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[1.7.10] Changing texture based on item in Gui slot


shmcrae

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I'm wondering how to change the texture of the item (Staff) based on the item that is in the staff. I'm not sure how I can check if a certain item is in a slot.

 

StaffInventory:

 

public class StaffInventory implements IInventory

{

private String name = "Staff Inventory";

 

private final ItemStack invItem;

 

public static final int INV_SIZE = 1;

 

private ItemStack[] inventory = new ItemStack[iNV_SIZE];

 

public StaffInventory(ItemStack stack)

{

invItem = stack;

 

if(!stack.hasTagCompound())

{

stack.setTagCompound(new NBTTagCompound());

}

 

readFromNBT(stack.getTagCompound());

}

 

@Override

public int getSizeInventory()

{

return inventory.length;

}

 

@Override

public ItemStack getStackInSlot(int slot)

{

return inventory[slot];

}

 

@Override

public ItemStack decrStackSize(int slot, int amount)

{

ItemStack stack = getStackInSlot(slot);

if(stack != null)

{

if(stack.stackSize > amount)

{

stack = stack.splitStack(amount);

markDirty();

}

else

{

setInventorySlotContents(slot, null);

}

}

return stack;

}

 

@Override

public ItemStack getStackInSlotOnClosing(int slot)

{

ItemStack stack = getStackInSlot(slot);

setInventorySlotContents(slot, null);

return stack;

}

 

@Override

public void setInventorySlotContents(int slot, ItemStack stack)

{

inventory[slot] = stack;

 

if(stack != null && stack.stackSize > getInventoryStackLimit())

{

stack.stackSize = getInventoryStackLimit();

}

 

markDirty();

}

 

@Override

public String getInventoryName()

{

 

return name;

}

 

@Override

public boolean hasCustomInventoryName()

{

 

return name.length() > 0;

}

 

@Override

public int getInventoryStackLimit()

{

return 1;

}

 

@Override

public void markDirty()

{

for(int i = 0; i < getSizeInventory(); i++)

{

if(getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0)

{

inventory = null;

}

}

 

writeToNBT(invItem.getTagCompound());

}

 

@Override

public boolean isUseableByPlayer(EntityPlayer player)

{

return true;

}

 

@Override

public void openInventory()

{

 

}

 

@Override

public void closeInventory()

{

 

}

 

@Override

public boolean isItemValidForSlot(int slot, ItemStack itemstack)

{

return true;

 

}

 

public void readFromNBT(NBTTagCompound compound)

{

NBTTagList items = compound.getTagList("StaffInventory", Constants.NBT.TAG_COMPOUND);

 

for(int i = 0; i < items.tagCount(); ++i)

{

NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i);

int slot = item.getInteger("Slot");

 

if(slot >= 0 && slot < getSizeInventory())

{

inventory[slot] = ItemStack.loadItemStackFromNBT(item);

}

}

}

 

public void writeToNBT(NBTTagCompound tagcompound)

{

NBTTagList items = new NBTTagList();

 

for(int i = 0; i < getSizeInventory(); ++i)

{

if(getStackInSlot(i) != null)

{

NBTTagCompound item = new NBTTagCompound();

item.setInteger("Slot", i);

getStackInSlot(i).writeToNBT(item);

items.appendTag(item);

}

}

 

tagcompound.setTag("StaffInventory", items);

}

}

 

 

StaffContainer:

 

public class StaffContainer extends Container

{

final StaffInventory inventory;

 

private static final int INV_START = StaffInventory.INV_SIZE, INV_END = INV_START+26, HOTBAR_START = INV_END+1, HOTBAR_END = HOTBAR_START+8;

 

public StaffContainer(EntityPlayer player, InventoryPlayer invPlayer, StaffInventory invItem)

{

this.inventory = invItem;

 

int i;

 

//Staff Slot

for(i = 0; i < StaffInventory.INV_SIZE; ++i)

{

this.addSlotToContainer(new SlotItemInv(this.inventory, i, 79 + (18 * (int)(i/4)), /*8*/-1 + (18*(1%4))));

}

 

 

//Inventory

for(i = 0; i < 3; ++i)

{

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

{   //8 //84

this.addSlotToContainer(new Slot(invPlayer, j + i * 9 + 9, 7 + j * 18, 51 +i * 18));

