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Posted

I used this as an example to placed customized effects to item when crafting same Items but with difference recipes yielding different custom effects.

 

To be clear: I used Negative numbers for display purposes only (while in output slot). Using positive numbers makes the new items to appear damaged, while negative numbers do not.

 

Example: This allowed to placing a different enchant on the item while crafting the item in two ways.

GameRegistry.addShapelessRecipe(new ItemStack(mod_HarkenScythe.HSTalisman, 1, -1), new Object[]
	{
		new ItemStack(mod_HarkenScythe.HSTalisman), new ItemStack(mod_HarkenScythe.HSSoulVessel, 1, 20)
	});

 

GameRegistry.addShapelessRecipe(new ItemStack(mod_HarkenScythe.HSTalisman, 1, -2), new Object[]
	{
		new ItemStack(mod_HarkenScythe.HSTalisman), new ItemStack(mod_HarkenScythe.HSBloodVessel, 1, 40)
	});

 

 

However Mojang added this to the Itemstack Constructor.... D:

    public ItemStack(int par1, int par2, int par3)
    {
        this.stackSize = 0;
        this.itemFrame = null;
        this.itemID = par1;
        this.stackSize = par2;
        this.itemDamage = par3;

        if (this.itemDamage < 0)
        {
            this.itemDamage = 0;
        }
    }

 

if (this.itemDamage < 0)
        {
            this.itemDamage = 0;
        }

 

Is there a new way to get around this problem? or a possiblity to have Forge remove that bit of added code as a Pull Request?

  • 2 weeks later...
Posted

Hey, i think i've the same problem with my piece of code that works well in 1.4.7.

 

GameRegistry.addRecipe(new ItemStack(Item.swordWood), new Object[] {" Y ", " X ", "  ", 'X', new ItemStack(Item.swordWood, 1, -1), 'Y', Block.planks});

 

I'm using Forge 1.5.1-7.7.0.605.

 

Any ideas?

Posted

So enchant the item and put the enchanted item in the recipe?

ItemStack enchantedTalisman = new ItemStack(/* stuff goes here */);
/* enchant the item here */
GameRegistry.addRecipe(enchantedTalisman, /* recipe goes here */);

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