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Posted

public void PlayerUseItemEvent(net.minecraftforge.event.entity.player.PlayerUseItemEvent.Start event, Item itemStack)
 {
          ItemStack item = event.item;
           
          if (itemStack == Items.string)
          {
         event.item.useItemRightClick(null, null);
          }
  }

___________________________________________________________________

That's how far I got, not really far at all lol.

I want string to do nothing at all when you right click it, just like gunpowder or glowstone for instane.

Does someone have an idea what I could do?

Posted

You are comparing an ItemStack(that contains an item) to an item. You need to use ItemStack::getItem, and then compare it.

ItemStack::useItemRightClick does not do what you think it does, by the way. It is normally called when an item is rightclicked, and replaces the current ItemStack to a new one (normally the same itemstack, perhaps +-1 stack-count depending on what the item actually does).
If you want to block the player from actually using the item, call Event::setCanceled(true).

 

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
  On 12/29/2017 at 3:32 PM, Matryoshika said:

You are comparing an ItemStack(that contains an item) to an item. You need to use ItemStack::getItem, and then compare it.

ItemStack::useItemRightClick does not do what you think it does, by the way. It is normally called when an item is rightclicked, and replaces the current ItemStack to a new one (normally the same itemstack, perhaps +-1 stack-count depending on what the item actually does).
If you want to block the player from actually using the item, call Event::setCanceled(true).

 

Expand  

Ok, thanks! I'm just having some problems translating that into some working code :L

_________________________________________________________________________

   public void PlayerUseItemEvent(net.minecraftforge.event.entity.player.PlayerUseItemEvent.Start event, Item itemStack)
   {
           ItemStack getItem;
           
           if (itemStack == Items.string)
           {
           event.setCanceled(true);
           }
   }

Posted

ItemStack is not an item. You are still trying to compare them, which will always return false.
You get an ItemStack from the event. You then need to get the item out of the ItemStack. You then compare the item, to string.

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
  On 12/29/2017 at 3:47 PM, Matryoshika said:

ItemStack is not an item. You are still trying to compare them, which will always return false.
You get an ItemStack from the event. You then need to get the item out of the ItemStack. You then compare the item, to string.

Expand  

" ItemStack getItem; " gets the item out of the stack right? But what's the single item called?

_______________________________________________

 

public class TripWireRem {


   public void PlayerUseItemEvent(net.minecraftforge.event.entity.player.PlayerUseItemEvent.Start event, Item itemStack)
    {
           ItemStack getItem;
           
           if (Item == Items.string)
           {
           event.setCanceled(true);
           }
   }
}

 

Posted (edited)

"getItem" is a non-static method, in the ItemStack class. You need to call it on an ItemStack.

As it is right now, your code will not even compile, and your IDE should tell you as much.

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
  On 12/29/2017 at 4:04 PM, Matryoshika said:

"getItem" is a non-static method, in the ItemStack class. You need to call it on an ItemStack.

As it is right now, your code will not even compile, and your IDE should tell you as much.

Expand  

Ahhh D: I'm sorry, but I really don't know how to translate that into code.

Posted
  On 12/29/2017 at 4:11 PM, Matryoshika said:

event.item returns an ItemStack.
event.item.getItem() returns an actual Item.

 

This is basic Java...

Expand  

And is " event.setCanceled(true); " at the end enough to cancel the right click action, so it doesn't place the string? Or do I need to say which event has to get canceled?

Posted (edited)

"event" is given to you by the EventHandler, because your method "PlayerUseItemEvent" requires a Start Event (which here is a sub-class of the actual PlayerUseItemEvent)

(Your method shouldn't have the same name as the event, as it can get confusing).
This "event" will always be of the type PlayerUseItemEvent, specifically before the item is used. (As indicated of the sub-type Start).

As such, you do not have to worry about "which" event, because this will only work for the event that you have.

 

For the future, you should also look up what Static and Non-Static classes, methods and fields means. This is as said basic Java knowledge, which is sorely needed, but not taught here.

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
  On 12/29/2017 at 4:32 PM, Matryoshika said:

"event" is given to you by the EventHandler, because your method "PlayerUseItemEvent" requires a Start Event (which here is a sub-class of the actual PlayerUseItemEvent)

(Your method shouldn't have the same name as the event, as it can get confusing).
This "event" will always be of the type PlayerUseItemEvent, specifically before the item is used. (As indicated of the sub-type Start).

As such, you do not have to worry about "which" event, because this will only work for the event that you have.

 

For the future, you should also look up what Static and Non-Static classes, methods and fields means. This is as said basic Java knowledge, which is sorely needed, but not taught here.

Expand  

I'm just going to stop and hope that someone else writes a mod that does the same thing lol.

Posted
  On 12/29/2017 at 4:32 PM, Matryoshika said:

"event" is given to you by the EventHandler, because your method "PlayerUseItemEvent" requires a Start Event (which here is a sub-class of the actual PlayerUseItemEvent)

(Your method shouldn't have the same name as the event, as it can get confusing).
This "event" will always be of the type PlayerUseItemEvent, specifically before the item is used. (As indicated of the sub-type Start).

As such, you do not have to worry about "which" event, because this will only work for the event that you have.

 

For the future, you should also look up what Static and Non-Static classes, methods and fields means. This is as said basic Java knowledge, which is sorely needed, but not taught here.

Expand  

Could you maybe write that short piece of code for me to copy? That would be really kind of you! :)

Posted

No.
Why won't I?
Because this forum is meant to help people with their own code.
If I write the code for you, you won't know what the heck it does, why it does it, when it does it, nor how it does it.

If you have any issues, you would have no idea how to solve them, and would need further help.

 

You were pretty close last time around, just had to actually compare an item against an item.