}

}

 

//Hotbar

for(i = 0; i < 9; ++i)

{     //8 //142

this.addSlotToContainer(new Slot(invPlayer, i, 7 + i * 18, 109));

}

}

 

@Override

public boolean canInteractWith(EntityPlayer player)

{

return inventory.isUseableByPlayer(player);

}

 

@Override

public ItemStack transferStackInSlot(EntityPlayer player, int index)

{

ItemStack itemstack = null;

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

 

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

{

ItemStack itemstack1 = slot.getStack();

itemstack = itemstack1.copy();

 

if(index < INV_START)

{

if(!this.mergeItemStack(itemstack1, INV_START, HOTBAR_END+1, true))

{

return null;

}

 

slot.onSlotChange(itemstack1, itemstack);

}

 

else

{

if(itemstack1.getItem() instanceof FireCrystal || itemstack1.getItem() instanceof WaterCrystal || itemstack1.getItem() instanceof EarthCrystal || itemstack1.getItem() instanceof AirCrystal || itemstack1.getItem() instanceof LightningCrystal)

{

if(!this.mergeItemStack(itemstack1, 0, StaffInventory.INV_SIZE, false))

{

return null;

}

}

}

 

if(itemstack1.stackSize == 0)

{

slot.putStack((ItemStack)null);

}

else

{

slot.onSlotChanged();

}

if(itemstack1.stackSize == itemstack.stackSize)

{

return null;

}

slot.onPickupFromSlot(player, itemstack1);

}

 

return itemstack;

}

 

@Override

public ItemStack slotClick(int slot, int button, int flag, EntityPlayer player)

{

if(slot >= 0 && getSlot(slot) != null && getSlot(slot).getStack() == player.getHeldItem())

{

return null;

}

 

return super.slotClick(slot, button, flag, player);

}

 

@Override

protected boolean mergeItemStack(ItemStack stack, int start, int end, boolean backwards)

{

boolean flag1 = false;

int k = (backwards ? end -1 : start);

Slot slot;

ItemStack itemstack1;

 

if(stack.isStackable())

{

while(stack.stackSize > 0 && (!backwards && k < end || backwards && k >= start))

{

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

itemstack1 = slot.getStack();

 

if(!slot.isItemValid(stack))

{

k += (backwards ? -1 : 1);

continue;

}

 

if(itemstack1 != null && itemstack1.getItem() == stack.getItem() && (!stack.getHasSubtypes() || stack.getItemDamage() == itemstack1.getItemDamage()) && ItemStack.areItemStackTagsEqual(stack, itemstack1))

{

int l = itemstack1.stackSize + stack.stackSize;

 

if(l <= stack.getMaxStackSize() && l <= slot.getSlotStackLimit())

{

stack.stackSize = 0;

itemstack1.stackSize = 1;

inventory.markDirty();

flag1 = true;

}

else if(itemstack1.stackSize < stack.getMaxStackSize() && l < slot.getSlotStackLimit())

{

stack.stackSize -= stack.getMaxStackSize() - itemstack1.stackSize;

itemstack1.stackSize = stack.getMaxStackSize();

inventory.markDirty();

flag1 = true;

}

}

 

k += (backwards ? -1 : 1);

}

}

 

if(stack.stackSize > 0)

{

k = (backwards ? end - 1 : start);

while(!backwards && k < end || backwards && k >= start)

{

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

itemstack1 = slot.getStack();

 

if(!slot.isItemValid(stack))

{

k += (backwards ? -1 : 1);

continue;

}

 

if(itemstack1 == null)

{

int l = stack.stackSize;

if(l <= slot.getSlotStackLimit())

{

slot.putStack(stack.copy());

stack.stackSize = 0;

inventory.markDirty();

flag1 = true;

break;

}

else

{

putStackInSlot(k, new ItemStack(stack.getItem(), slot.getSlotStackLimit(), stack.getItemDamage()));

stack.stackSize -= slot.getSlotStackLimit();

inventory.markDirty();

flag1 = true;

}

}

 

k += (backwards ? -1 : 1);

}

}

 

return flag1;

}

}

 

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I would say either use metadata (change the meta when a certain item is in your staff), or use NBT to tell the game what texture to use. This would also require you to use the onUpdate method in Item to update the texture.

