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Posted

Hello,

 

So I'm trying to store so information onto an NBTTag however, I'm running into an issue where the item doesn't actually have an NBTTagCompound.

Ex:

stack.hasTagCompound()

returns false; thus I cannot access it as it will return null.

Here is my code:

  Reveal hidden contents
 

 

Thanks.

Relatively new to modding.

Currently developing:

https://github.com/LambdaXV/DynamicGenerators

Posted

No tag?

Create one, set the tag to it.

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

Okay, I got it half-working now.

 

Is there any way I can cancel the action of the TE opening (or even delay it); so that everything within:

player.isSneaking()

is called?

 

As currently, trying to right click it to set said store list to the TE results in opening it instead.

 

Thank you.

Relatively new to modding.

Currently developing:

https://github.com/LambdaXV/DynamicGenerators

Posted

Please post updates code, I think you might want to override doesSneakBypassUse (I think that’s the name of the method) or use Events

About Me

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Posted

That isn't exactly what I wanted. I need it to be bypassed when unsneaked and the player right clicks. I do believe I need to use an event, I just don't exactly know which one to use.

 

Here is the reformated and updated code:

  Reveal hidden contents
 

Thanks.

Relatively new to modding.

Currently developing:

https://github.com/LambdaXV/DynamicGenerators

Posted

If you use Item#onItemUseFirst instead of Item#onItemUse returning EnumActionResult.SUCCESS will prevent Block#onBlockActivated from firing thus preventing any GUI/Container showing up. 

Alternatively you may set the result of PlayerInteractEvent.RightClickBlock to DENY

Posted (edited)
  On 5/17/2018 at 7:26 PM, diesieben07 said:

You are returning PASS which means "I don't care about this right click", hence the game continues with the next possible target (the TE). You need to return the correct EnumActionResult.

Expand  
 

 

Even with this change ( EnumActionResult.PASS ) to ( EnumActionResult.SUCCESS or even EnumActionResult.FAIL ) it still does not function. (It just opens the TE)

Am I missing something?

 

Edited by Lambda

Relatively new to modding.

Currently developing:

https://github.com/LambdaXV/DynamicGenerators

Posted
  On 5/17/2018 at 7:31 PM, V0idWa1k3r said:

If you use Item#onItemUseFirst instead of Item#onItemUse returning EnumActionResult.SUCCESS will prevent Block#onBlockActivated from firing thus preventing any GUI/Container showing up. 

Alternatively you may set the result of PlayerInteractEvent.RightClickBlock to DENY

Expand  

Okay, this seemed to fix it.

 

However, as I've been experiencing this issue, I would like to see if I could fix it:

It seems that my chat messages I send to the player print twice, I don't know if the method is getting called twice, regardless, it is not intended.

7b77431de2aa9baa5158e215520e42e8.png

 

Here is my updated code:

  Reveal hidden contents
 

 

Thank you.

Relatively new to modding.

Currently developing:

https://github.com/LambdaXV/DynamicGenerators

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