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Posted

I've been trying to implement a system where a block can be broken and drop it's loot, but not removed from the world. My first attempt was pretty messy, when BreakEvent was called I cancelled it and ran a near-copy of the typical block loot drop code. I soon found this to not be viable however, as BreakEvent seemed to be called when a block was clicked, not when it was broken. The second implementation I tried- HarvestDropEvent -occurred after the block was broken, and my current implementation is to place the block back into the world with setBlockState, but since it's called after the block is broken the block state is air.

 

Is there a cancel-able event that is called when a block is broken? If not, how should I go about implementing this idea?

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

You'll have to use Events for vanilla blocks.

There is a BlockBreakEvent iirc, you'll need to subscribe to it and cancel 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 (edited)
8 minutes ago, Draco18s said:

You'll have to use Events for vanilla blocks.

There is a BlockBreakEvent iirc, you'll need to subscribe to it and cancel it.

As I said in the OP, BreakEvent seems to occur when you first click on a block, not when you break it.

 

EDIT: Seems like I was wrong. My original implementation is working now, strange.

Edited by 1SDAN

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