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Posted

 

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 (edited)
Quote

event.getEntityPlayer().getHeldItemMainhand().shrink(1);

You're not "damaging" it here, you are actively removing one item from the stack.
If this is a non-stacking item, well... 1-1=?

Use ItemStack::setItemDamage(stack::getItemDamage() + x) to set damage.

 

Furthermore, if this is your own item, you should Override Item::onItemUse instead of making an event-handler

Edited by Matryoshika

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

Posted
1 hour ago, Matryoshika said:

Use world.isRemote to see on what logical side you are on.

I understand that if a world is in single player then worldIn.isRemote is true, if it is a server the value is false, my problem is as follows...

if(WorldIn.isRemote){

/* what

do 

do 

here? */

}

Posted

If world.isRemote, then you do absolutely nothing.  The client should never be manipulating items in the player's inventory; make your changes on the server and Minecraft will (usually) handle sync'ing those changes to the client(s) for you.

 

Note that this applies just as much to a "single-player" world as to you're logged into a remote server.  Even a single-player instance has a local internal server.

Posted
32 minutes ago, desht said:

If world.isRemote, then you do absolutely nothing.  The client should never be manipulating items in the player's inventory; make your changes on the server and Minecraft will (usually) handle sync'ing those changes to the client(s) for you.

 

Note that this applies just as much to a "single-player" world as to you're logged into a remote server.  Even a single-player instance has a local internal server.

So then in conclusion the fix would be

if(World.isRemote != true){

Word.spawnEntity(item);

}

Posted
4 hours ago, TastesLikeBleach said:

if(World.isRemote != true){

if(!world.isRemote) {

 

Also, world not World. World is a class name and isRemote is not static.

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.

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