Posted May 4, 20178 yr good days im solving some other trouble for i wanna create a custom inventory in chest|armours named "chestInventory" and add it to the entity and works with it like it was only one big inventory but without mess the vanilla for what im making a custom inventory helper the plan is to read and write the inventory directly from the entity compound but i don't find the method to get the vanilla nbttag i just get the custom nbt whit entity.getEntityData(); a little text to understand better i have this testing item on entity swing it create the object from mi class and it must show in the console output all the inventory from the entity Edited May 4, 20178 yr by perromercenary00 done now
May 6, 20178 yr Author More or less i don't want to attach a new inventory to the entity but to the the custom chest-plate item and some costume backpacks but i need to read/write the entity inventories (main + hand's + costume) as whole as i plane to make mobs with guns and items i require this code to works also in that the trouble is that the inventories in entityPlayer "NonNullList<ItemStack>" are different from the inventories in entities like zombies villagers and cows "Iterable<ItemStack>" In nbttag-level they are more universal all is inside the tag "Inventory", 10 so just whit a pair of methods to read from and write to nbttagcompund i could spare a good piece of code what i want ? let's speak of the items i updating right now, Chainsaw this item uses "suspencionderedstone" as fuel to work soo if the chainsaw has no fuel the reload routine must be something like if ( the player has suspencion de redstone in main inventory ){ consume that and play reload animation } else if( the player has suspencion de redstone in chest|backpack|briefcase inventory ) { consume that and play reload animation } else{ don't du anything } and the the fireguns in mod you could unload munition from the guns to change it for another type of munition or load another gun i have normally three types of munition per gun steel, Redstone, obsidian lets say i have a big magazine with 53 bullets the unload routine would be something like int magazinemunition = "magazine bullets"; inventarioHandler invh = new inventarioHandler(EntityPlayer); int howmanybulletsfitinmaininventory = invh.howmanyfitinmain( modItems.bullet556 ); int howmanybulletsfitinchestinventory = invh.howmanyfitinchest( modItems.bullet556 ); if( magazinemunition >= ( howmanybulletsfitinmaininventory + howmanybulletsfitinchestinventory ) ) { play animation for all 53 bullets, set the munition to the player inventories and let zero bullets in the magazine } else { play animation for what fits bullets, set the munition to the player inventories only what is possible and let the remaining bullets in the magazine } this is mi code https://gist.github.com/anonymous/a1d3b1121d6c2da07dd21f043d252c1e Thanks for reading Edited May 6, 20178 yr by perromercenary00
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