I am not a cat. I know my profile picture is sexy and amazing beyond anything you could imagine but my cat like features only persist in my fierce eyes. I might be a cat.

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Override

Item#getIconIndex

to load the

InventoryStaff

from the

ItemStack

's NBT, check for the appropriate item and then return an

IIcon

based on it.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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Where do i put this method and also how do i check for an item in my custom gui slot.

 

He just told you:

 

Override

Item#getIconIndex

 

That's a parent class and a method.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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So I put it in my item class so it would look like this

 

 

@Override

public IIcon getIconIndex(ItemStack itemstack)

    {

        return this.getIconFromDamage(itemstack.getItemDamage());

    }

 

 

that's what's in the Item class.

 

So i would put an if statement in there but how do i check my custom slot and what item is there

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This is what i got so far, not sure if this is right.

 

 

@Override

    public IIcon getIconIndex(ItemStack itemstack)

    {

if(itemstack.getItem() instanceof FireCrystal)

{

return (IIcon) this.setTextureName(RefStrings.MODID + ":elementStaff_fire");

}

 

return (IIcon) this.setTextureName(RefStrings.MODID + ":elementStaff");

    }

 

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If your item stores another item inside it, that item is stored in the nbt data of the item stack passed to that function.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Alright, how would I check the NBT data and do i check it in the getIconIndex method?

 

StaffInventory

 

public class StaffInventory implements IInventory

{

private String name = "Staff Inventory";

 

private final ItemStack invItem;

 

public static final int INV_SIZE = 1;

 

private ItemStack[] inventory = new ItemStack[iNV_SIZE];

 

public StaffInventory(ItemStack stack)

{

invItem = stack;

 

if(!stack.hasTagCompound())

{

stack.setTagCompound(new NBTTagCompound());

}

 

readFromNBT(stack.getTagCompound());

}

 

@Override

public int getSizeInventory()

{

return inventory.length;

}

 

@Override

public ItemStack getStackInSlot(int slot)

{

return inventory[slot];

}

 

@Override

public ItemStack decrStackSize(int slot, int amount)

{

ItemStack stack = getStackInSlot(slot);

if(stack != null)

{

if(stack.stackSize > amount)

{

stack = stack.splitStack(amount);

markDirty();

}

else

{

setInventorySlotContents(slot, null);

}

}

return stack;

}

 

@Override

public ItemStack getStackInSlotOnClosing(int slot)

{

ItemStack stack = getStackInSlot(slot);

setInventorySlotContents(slot, null);

return stack;

}

 

@Override

public void setInventorySlotContents(int slot, ItemStack stack)

{

inventory[slot] = stack;

 

if(stack != null && stack.stackSize > getInventoryStackLimit())

{

stack.stackSize = getInventoryStackLimit();

}

 

markDirty();

}

 

@Override

public String getInventoryName()

{

 

return name;

}

 

@Override

public boolean hasCustomInventoryName()

{

 

return name.length() > 0;

}

 

@Override

public int getInventoryStackLimit()

{

return 1;

}

 

@Override

public void markDirty()

{

for(int i = 0; i < getSizeInventory(); i++)

{

if(getStackInSlot(i) != null && getStackInSlot(i).stackSize == 0)

{

inventory = null;

}

}

 

writeToNBT(invItem.getTagCompound());

}

 

@Override

public boolean isUseableByPlayer(EntityPlayer player)

{

return true;

}

 

@Override

public void openInventory()

{

 

}

 

@Override

public void closeInventory()

{

 

}

 

@Override

public boolean isItemValidForSlot(int slot, ItemStack itemstack)

{

return true;

 

}

 

public void readFromNBT(NBTTagCompound compound)

{

NBTTagList items = compound.getTagList("StaffInventory", Constants.NBT.TAG_COMPOUND);

 

for(int i = 0; i < items.tagCount(); ++i)

{

NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i);

int slot = item.getInteger("Slot");

 

if(slot >= 0 && slot < getSizeInventory())

{

inventory[slot] = ItemStack.loadItemStackFromNBT(item);

}

}

}

 

public void writeToNBT(NBTTagCompound tagcompound)

{

NBTTagList items = new NBTTagList();

 

for(int i = 0; i < getSizeInventory(); ++i)

{

if(getStackInSlot(i) != null)

{

NBTTagCompound item = new NBTTagCompound();

item.setInteger("Slot", i);

getStackInSlot(i).writeToNBT(item);

items.appendTag(item);

}

}

 

tagcompound.setTag("StaffInventory", items);

}

}

 

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You see that "read from nbt" method?

