Posted May 24, 201312 yr Hello all, So I have a ItemFoodSpoilable class that waits a certain amount of time, and sets the food spoiled. It displays when the food will spoil. However, the problem is that It is universal throughout the game. by that i mean that the each instance of the item has the same amount of spoil days. So i was wondering, how can i get them to start counting down when created, and have the amount of time until spoiled specific to that instance of the item. Here is my item code: package sobiohazardous.crazyfoods.item; import java.util.List; import sobiohazardous.crazyfoods.CrazyFoods; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumAction; import net.minecraft.item.Item; import net.minecraft.item.ItemFood; import net.minecraft.item.ItemStack; import net.minecraft.potion.PotionEffect; import net.minecraft.util.EnumChatFormatting; import net.minecraft.world.World; public class ItemCFFoodSpoilable extends ItemFood { private int daysPassed; private int daysFresh; private ItemStack spoiledItem; private String texture; private boolean frozen = false; public ItemCFFoodSpoilable(int id, String texture, int healAmount, float saturation, boolean wolffood, int daysFresh, ItemStack spoiledItem) { super(id, healAmount, saturation, wolffood); this.setCreativeTab(CrazyFoods.tabFoods); this.daysFresh = daysFresh; this.spoiledItem = spoiledItem; this.texture = "crazyfoods:" + texture; } public void onUpdate(ItemStack par1ItemStack, World par2World, Entity par3Entity, int par4, boolean par5) { EntityPlayer player = (EntityPlayer)par3Entity; if(par5 = true) { if(par2World.getWorldTime() == 12500) { this.daysPassed += 1; } if(this.daysPassed >= daysFresh && !this.frozen) { //spoiled? player.inventory.addItemStackToInventory(spoiledItem); player.inventory.consumeInventoryItem(par1ItemStack.itemID); } } } public void registerIcons(IconRegister iconRegister) { itemIcon = iconRegister.registerIcon(texture); } public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4) { par3List.add(EnumChatFormatting.RED + "Spoils in: " + Integer.toString(daysFresh - this.daysPassed)); } public void setFrozen() { this.frozen = true; } } For example, if a player where to have multiple of the item in their inventory, they would all have the same spoil properties, no matter what. I don't want that. I want the each to have separate properties. Any tips or help would be greatly appreciated.
May 24, 201312 yr Yeah, that's a weird thing in minecraft, all the instances of an item all point back to one instance of the item class. That means that any variables you have in the class will the same for all instances of the item. The way to have separate data for each item is to use NBT data. Here's a really good tutorial on how to use it: http://www.minecraftforum.net/topic/982336-tutorial-147-nbttagcompound-using-itemstacks-stacktagcompound-for-permanent-extra-data-storage/ Hopefully that helps!
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