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Posted

Hello, all.

 

I've been trying to code an unenchantment table, but I'm having some problems actually getting the inventory changes to "stick", so to  speak.

 

Here is the code for my gui's button action:

protected void actionPerformed(GuiButton guibutton) {
        //id is the id you give your button

        if (this.inventorySlots.getSlot(0).getHasStack()) {
            ItemStack stackInSlot = this.inventorySlots.getSlot(0).getStack();
            EntityPlayer player = this.mc.thePlayer;

            if (stackInSlot.isItemEnchanted()) {
                ItemStack tempItemStack = new ItemStack(stackInSlot.getItem());

                tempItemStack.setItemDamage(stackInSlot.getItemDamage());

                System.out.println(((ItemStack) this.inventorySlots.getInventory().get(0)).getDisplayName());

                this.inventorySlots.getSlot(0).putStack(tempItemStack);

                this.inventorySlots.detectAndSendChanges();
                player.inventoryContainer.detectAndSendChanges();
            }

            this.inventorySlots.detectAndSendChanges();
            player.inventoryContainer.detectAndSendChanges();
        }
    }

 

The item simply reverts to it's previous state after it I click on it.

 

Any ideas? Thanks!

Posted

So, how exactly would I go about implementing this packethandler/packet system? Can you supply some example code, or perhaps link me to a tutorial? I've looked at the one of the Forge wiki, but I'm still confused. Thanks!

Posted
protected void actionPerformed(GuiButton guibutton) {
//        if (this.inventorySlots.getSlot(0).getHasStack()) {
            Packet108EnchantItem packet = new Packet108EnchantItem(0, 1);
            PacketDispatcher.sendPacketToServer(packet);
//        }
    }

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