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Posted (edited)

I am interested in adding a unique item, which could be found with some probability in one of several ways (nether chest, fishing, mob drop). I can save a 'global' if item exists, but having trouble with checking against it to see if a new one should be created.

 

I can trap the LootTableLoadEvent and add the item to say, CHESTS_NETHER_BRIDGE or where ever I wish, with what ever probability I want.  However, I only want the item to occur once.  So, like if it occurs, I'd want to remove it from the loot tables. However, after the LootTableLoadEvent, they appear to be 'frozen' (unable to alter items in table). Similarly, I know how to do it from a entity death event and add item there if possible, but doesn't help me with chests or fishing.  The PlayerContainerEvent.Open potentially could be used, but I don't think there is a way to prevent the player from creating their own chest and finding the item (only want in MC generated chests).

 

I found Draco18s Artifacts on GitHub which looks sweet, but trying to puruse the code... looks like it uses chest hooks and a single item which then behaves like many other items...not quite what I want and I don't see the compatibility functions (hooks,etc) in 1.11.2. So, I am not sure that is the way I should go for this in 1.11.2. 

 

Further, I want the item to be found, so I don't want to simply turn down the probability in the loot tables, just want one, and then turn the probability off.

 

Trying to trap the created event on the item itself (to possible destroy itself if item already exists globally) wasn't getting anywhere. onCreated looks like a crafting event, not when MC creates it.

 

Any thoughts on best course to pursue?

Thanks,

Tony

 

Edited by aw_wolfe
solved
Posted

Loot is done by Loot Tables now.

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.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

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

Posted

diesieben07:

 

Thanks a bunch.  I had the global data save working, but was adding a new LootEntryItem to the pool tables in LootTableLoadEvent instead of creating a new condition and LootEntry.

@SubscribeEvent
    public void onLootTableLoad(LootTableLoadEvent event)
    {
		if (event.getName().equals(LootTableList.CHESTS_NETHER_BRIDGE))
		{
			
			 LootPool main = event.getTable().getPool("main");
			 lootpools.add(main);	//ArrayList I was storing to try and change/alter table later in game
			 
	            if (main != null)
	            {
	                main.addEntry(new LootEntryItem(ModItems.staffBlazeKing, 10, 0, new LootFunction[0], new LootCondition[0], "uniqueitemsmod:staff_blaze_king")); //works, but wrong, can't change the condition or remove chance (how I was doing it)
	            }
		}
		else if(event.getName().equals(LootTableList.GAMEPLAY_FISHING)){
			LootPool main = event.getTable().getPool("main");
			
            if (main != null)
            {
            	//as per diesieben07, much better, can tweek the condition to zero (or whatever) at any time after
            	main.addEntry(new UniqueEntry(10,1,new LootCondition[] {new UniqueLoot()},"uniqueitemsmod:uniqueloot")); 
            }

 

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