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[1.7.10] How to Make Custom Inventory?


jmylifecolor

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Hi. I can't english very well. sorry my english write skill.. T__T

 

I want to my 'custom player class' make new inventory.

 

so I try copying my 'Inventory Player Class' to create my Custom class

but It can't write code that is detail.

 

I want to Results Photo.

 

Please Give me Tutorial , advice T__T

 

8BxqPYv.png

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Before I drop into ocean of knowledge - question: (which one would be correct)

 

* Do you need players to have ADDITIONAL inventory (on top of vanilla's), meaning they have their normal one (9x "hotbar" + 27x "inventory" +4x "armour") + yours (additional 9 slots)?

 

* Do you want (as looking at screen you posted) to LOCK other slots (make 27 of them unusable) and leave only those 9x "hotbar" + 4x "armour"?

 

* Or maybe you don't want any new inventory, and you just want to make different display that shows hotbar slots and armour slots from standard player's inventory?

1.7.10 is no longer supported by forge, you are on your own.

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Before I drop into ocean of knowledge - question: (which one would be correct)

 

* Do you need players to have ADDITIONAL inventory (on top of vanilla's), meaning they have their normal one (9x "hotbar" + 27x "inventory" +4x "armour") + yours (additional 9 slots)?

 

* Do you want (as looking at screen you posted) to LOCK other slots (make 27 of them unusable) and leave only those 9x "hotbar" + 4x "armour"?

 

* Or maybe you don't want any new inventory, and you just want to make different display that shows hotbar slots and armour slots from standard player's inventory?

 

 

 

ㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡ

 

* Do you need players to have ADDITIONAL inventory (on top of vanilla's), meaning they have their normal one (9x "hotbar" + 27x "inventory" +4x "armour") + yours (additional 9 slots)?

 

-- i need only 9 hotbar, 4x'armor' slot. :)

 

* Do you want (as looking at screen you posted) to LOCK other slots (make 27 of them unusable) and leave only those 9x "hotbar" + 4x "armour"?

-- yeah. i need other 27 slot remove. i only need 9 hotbar slot.

 

 

* Or maybe you don't want any new inventory, and you just want to make different display that shows hotbar slots and armour slots from standard player's inventory?

 

--yeah! If possible, I want to use standard inventory.

  I don't care all way. Just, I want to make like a my post photo

 

 

Thank you so much. for your answers :)

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I tried to be very exact in my question and ended up with "I am still not sure". Anyway:

You for sure don't need IInventory since you won't be using any "new" slots.

 

Okay, so - player has his inventory which consists of, as said: 27 slots, 9 hotbar slots, 4 armour slots.

Minecraft itself works this way (talking about inventory and stuff):

1. There is:

* IInventory implementation - object responsible for holding and "managing" (poorly) ItemStacks. This object can be encoded on/decoded from NBT and saved to player's data. In case of vanilla - it happens internally. In case of mods - you save this thingy to IExtendedEntityProperties.

Note: You don't need this knowledge in this case.

* Container extension - whenever IInventory is required to be accessed Container for it is created. Container holds list of Slots (Slot.class) which refere to specific "placement" of ItemStacks in IInventory. Container will (should) be only created when client needs visual interaction with ItemStacks. Instance of container is opened on server and on client. Two objects correspond (weakly) with each other.

* GuiContainer extension - a thing that displays Container visually. It is opened only on client and corresponds with Container.

* IGuiHandler implementation - allows universal (per ID) opening of containers. When you call player.openGui with proper mod and gui id:

 

 

On Client:

* Calls client method and opens Gui or null.

On Server:

* Calls server method and IF that method returns Container instance then:

** Container is opened on server.

** Packet is sent to client with data: id, x, y, z.

** Client calls client method and opens client Gui.

If the server method will return NULL - nothing happends (on client too).

 

 

Note: IGuiHandler is "designed" to work with Container + GuiContainer. If you don't have Container (on server) and just want to open a Gui (on client), you cannot do this from server (meaning - opening must happen from client thread ("If the server method will return NULL - nothing happends").) To do that (from server) you send packet.

 

Now that you "know" basics:

You will need Container and GuiContainer (and few more things).

Just extend those two, add proper stuff (slots) and render proper things. That I can't cover without any code from your side (show what you tried).

You will need to open your container/gui instead of vanilla one, to do that you can (not sure):

@Subscribe to (read: forge events) PlayerOpenContainerEvent and/or GuiOpenEvent.

 

To "lock" other 27 slots (make them not accessible) - this is tricky, you can't "just" do that.

This involves some internal knowledge (idk but seems like you are novice):

@Subscribe to few events, that includes e.g: EntityItemPickupEvent and PlayerTickEvent.

* When picking up - check if you have any of 9 "hotbar" slots freem if not - you can't pick up (you want to lock others).

* It is always possible that ItemStack will end up in inventory in undetectable way - Use ticking to remove it. Every tick interate from 9th to 36th slot in player inventory array and remove (move to other free "hotbar" slot ot toss to world).

 

This should cover everything and hell yeah - I am bored AF, there you go... an essay x_x

1.7.10 is no longer supported by forge, you are on your own.

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