slot) inventorySlots.get(index);

        if(slot != null && slot.getHasStack()) {

            ItemStack stack = slot.getStack();
            newStack = stack.copy();

            if(index < 1) {

                if(!this.mergeItemStack(stack, 1, inventorySlots.size(), false))
                    return null;

            }
            else if(!this.mergeItemStack(stack, 0, 1, false))
                return null;

            if(stack.stackSize == 0)
                slot.putStack(null);
            else
                slot.onSlotChanged();

        }

        return newStack;

    }

    public boolean canInteractWith(EntityPlayer player) {

        return true;

    }

    private void addSlots(EntityPlayer player, ItemStack sword) {

        addSlotToContainer(new Slot(new RaveSwordInventory(sword), 0, 80, 35));

        for(int i = 0; i < 3; i++) {

            for(int j = 0; j < 9; j++) {

                addSlotToContainer(new Slot(player.inventory, j + i * 9 + 9, 8 + j * 18, 84 + i * 18));

            }

        }

        for(int i = 0; i < 9; i++) {

            addSlotToContainer(new Slot(player.inventory, i, 8 + i * 18, 142));

        }

    }

}

 

IInventory:

public class RaveSwordInventory implements IInventory{

    private ItemStack[] inventory;

    private ItemStack sword;

    public RaveSwordInventory(ItemStack sword) {

        inventory = new ItemStack[1];

        this.sword = sword;

    }

    public String getInventoryName() {

        return "swordRave";

    }

    public boolean hasCustomInventoryName() {

        return false;

    }

    public int getSizeInventory() {

       return inventory.length;

    }

    public int getInventoryStackLimit() {

        return 1;

    }

    public void markDirty() {

    }

    public void openInventory() {

    }

    public void closeInventory() {

    }

    public boolean isUseableByPlayer(EntityPlayer player) {

        return true;

    }

    public boolean isItemValidForSlot(int index, ItemStack stack) {

        return true;

    }

    public ItemStack getStackInSlot(int index) {

        return inventory[index];

    }

    public ItemStack getStackInSlotOnClosing(int index) {

        if(inventory[index] != null) {

            ItemStack stack = inventory[index];

            inventory[index] = null;

            return stack;

        }
        else {

            return null;

        }

    }

    public void setInventorySlotContents(int index, ItemStack stack) {

        inventory[index] = stack;

    }

    public ItemStack decrStackSize(int index, int amount) {

        ItemStack stack = getStackInSlot(index);

        if(stack != null) {

            if(stack.stackSize <= amount) {

                setInventorySlotContents(index, null);

            }
            else {

                stack = stack.splitStack(amount);

                if(stack.stackSize == 0)
                    setInventorySlotContents(index, null);

            }

        }

        return stack;

    }

}

 

This all works just fine I just need to figure out how to use nbt to save and read what item is stored in the gui

Posted

ItemStacks can store NBT, I would suggest passing the ItemStack to the classes where you need to store NBT, and then stack.stackTagCompound = new NBTTagCompound(); and edit it from there

Posted

ItemStacks can store NBT, I would suggest passing the ItemStack to the classes where you need to store NBT, and then stack.stackTagCompound = new NBTTagCompound(); and edit it from there

thank you, I tried something similar to this and it works great!

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