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Posted

So I'm doing an item that will give random items, but if the inventory is full I want the item to be drop on the ground. I've been looking how to do that, but I can't seem to find out how. So my questions are:

1: How to check in the inventory is full?

2: How to make the item drop in front of the player is the inventory is full?

Posted

IItemHandler#insertItem

returned something non-null (meaning that non-null thing was leftover).

To be sure I understand, I must do an if statement that when it returns something not null it will drop the item? Oh by the way, what must I put in the arguments of #inserItem(slot, stack, simulate)?

Posted

Oups, my javadoc wasn't shoing for w/e reason! ^^'

The thing I don't understand is the slot argument. Do I put a random slot number, or something more specefic that will look for the right slot to insert the item?

Posted

Ok now I'm completly lost. I know what I've done is wrong but thats how I understood how to do it.

The "null" argument of insertItem is the dest, didn't knew what it was and it was saying me to put null so I did what it said.

 ItemStack PotatoStack = new ItemStack(Items.POTATO, 3);
				if(item.insertItem(null, PotatoStack, false) != null){
					return null;
				}else{
					playerIn.dropItem(PotatoStack, false);
				}

Posted

I think it will be simpler if I just paste my entier class. the item was the IItemHandler, forgot to change it to ItemHandlerHelper. And its the return part I just can't seem to grasp.

package com.champion.tutorial.item;

import java.util.Random;

import com.champion.tutorial.client.TutorialMod;
import com.champion.tutorial.init.TutorialItems;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemPotion;
import net.minecraft.item.ItemStack;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.ActionResult;
import net.minecraft.util.EnumActionResult;
import net.minecraft.util.EnumHand;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.world.World;
import net.minecraftforge.items.IItemHandler;
import net.minecraftforge.items.ItemHandlerHelper;

public class ItemDice extends Item {


public ItemDice(String unlocalizedName){
	this.setUnlocalizedName(unlocalizedName);
	this.setCreativeTab(TutorialMod.tabTutorial);
	maxStackSize = 1;
	setMaxDamage(1);
}

//@Override
public ActionResult<ItemStack> onItemRightClick(ItemStack itemStackIn, World worldIn, EntityPlayer playerIn, EnumHand hand, IItemHandler item) {
	if(!worldIn.isRemote){
		Random ran = new Random();
		int x = ran.nextInt(20);
		// Lorsque le dé tombe sur 1
		if(x == 0) {
			itemStackIn.damageItem(2, playerIn);
			playerIn.addChatMessage(new TextComponentString("You rolled 1! The spirit of the Game Master doesn't like you and drops you life to half a heart!"));
			//playerIn.addPotionEffect(new PotionEffect(Potion.getPotionFromResourceLocation("poison"), 200));
			playerIn.setHealth(1);
		}
		//Lorsque le dé tombe sur un nombre entre 2 et 18
		if(x >=1 && x <= 17) {
			int x2 = x + 1;
			Random ran2 = new Random();
			int y = ran2.nextInt(100);
			if(y <= 39){
				 ItemStack PotatoStack = new ItemStack(Items.POTATO, 3);
				if(ItemHandlerHelper.insertItem(item, PotatoStack, false) != null){
					return null;
				}else{
					playerIn.dropItem(PotatoStack, false);
				}
				playerIn.addChatMessage(new TextComponentString("You rolled " + x2 + ", You received 3 Potatos!"));	
			}	
		}
	}
	return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemStackIn);
}
}

Posted

You didn't quite follow what diesieben said: you need to drop the returned stack, if any:

// toDrop is whatever remains of PotatoStack after trying to add it to the inventory
ItemStack toDrop = ItemHandlerHelper.insertItem(item, PotatoStack, false);
if (toDrop != null) { // if it's not null, drop it
  playerIn.dropItem(toDrop, false);
}

Posted

ItemHandlerHelper.giveItemToPlayer

will attempt to insert the specified item into the player's inventory and drop any remaining items at their feet.

 

Your

onItemRightClick

method will never be called from anywhere, because it doesn't override a super method. You can't just add random arguments to override methods when you need a value of a specific type. You've also commented out the

@Override

annotation, which exists specifically to tell you when a method doesn't override a super method.

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.

Posted

I'm an idiot, sorry. I'm a visual kinda guy ^^ And the #giveItemToPlayer works perfectly! Thanks alot for the help! diesieben, if you want to can throw tomatoes at me.

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