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Posted

Hello guys,

 

i am trying to learn modding with forge and got my first problem and i don't have a solution for this. I hope you can help me.

 

I tried to make a sword, which can be "upgraded" by crafting it with a diamond.

GameRegistry.addShapelessRecipe(stackSaphire_sword, stackSaphire_sword, stackDiamond);

So I used the on-Crafted method in my SaphireSword class and nbt tags to make the "upgrade" become visible. But it should not everytime succeed. First you have a 50% to 50% chance to succeed.

Got all this with the on-Crafted method but now I tried to delete the crafting result but only if it fails. The idea is that you have a 50% chance upgrading your item. On the other hand it could be deleted. And I don't know how i can do this. How do I delete a crafting result after getting it out of the craftingtable?

 

I tried to dmg the Item to delete it but i was still there full damaged. Here is my Code Snippet.

My whole class is on pastebin: http://pastebin.com/dGguFT5A

 

@Override
public void addInformation(ItemStack stack, EntityPlayer playerIn, List<String> tooltip, boolean advanced) {
	tooltip.add("Dieses Item gehört: " + getNBTTag(stack, TAG_PLAYERNAME));
	if(upgrade >= 1) {
		tooltip.add("Stufe: " + upgrade);
	}
}

@Override
public void onCreated(ItemStack stack, World worldIn, EntityPlayer playerIn) {
	if(!playerIn.worldObj.isRemote) {
		checkUpdate();
		if (getRandomNumber() == 2 && upgrade < 10) {
			addOneToUpgrade();
			setNBTData(stack, playerIn);
		}
		else {
			//How do i delet the crafting result?
		}
	}
}

public static void addOneToUpgrade() {
		upgrade++;
}

public int getRandomNumber() {

	int zufallszahl = (int) ((Math.random()*range)+1);
	return zufallszahl;
}

public static void checkUpdate() {
	switch (upgrade) {
	case 0:
		range = 2; //50%
		break;
	case 1:
		range = 2; //50%
		break;
	case 2:
		range = 3; //33%
		break;
	case 3:
		range = 3; //33%
		break;
	case 4:
		range = 3; //33%
		break;
	case 5:
		range = 4; //25%
		break;
	case 6:
		range = 4; //25%
		break;
	case 7:
		range = 5; //20%
		break;
	case 8:
		range = 5; //20%
		break;
	case 9:
		range = 6; //17%
		break;
	default:
		break;
	}
}

 

I hope you can help me.

Greeting Dennis

Try implementing IRecipe.

 

public class RecipeMySword implements IRecipe
{
    @Override
    public boolean matches(InventoryCrafting inv, World worldIn)
    {
	//this function return whether the item can be
	//crafted in the current crafting grid (InventoryCrafting object)
	//and world (Word object)
    }


    @Override
    public ItemStack getCraftingResult(InventoryCrafting inv)
    {
	//the item stack the player receive after the crafting
	//true output of the crafting so calculate here what he will get
    }


    @Override
    public ItemStack[] getRemainingItems(InventoryCrafting inv)
    {
        //delete the items from the grid using InventoryCrafting object

        return new ItemStack[0];
    }

    @Override
    public int getRecipeSize()
    {
	//i heard that this is only for sorting purposes
        return 2;
    }

    @Override
    public ItemStack getRecipeOutput()
    {
	//Theoretical output of the crafting

        return new ItemStack(youritem);
    }
}

 

Then simply register it:

GameRegistry.addRecipe(new RecipeMySword());

 

Also maybe you'll find this useful:

http://www.minecraftforge.net/forum/index.php/topic,23133.0.html

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