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[Solved] How I can make an item like bone meal


nov4e

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Hi, I'm trying to add an item that works like bone meal.

For now I tried to add this function but it not work:

    @Override
	public boolean canItemEditBlocks() 
    {
		return true;
	}
	
	public boolean onItemUse(ItemStack str_006, World str_002, EntityPlayer str_003, BlockPos str_005, EnumHand str_007) 
    {
		return ItemDye.applyBonemeal(str_006, str_002, str_005, str_003, str_007);
	}

 

EDIT: Thred solved, correct code:

@Override
	public EnumActionResult onItemUse(EntityPlayer str_001, World str_002, BlockPos str_003, EnumHand str_004, EnumFacing str_005, float f_001, float f_002, float f_003) {
		
		ItemStack stack = new ItemStack(this);
		
		if (!str_001.canPlayerEdit(str_003.offset(str_005), str_005, stack)) {
            return EnumActionResult.FAIL;
        } else {
                if (ItemDye.applyBonemeal(stack, str_002, str_003, str_001, str_004)) {
                    if (!str_002.isRemote) {
                    	str_002.playEvent(2005, str_003, 0);
                    }
                }

            return EnumActionResult.SUCCESS;
        }
	}

 

Edited by nov4e
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4 minutes ago, diesieben07 said:

Your onItemUse method does nothing, since it's not called from anywhere (unless you haven't shown that code).

If you intended to override Item#onItemUse then you need to actually match the method signature. This is why you should always use @Override (and if you get an error, the fix is never to remove @Override).

Eclipse says: The method onItemUse(ItemStack, World, EntityPlayer, BlockPos, EnumHand) of type IAnimalExcrements must override or implement a supertype method.

4 minutes ago, diesieben07 said:

Also, why are you naming your parameters like that? And your answer of "I rename all my strings like that." is not an explanation. This is not an acceptable naming scheme for variables.

 

It makes some difference? no.

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4 minutes ago, diesieben07 said:

Stop... what? Telling you to do your homework instead of just doing it for you? No. I am not going to do that.

Okok sorry..... I've maked a method in Basic Item:

Spoiler

BasicItem


public class BasicItem extends Item implements IHasModel {

	public BasicItem(String str_001) {
		setRegistryName(str_001);
		setUnlocalizedName(str_001);
		ItemList.modItems.add(this);
	}
	
	@Override
	public boolean canDestroyBlockInCreative(World str_002, BlockPos str_003, ItemStack str_004, EntityPlayer str_005) {
		return true;
	}
	
	
	@Override public void registerModels() {
		Dreams.proxy.registerItemRenderer(this, 0, "inventory");
	}

	public boolean onItemUse(ItemStack str_006, World str_002, EntityPlayer str_003, BlockPos str_005, EnumHand str_007) {
		return true;
	}
	
}

ItemBoneMeal:


public IBoneMeal(String str_001) {
		super(str_001);
		
		setCreativeTab(CreativeTabs.MATERIALS);
	}
	
	@Override
	public boolean canItemEditBlocks() {
		return true;
	}
	
	@Override
	public boolean onItemUse(ItemStack str_006, World str_002, EntityPlayer str_003, BlockPos str_005, EnumHand str_007) {
		return ItemDye.applyBonemeal(str_006, str_002, str_005, str_003, str_007);
	}

 

It not works. I'm asking onItemUse or onItemRightClick is correct?

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6 minutes ago, diesieben07 said:

I don't know what BasicItem is, but it sounds like something you should not have. Do not abuse inheritance to re-use code.

 

applyBonemeal indeed returns a boolean, it returns true if it successfully grew something.

onItemUse returns an EnumActionResult, which is one of SUCCESS, FAIL or PASS. SUCCESS and FAIL should be pretty clear. PASS means "I did not do anything", which in your case is not applicable, unless your item only sometimes performs it's action. Translating the "yes/no" success from applyBonemeal into EnumActionResult.SUCCESS resp. EnumActionResult.FAIL is quite trivial.

Spoiler

public EnumActionResult onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ)
    {
        
                if (ItemDye.applyBonemeal(stack, worldIn, pos, playerIn))
                {
                    if (!worldIn.isRemote)
                    {
                        worldIn.playEvent(2005, pos, 0);
                    }
                }

            return EnumActionResult.SUCCESS;
        }
        

    }

 

Correct?

Edited by nov4e
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17 hours ago, diesieben07 said:

Well, now you just always return SUCCESS, even if the bonemeal could not be applied.

In fact, you just disregarded what I said entirely and just copied the code from ItemDye. Why do you ask questions in this forum if you then do something else entirely instead of doing what we tell you?

I SOLVED:

@Override
	public EnumActionResult onItemUse(EntityPlayer str_001, World str_002, BlockPos str_003, EnumHand str_004, EnumFacing str_005, float f_001, float f_002, float f_003) {
		
		ItemStack stack = new ItemStack(this);
		
		if (!str_001.canPlayerEdit(str_003.offset(str_005), str_005, stack)) {
            return EnumActionResult.FAIL;
        } else {
                if (ItemDye.applyBonemeal(stack, str_002, str_003, str_001, str_004)) {
                    if (!str_002.isRemote) {
                    	str_002.playEvent(2005, str_003, 0);
                    }
                }

            return EnumActionResult.SUCCESS;
        }
	}

 

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57 minutes ago, nov4e said:

I SOLVED:


@Override
	public EnumActionResult onItemUse(EntityPlayer str_001, World str_002, BlockPos str_003, EnumHand str_004, EnumFacing str_005, float f_001, float f_002, float f_003) {
		
		ItemStack stack = new ItemStack(this);
		
		if (!str_001.canPlayerEdit(str_003.offset(str_005), str_005, stack)) {
            return EnumActionResult.FAIL;
        } else {
                if (ItemDye.applyBonemeal(stack, str_002, str_003, str_001, str_004)) {
                    if (!str_002.isRemote) {
                    	str_002.playEvent(2005, str_003, 0);
                    }
                }

            return EnumActionResult.SUCCESS;
        }
	}

 

Yeah, that should work, but those parameter names, really?  

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10 minutes ago, desht said:

Yeah, that should work, but those parameter names, really?  

lmao

 

if (ItemDye.applyBonemeal(str_006, str_002, str_003, str_001, str_004)) {
                    if (!str_002.isRemote) {
                    	str_002.playEvent(2005, str_003, 0);
                    }
                    
                    str_006.shrink(1);
                }

str_006.shrink(1);

this maybe work?

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2 hours ago, nov4e said:

lmao

Seriously you should change them to something that has meaning, what you are doing just makes me think your dealing with magic numbers. 

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