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Posted

Hello,

 

I wanted to know if anyone knew how to make a custom Recipe require Experience to craft, I tried looking for the GUI's for Anvil and Experience Tables but i Couldn't seem to find them.

 

Container

 

package XPCrystals.common.Gui;

import XPCrystals.XPCrystals;
import net.minecraft.block.Block;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.InventoryCraftResult;
import net.minecraft.inventory.InventoryCrafting;
import net.minecraft.inventory.Slot;
import net.minecraft.inventory.SlotCrafting;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;

public class ContainerXPCraftingWorkBench extends Container
{
public InventoryCrafting craftMatrix = new InventoryCrafting(this, 3, 3);
public IInventory craftResult = new InventoryCraftResult();
private World worldObj;
private int posX;
private int posY;
private int posZ;

public ContainerXPCraftingWorkBench(InventoryPlayer par1InventoryPlayer, World par2World, int par3, int par4, int par5)
{
         this.worldObj = par2World;
         this.posX = par3;
         this.posY = par4;
         this.posZ = par5;
         this.addSlotToContainer(new SlotXPCraftingWorkBench(par1InventoryPlayer.player, this.craftMatrix, this.craftResult, 0, 124, 35));
         int var6;
         int var7;

         for (var6 = 0; var6 < 3; ++var6)
         {
                 for (var7 = 0; var7 < 3; ++var7)
                 {
                         this.addSlotToContainer(new Slot(this.craftMatrix, var7 + var6 * 3, 30 + var7 * 18, 17 + var6 * 18));
                 }
         }

         for (var6 = 0; var6 < 3; ++var6)
         {
                 for (var7 = 0; var7 < 9; ++var7)
                 {
                         this.addSlotToContainer(new Slot(par1InventoryPlayer, var7 + var6 * 9 + 9, 8 + var7 * 18, 84 + var6 * 18));
                 }
         }

         for (var6 = 0; var6 < 9; ++var6)
         {
                 this.addSlotToContainer(new Slot(par1InventoryPlayer, var6, 8 + var6 * 18, 142));
         }

         this.onCraftMatrixChanged(this.craftMatrix);
}

public void onCraftMatrixChanged(IInventory par1IInventory)
{
         this.craftResult.setInventorySlotContents(0, XPCraftingWorkBenchCraftingManager.getInstance().findMatchingRecipe(this.craftMatrix, this.worldObj));
}

public boolean canInteractWith(EntityPlayer par1EntityPlayer)
{
         return this.worldObj.getBlockId(this.posX, this.posY, this.posZ) != XPCrystals.XPCrystalWorkBench.blockID ? false : par1EntityPlayer.getDistanceSq((double)this.posX + 0.5D, (double)this.posY + 0.5D, (double)this.posZ + 0.5D) <= 64.0D;
}

public void onCraftGuiClosed(EntityPlayer par1EntityPlayer)
{
         super.onCraftGuiClosed(par1EntityPlayer);

         if (!this.worldObj.isRemote)
         {
                 for (int var2 = 0; var2 < 9; ++var2)
                 {
                         ItemStack var3 = this.craftMatrix.getStackInSlotOnClosing(var2);

                         if (var3 != null)
                         {
                                 par1EntityPlayer.dropPlayerItem(var3);
                         }
                 }
         }
}

public ItemStack transferStackInSlot(EntityPlayer par1EntityPlayer, int par2)
{
         ItemStack var3 = null;
         Slot var4 = (Slot)this.inventorySlots.get(par2);

         if (var4 != null && var4.getHasStack())
         {
                 ItemStack var5 = var4.getStack();
                 var3 = var5.copy();

                 if (par2 == 0)
                 {
                         if (!this.mergeItemStack(var5, 10, 46, true))
                         {
                                 return null;
                         }

                         var4.onSlotChange(var5, var3);
                 }
                 else if (par2 >= 10 && par2 < 37)
                 {
                         if (!this.mergeItemStack(var5, 37, 46, false))
                         {
                                 return null;
                         }
                 }
                 else if (par2 >= 37 && par2 < 46)
                 {
                         if (!this.mergeItemStack(var5, 10, 37, false))
                         {
                                 return null;
                         }
                 }
                 else if (!this.mergeItemStack(var5, 10, 46, false))
                 {
                         return null;
                 }

                 if (var5.stackSize == 0)
                 {
                         var4.putStack((ItemStack)null);
                 }
                 else
                 {
                         var4.onSlotChanged();
                 }

                 if (var5.stackSize == var3.stackSize)
                 {
                         return null;
                 }

                 var4.onPickupFromSlot(par1EntityPlayer, var5);
         }

         return var3;
}
}

 

 

the Recipe for a item in the custom WorkBench

XPCraftingWorkBenchCraftingManager.getInstance().func_92051_a(new ItemStack(XPCrystals.XPCrystal, 1), new Object[] {"xxx", Character.valueOf('x'), Block.dirt});

 

Creating the Recipe for the custom WorkBench with XP  (Want it to look like this or something like this)

XPCraftingWorkBenchCraftingManager.getInstance().func_92051_a(new ItemStack(XPCrystals.XPCrystal, 1), new Object[] {"xxx", Character.valueOf('x'), Block.dirt}, 30 //<---XP Amount);

 

Kinda Need a way for it to Show Green Text or Numbers like

you have enough Example

 

Level:30

 

you dont have enough example

 

Level:30

 

The WorkBench Gui's Code

 

 

package XPCrystals.common.Gui;

import org.lwjgl.opengl.GL11;

import net.minecraft.client.gui.inventory.GuiContainer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.util.StatCollector;
import net.minecraft.world.World;

public class XPCrystalWorkBenchGUI extends GuiContainer
{
public XPCrystalWorkBenchGUI(InventoryPlayer par1InventoryPlayer, World par2World, int par3, int par4, int par5)
{
         super(new ContainerXPCraftingWorkBench(par1InventoryPlayer, par2World, par3, par4, par5));
}

/**
         * Draw the foreground layer for the GuiContainer (everything in front of the items)
         */
protected void drawGuiContainerForegroundLayer(int par1, int par2)
{
         this.fontRenderer.drawString(StatCollector.translateToLocal("Crystal WorkBench"), 28, 6, 4210752);
         this.fontRenderer.drawString(StatCollector.translateToLocal("container.inventory"), 8, this.ySize - 96 + 2, 4210752);
}

/**
         * Draw the background layer for the GuiContainer (everything behind the items)
         */
protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)
{
         int var4 = this.mc.renderEngine.getTexture("/XPCrystals/Images/Guis/XPCraftingTableGui.png");
         GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
         this.mc.renderEngine.bindTexture(var4);
         int var5 = (this.width - this.xSize) / 2;
         int var6 = (this.height - this.ySize) / 2;
         this.drawTexturedModalRect(var5, var6, 0, 0, this.xSize, this.ySize);
}
}

 

 

How would i incorporate The amount of XP Levels to Craft this

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