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Posted

I'm attempting to use capabilities to create 2 custom inventory slots for every player. So far I've attached the capability to the player with an event handler, but I don't know what to put in the capability provider's "return capability" method. My code is as follows, any help would be appreciated.

Event Handler:

@SubscribeEvent
    public void attachEntityCapabilities( AttachCapabilitiesEvent<Entity> event) {

        if ( !( event.getObject() instanceof EntityPlayer ) ) {
            return ;
        }

        event.addCapability(CapabilityHandler.INV, new CustomInvProvider());

    }

 

Non-working Capability provider:

 @Override
    public boolean hasCapability(@Nonnull Capability<?> capability, @Nullable EnumFacing facing) {

        return capability == CapabilityHandler.INV;
    }

    @Override
    public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
        if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY) {
            return (T) inventory;
        }
        return super.getCapability(capability, facing);
    }

 

I don't understand what to return in the capability provider for hasCapability and getCapability. Any solutions? 

18 hours ago, Electric said:

return capability == CapabilityHandler.INV;

 

18 hours ago, Electric said:

if (capability == CapabilityItemHandler.ITEM_HANDLER_CAPABILITY)

 

Are these the same?

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Also:

 @Override
    public boolean hasCapability(@Nonnull Capability<?> capability, @Nullable EnumFacing facing) {

        return capability == CapabilityHandler.INV;
    }

What if another mod adds a separate capability to all TileEntities? Yours will always return false for 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.

  • Author

So I've fixed up the capability itself and it attaches to the player. Could someone go into more detail on how to add the extra slot itself to the inventory?

59 minutes ago, Electric said:

So I've fixed up the capability itself and it attaches to the player. Could someone go into more detail on how to add the extra slot itself to the inventory?

You mean the GUI?

You need to replace it and use your own GUI instead.

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.

To create the custom inventory, extend GuiInventory and supply your own texture that shows your custom slots. Then use the GuiOpenEvent, check if it's a GuiInventory, and if so, open your own custom inventory instead using GuiOpenEvent#setGui.

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