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Posted

So I'm using the ItemCraftedEvent for something sortof non-conventional; random chance stuff and it's been working as planned until I noticed an issue. If I just click and drag items out of the craft slot, one in a random number ends up being enchanted. If I shift click the item out of the slot, they are never enchanted even though my logging says it runs through the code block.

My event is subscribed properly etc.

 

public class CraftingEventHandler {
    @SubscribeEvent
    public void craftingTableEvent(PlayerEvent.ItemCraftedEvent event){
        Random rand = new Random();
        int chance = rand.nextInt(10);
        if(chance > 7){
            event.crafting.addEnchantment(Enchantment.getEnchantmentByLocation("efficiency"), 2);
            Element.log.log(Level.INFO, "Added Enchantment");
        }
    }
}

 

Any ideas what I may be doing wrong? (also, it's been a *long* time since I've tinkered with any of this, sorry if it's something stupid)

Posted

When you shift-click the result from crafting,

PlayerEvent.ItemCraftedEvent

only gets called once with an

ItemStack

with a stack size of more than 1. Either try setting the max stack size to 1 or add some code in that method to go over the stack size and do it per

Item

, instead of more than 1.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

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Posted

The results I had were with stacks of tools, and I could see from the log that the block of code was being run multiple numbers of times. I just have no idea why it isn't actually changing the itemstack.

Posted

The results I had were with stacks of tools, and I could see from the log that the block of code was being run multiple numbers of times. I just have no idea why it isn't actually changing the itemstack.

 

What? Tools? Stacks?

Enchanted items = unstackable

Tools = unstackable

Do you mean that you shift-click and craft several tools at once? Or do you mean that the recipe outputs something with stacksize > 1, and nothing happens?

 

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Posted

Enchanted items = unstackable

 

Technically with code you can enchant a stack of items.  Just that if they're tools and take damage, ALL of them will until split.  They can't be recombined, but if created that way, they are still stacked.

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.

 

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

Posted

Sorry, after a long time staring at this my ability to communicate had begun to deteriorate I guess. I know that tools can't stack. I  put a full stack of sticks in the bottom and middle slot, and likewise iron in the top three slots and then shift clicked the output, filling my inventory with crafted tools. The console contained log information that said some of the tools were supposed to be enchanted but non of them were. (I tried things like relogging and throwing all of the items onto the ground to see if it was a desync, no luck)

Posted

It's time to get into the debugger with a break at the line where you're detecting that the enchantment has been placed. Then step through/into to see what happens to that stack.

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

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