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
  On 12/29/2017 at 6:48 PM, Matryoshika said:

No.
Why won't I?
Because this forum is meant to help people with their own code.
If I write the code for you, you won't know what the heck it does, why it does it, when it does it, nor how it does it.

If you have any issues, you would have no idea how to solve them, and would need further help.

 

You were pretty close last time around, just had to actually compare an item against an item.

Expand  

Don't make it so difficult for me :L I just wanted to know how I could get that code to work. I'm just not good with java :L

Posted

Difficult? How am I making this difficult?
I've told you how to get the item

  On 12/29/2017 at 4:11 PM, Matryoshika said:

event.item.getItem() returns an actual Item.

Expand  

I have told you how to cancel the event.
Now you take one, and stick it to the other, and you're done.

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
  On 12/29/2017 at 6:57 PM, Matryoshika said:

Difficult? How am I making this difficult?
I've told you how to get the item

I have told you how to cancel the event.
Now you take one, and stick it to the other, and you're done.

Expand  

Like this? :L

___________________________________________

       public void PlayerUseItemEvent(net.minecraftforge.event.entity.player.PlayerUseItemEvent.Start event, Item itemStack)
        {     
               ItemStack itemstack = event.entityPlayer.inventory.getCurrentItem();
               if (itemstack.getItem() == Items.string)
               {
               event.setCanceled(true);
               }
       }

Posted (edited)

You are comparing the items correctly now, yes.
However, you should be getting the ItemStack from the event itself, not from the player. (Go back to ItemStack stack = event.getItem())

And on another note, I am now seeing what I missed before. Your method takes in two arguments (the Event & Item).

This code will never be called because you have more than one arguments. Forge's EventHandler (which is the thing that goes "HEY, this happened, do your stuff") can only see static methods that need one argument, and that has to be some type of Event.
TL;DR remove the Item itemStack at the top, and put "static" after the "public", before the "void".

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
  On 12/29/2017 at 7:04 PM, Newww said:

Like this? :L

___________________________________________

       public void PlayerUseItemEvent(net.minecraftforge.event.entity.player.PlayerUseItemEvent.Start event, Item itemStack)
        {     
               ItemStack itemstack = event.entityPlayer.inventory.getCurrentItem();
               if (itemstack.getItem() == Items.string)
               {
               event.setCanceled(true);
               }
       }

Expand  

It doesn't do anything. Still places that dumb tripwire :L Is " PlayerUseItemEvent " even the correct on to use?

Posted (edited)
  On 12/29/2017 at 7:15 PM, Newww said:

It doesn't do anything. Still places that dumb tripwire :L Is " PlayerUseItemEvent " even the correct on to use?

Expand  

*******

@SubscribeEvent
public void onPlayerUseItem(PlayerUseItemEvent event)
{
 ...
}

Properly SUBSCRIBE to the event, THEN do things when it is fired.

Edited by Differentiation
Posted
  On 12/29/2017 at 7:14 PM, Matryoshika said:

You are comparing the items correctly now, yes.
However, you should be getting the ItemStack from the event itself, not from the player. (Go back to ItemStack stack = event.getItem())

And on another note, I am now seeing what I missed before. Your method takes in two arguments (the Event & Item).

This code will never be called because you have more than one arguments. Forge's EventHandler (which is the thing that goes "HEY, this happened, do your stuff") can only see static methods that need one argument, and that has to be some type of Event.
TL;DR remove the Item itemStack at the top, and put "static" after the "public", before the "void".

Expand  

_________________________________________

public class StringFix {

@SubscribeEvent       
       public static void PlayerUseItemEvent(net.minecraftforge.event.entity.player.PlayerUseItemEvent.Start event)
        {     
               ItemStack itemstack = event.entityPlayer.inventory.getCurrentItem();
               if (itemstack.getItem() == Items.string)
               {
               event.setCanceled(true);
               }
       }
}

__________________________________

Ok, that's my current code. But he still places down those tripwires :L

And about that @SubscribeEvent, I need that right?

 

And here's my main file, if there's a mistake in there lol

___________________________________________

 

package com.example.examplemod;

import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;
import net.minecraft.init.Blocks;
import net.minecraftforge.common.MinecraftForge;

@Mod(modid = ExampleMod.MODID, version = ExampleMod.VERSION)
public class ExampleMod
{
    public static final String MODID = "examplemod";
    public static final String VERSION = "1.0";
    
@Mod.EventHandler
public void preInit(FMLPreInitializationEvent event) {
    
MinecraftForge.EVENT_BUS.register(new StringFix());
}
}

Posted
  On 12/29/2017 at 7:21 PM, Newww said:

_________________________________________

public class StringFix {

@SubscribeEvent       
       public static void PlayerUseItemEvent(net.minecraftforge.event.entity.player.PlayerUseItemEvent.Start event)
        {     
               ItemStack itemstack = event.entityPlayer.inventory.getCurrentItem();
               if (itemstack.getItem() == Items.string)
               {
               event.setCanceled(true);
               }
       }
}

__________________________________

Ok, that's my current code. But he still places down those tripwires :L

And about that @SubscribeEvent, I need that right?

 

And here's my main file, if there's a mistake in there lol

___________________________________________

 

package com.example.examplemod;

import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;
import net.minecraft.init.Blocks;
import net.minecraftforge.common.MinecraftForge;

@Mod(modid = ExampleMod.MODID, version = ExampleMod.VERSION)
public class ExampleMod
{
    public static final String MODID = "examplemod";
    public static final String VERSION = "1.0";
    
@Mod.EventHandler
public void preInit(FMLPreInitializationEvent event) {
    
MinecraftForge.EVENT_BUS.register(new StringFix());
}
}

Expand  

Please PROPERLY set up the mod and proxies, etc. before doing anything else...

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