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Posted

I'm trying to make an item that contains other items and has the attributes of a selected item within itself, sort of like a swiss army knife. I currently have an item that switches between a diamond hoe, shovel, pick, axe, and sword on shift right-click. The texture, damage value, and block mining attributes all switch to appropriate values when the item switches modes. The problem is that when the sword or hoe are selected, right-clicking does not do anything. I have already used print statements to prove that the onItemRightClick method for the appropriate item is called. Is there a way to do what I'm describing?

 

 

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Posted

Sounds like you need to switch the return in Item#getItemUseAction based on the NBT too, though I'm not sure that'll work right...

 

Edit: Wait, that's another thing, you can't have a class variable changing the item, you have to put that in NBT, as it is now, if one player switches their tool, everyone's will switch.

Posted

Thanks for the thing about NBT. I noticed that would be a problem, but I didn't know how to fix it and was going to work on it later. I overrode getItemUseAction, but it still doesn't work. In the Item class, it says that getItemUseAction specifies the animation to use while right-clicking. My code doesn't execute the right-click function at all: the sword doesn't reduce damage and the hoe doesn't till dirt blocks.

 

Edit: Ok, I just fixed and tested the NBT thing. Apart from that, I'm still at square one as far as accessing each item's right-click action.

 

Here is my updated code:

 

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Posted

Overriding onItemUse worked for the hoe, thanks. I removed the exception handling; you are totally right that it was a bad idea. I don't know what you mean about the server checking the keyboard. It seems to work fine when I tested it in-game.

 

Now I just need to figure out how to make it able to block when the sword is selected.

Posted
  On 5/24/2015 at 10:40 AM, diesieben07 said:

  Quote
It seems to work fine when I tested it in-game.
You should try (!) to start a Dedicated Server with your mod.

 

I don't have access to a server. Would the solution be to put if(!world.isRemote) inside the keyboard check?

Posted
  On 5/24/2015 at 11:38 AM, McNutty said:

  Quote

  Quote
It seems to work fine when I tested it in-game.
You should try (!) to start a Dedicated Server with your mod.

 

I don't have access to a server. Would the solution be to put if(!world.isRemote) inside the keyboard check?

No, you have. Instead of pressing launch, select little arrow right next to it and select from dropdown server...

 

Server is a server. It has NO KEYBOARD. So it will crash on server. For that keys, you will need keybindings and packets...

Posted

I fixed everything you've mentioned, but I'm still having my original issue: when the sword is selected, the item doesn't block. I've done some debugging, and the onItemRightClick method of the contained sword is never called, even though the onItemRightClick of my item is called. Does anyone know why that is?

 

onItemRightClick method is here:

 

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getActiveItem returns the Item of the currently active ItemStack, in this case the ItemSword item.

Posted

Never mind, found a solution. I moved "getActiveItem(itemStack).onItemRightClick(itemStack, world, player);" outside of "if(!world.isRemote)". I didn't do enough testing to figure out why this works, just that it does.

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