That looks kind of important and related to what you're doing.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Alright, I'm still unsure how to check my item in the slot.

 

readFromNBT

 

public void readFromNBT(NBTTagCompound compound)

{

NBTTagList items = compound.getTagList("StaffInventory", Constants.NBT.TAG_COMPOUND);

 

for(int i = 0; i < items.tagCount(); ++i)

{

NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i);

int slot = item.getInteger("Slot");

 

if(slot >= 0 && slot < getSizeInventory())

{

inventory[slot] = ItemStack.loadItemStackFromNBT(item);

}

}

}

 

 

and do I check it in here or do i check it in my item class with getIconIndex?

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You want to do the same thing as that function, see, it extracts ItemStacks, and compare THAT.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Nope.  You need to return an existing icon. Setting the texture string does jack shit after the texture map has been finalized.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Ok I tried this and still nothing.

 

 

private IIcon[] staffTexture;

private static String[] staff = new String[] {RefStrings.MODID + ":elementStaff_fire"};

 

public void readFromNBT(NBTTagCompound compound)

{

NBTTagList items = compound.getTagList("StaffInventory", Constants.NBT.TAG_COMPOUND);

 

for(int i = 0; i < items.tagCount(); ++i)

{

NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i);

int slot = item.getInteger("Slot");

 

if(slot >= 0 && slot < getSizeInventory())

{

inventory[slot] = ItemStack.loadItemStackFromNBT(item);

}

 

if(items.equals(MItems.FireCrystal))

{

MItems.ElementStaff.registerIcons((IIconRegister) staffTexture[staff.length]);

}

}

}

 

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You need to return an existing icon.

 

Your getIconIndex method hasn't changed.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I guess I'm getting totally confused. So I still need the getIconIndex method in my item class along with this in the readFromNBT. I'm not to sure what do put in the getIconIndex method, I know I return an icon but what do I compare what to to return an icon.

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You compare it to the date stored in the NBT!

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Alright, I tried this and the getIconIndex and nothing.

 

readFromNBT:

 

public void readFromNBT(NBTTagCompound compound)

{

NBTTagList items = compound.getTagList("StaffInventory", Constants.NBT.TAG_COMPOUND);

 

for(int i = 0; i < items.tagCount(); ++i)

{

NBTTagCompound item = (NBTTagCompound) items.getCompoundTagAt(i);

int slot = item.getInteger("Slot");

if(slot >= 0 && slot < getSizeInventory())

{

inventory[slot] = ItemStack.loadItemStackFromNBT(item);

}

 

if(items.equals(MItems.FireCrystal))

{

MItems.ElementStaff.getIconIndex(invItem);

}

}

}

 

 

ElementStaff:

 

public class ElementStaff extends Item

{

private IIcon[] staffTexture;

private static String[] staff = new String[] {RefStrings.MODID + ":elementStaff_fire"};

 

public ElementStaff()

{

super();

this.setMaxStackSize(1);

}

 

@Override

public int getMaxItemUseDuration(ItemStack stack)

{

return 1;

}

 

@Override

public IIcon getIconIndex(ItemStack itemstack)

{

 

return staffTexture[staff.length];

}

}

 

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What part of "read the NBT inside getIconIndex" have you not understood?

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I'm not sure how to get the data from my StaffInventory class to ElementStaff but this is what i tried:

 

ElementStaff:

 

 

@Override

public IIcon getIconIndex(ItemStack itemstack)

{

    if(itemstack.getItem() == MItems.FireCrystal)

    {

              return staffTextue[staff.length]

    }

 

    else{

        return staffTexture[empty.length]

    }

}

 

 

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    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
    • Update your drivers: https://www.amd.com/en/support/graphics/amd-radeon-r9-series/amd-radeon-r9-200-series/amd-radeon-r9-280x
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