Posted July 2, 20178 yr Hello, How would i go about setting the meta data of an item based on a custom nbt tag. For example i have an nbt tag that ranges from 0-100 how can i convert that to a meta data of lets say 0-4 without having to manually change the itemstack. Is there an automated way to achieve this?
July 2, 20178 yr Are you trying to display the damage indicator bar? (To answer the question asked: no, because NBTdata is data, not code: you would have to either set the metadata when you change the NBTdata or ask the right question, because this sounds like an XY Problem). Edited July 2, 20178 yr by Draco18s 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.
July 2, 20178 yr Author No Im sorry i guess i didnt explain very well. What i want is the value that controls for example the color of the dye in vanilla to be driven by the nbt data that i set. So i guess what i am really asking is where should i put check to change it because i'd like it to update on its own rather than whenever i set the nbt.
July 2, 20178 yr You're still not explaining what you actually want to do. Can you describe it in gameplay terms, without referring to data, NBT, or any code concepts?
July 2, 20178 yr Author Ok ill try again i have an item that when rightclicked on a block gets sharper i want that sharpness to change the texture.
July 2, 20178 yr Alright! It sounds like the easiest solution might be to use durability/damage to store your 0-100 sharpness. (If you don't want the durability bar to show then override showDurabilityBar in your item class). Then you could use a property override to give the item a different texture for different ranges of damage. Take a look at ItemElytra and its models to see a vanilla example of using addPropertyOverride.
July 2, 20178 yr Author Thank you i suppose that would be much easier than what i though. I dont know why i thought my method was a good idea.
July 2, 20178 yr 1 minute ago, drok0920 said: Thank you i suppose that would be much easier than what i though. I dont know why i thought my method was a good idea. Classic XY Problem. You had a problem X and you thought you could maybe solve it by doing Y, but you encountered another problem you couldn't solve, so you asked how to solve Y when what you really needed was to solve X. 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.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.