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[1.12.2] Create custom NBT for an entity [Solved]


uiytt

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So basically I want to create an entity that has a custom value in his NBT (the custom value is a string).

But I have no idea of how to write a new value or how to read it !

Can someone help me please ?

 

My code so far with my entity

Spoiler

package fr.uiytt.playershop.Entity;


import java.util.List;
import java.util.UUID;

import fr.uiytt.playershop.Main;
import net.minecraft.entity.EntityCreature;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.EntityAISwimming;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.SoundEvents;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.DamageSource;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.Style;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.world.World;

public class PlayerShop extends EntityCreature {

	private boolean shopopen = false;
	
	
	public PlayerShop(World worldIn) {
		super(worldIn);
		setupAI();
	}
	@Override
	public float getBlockPathWeight(BlockPos pos)
    {
        return 0.1F;
    }
	
	@Override
	protected void applyEntityAttributes() {
		super.applyEntityAttributes();
		this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.5D);
		this.getEntityAttribute(SharedMonsterAttributes.KNOCKBACK_RESISTANCE).setBaseValue(1.0D);
		this.getEntityAttribute(SharedMonsterAttributes.FOLLOW_RANGE).setBaseValue(16.0D);
	}

	@Override
	public boolean isAIDisabled() {
		return false;
	}
	
	
	
	protected void setupAI() {
		clearAITasks();
		this.tasks.addTask(0,new EntityAISwimming(this));
		this.tasks.addTask(1,new EntityAIShopWander(this));
		this.tasks.addTask(2,new EntityAIWatchClosest(this, EntityPlayer.class, 10.0F));
	}
	
	protected void clearAITasks() {
		this.tasks.taskEntries.clear();
		this.targetTasks.taskEntries.clear();
	}
    
	
	@Override
	public boolean attackEntityFrom(DamageSource dmsource, float dmg) {
		if(this.getIsInvulnerable()) {
			return false;
		}
		
		if(!(dmsource.getTrueSource() instanceof EntityPlayer)) {
			return false;
		}else {
			EntityPlayer player = (EntityPlayer)dmsource.getTrueSource();
			if(player.capabilities.isCreativeMode) {
				
				this.damageEntity(dmsource, dmg);
				this.playHurtSound(dmsource);
				this.performHurtAnimation();
				return true;
			}
				
		}
		return false;
		
	}
	
	
	protected SoundEvent getHurtSound(DamageSource damageSourceIn)
    {
        return SoundEvents.ENTITY_VILLAGER_HURT;
    }

    protected SoundEvent getDeathSound()
    {
        return SoundEvents.ENTITY_VILLAGER_DEATH;
    }

	
	public boolean isShopopen() {
		return shopopen;
	}
	public void setShopopen(boolean shopopen) {
		this.shopopen = shopopen;
	}

}

 

 

Edited by uiytt
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After looking through the code of some mods : https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/common/entity/EntityPixie.java#L71

You must use dataManager for the entity that are load

And when is entity is loaded / de-loaded it call automatically the "writeEntityToNBT" and "readEntityFromNBT", and with that you can set data in the dataManager

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