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Posted

Anyone know if there is anyway to make the item cooldown not sync among itemstacks? I want make an shootable item dual wieldable but if I have one in my offhand and the other in my main hand they both cooldown at the same time and only the one in the main hand shoots. I tried messing with NBT Tags but that didn't work and looked around to see if there was anything to help. Not sure what else I can use or if there is anything I can do to fix this issue besides create another item to be used for the offhand.

Quote
  1. public final int cooldownSpeed;
  2. private final int damage;

You can't do this. Use Capabilities.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

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4 minutes ago, loordgek said:

they are final

Ah yes, you are correct. Normally this sort of issue is caused by people putting data in the Item class.

Anyway, in order to make the cooldown stack based not player based, the answer is still Capabilities.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author
5 hours ago, Draco18s said:

Ah yes, you are correct. Normally this sort of issue is caused by people putting data in the Item class.

Anyway, in order to make the cooldown stack based not player based, the answer is still Capabilities.

Alright got it, thank you

  • Author
On 10/13/2020 at 12:08 PM, Draco18s said:

Ah yes, you are correct. Normally this sort of issue is caused by people putting data in the Item class.

Anyway, in order to make the cooldown stack based not player based, the answer is still Capabilities.

I was thinking about this while making a capability for it, but could I create a new instance of the CooldownTracker class within my Repeater class? and reference what the PlayerEntity class does to create the cooldown?

No, attach the capability to the item stack.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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