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Posted
20 hours ago, nov4e said:

yes

Then override Item#setDamage(ItemStack, int) for your item. In your overridden method, just make sure that the stack's item damage never exceeds its max damage, and the item won't break.

Posted
20 minutes ago, nov4e said:

   @Override
	public void setDamage(ItemStack stack, int damage) {
		if(damage > 1) {
			stack.setItemDamage(damage);
		}
	}

 

No, you want to check that damage <= item.getMaxDamage() before you update the item's damage.  Remember that the item damage increases as it becomes more damaged.

Posted

I changed it a little bit:

@Override
	public void setDamage(ItemStack stack, int damage) {
		if(stack == new ItemStack(this)) {
			if(damage < stack.getItem().getMaxDamage()) {
				if(damage > 1) {
					super.setDamage(stack, damage);
				}
			}
		}
	}

 

Posted (edited)

What on earth is this for? 

if(stack == new ItemStack(this))

 

And why do you keep trying to compare damage > 1 ?  What do you think that's achieving?

 

All you need to do is clamp the item's damage value between 0 (undamaged) and item.maxDamage() (fully damaged, just before breaking) inclusive.

 

By the way, you should be testing your code (and ideally running it through your IDE's debugger when it fails) rather than just inventing snippets to post here.

Edited by desht
  • Thanks 1

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