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Posted

Title says it all. I've got custom boots that add Speed to player. The boots take damage from walking. Once the boots reach there damage value they don't seem to be getting removed from my armor slot. Another thing is that --item.stacksize does not work. I've set up some chat messages to tell me what itemstack equals and what the damage is.

 

 

b750ec7606337874dddaeca864746ed2.png

 

 

 

Here is the class. It should be all you need.

 

 

d76ff5442eeac7e3c408f41dcaeec92f.png

 

 

 

 

Posted

shouldn't it be

--itemstack.stacksize

???

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Posted

I tried using that if statement but that's not even a valid statement. so I tried a bit of what you wrote

if (boots.stackSize <= 0) {
							boots.stackSize = boots.getItem().getContainerItemStack(boots).stackSize;

						}

 

That does not work. MAde me crash actually.

 

 

Posted

stuff that popped into my head while reading your code:

 

1. are you planning on using this on smp? (if you are, you're going to get a lot of bugs)

2. is your tick handler running client side or server side?

3. you don't need to use "getPlayerCoordinates()" to get a player's coordinates

4. simply casting the coordinates to integers will get inaccurate results

5. you don't need a tick handler for this

Posted

stuff that popped into my head while reading your code:

 

1. are you planning on using this on smp? (if you are, you're going to get a lot of bugs)

2. is your tick handler running client side or server side?

3. you don't need to use "getPlayerCoordinates()" to get a player's coordinates

4. simply casting the coordinates to integers will get inaccurate results

5. you don't need a tick handler for this

True. I hadn't looked at his code initially. Re #5, you should instead be overriding onArmorTickUpdate() in your item class.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

stuff that popped into my head while reading your code:

 

1. are you planning on using this on smp? (if you are, you're going to get a lot of bugs)

2. is your tick handler running client side or server side?

3. you don't need to use "getPlayerCoordinates()" to get a player's coordinates

4. simply casting the coordinates to integers will get inaccurate results

5. you don't need a tick handler for this

 

 

Well, thanks a bunch for responding!

 

1. Server works perfectly fine actually that would be because of number 2.

2. Yes it is server side. You can not add potion effects client side. Sadly :-/

3. Ideaas?

4. It works though.

5. Hmmm I don't know how else to do it.

 

 

Posted

You'd probably be better off using player.inventory.decrStackSize().

 

I tried doing this but I was not to sure on what I should put in for my paramaters I tried player.inventory.decrStackSize(boots, 1). um the paramters asked ar supposed to be ints so I could not use boots which is the slot of armor slot boots I casted that. I just put 1 for no reason ;P so my question is what should I put for my slot ID number or par1 it says in the declaration.

Posted

stuff that popped into my head while reading your code:

 

1. are you planning on using this on smp? (if you are, you're going to get a lot of bugs)

2. is your tick handler running client side or server side?

3. you don't need to use "getPlayerCoordinates()" to get a player's coordinates

4. simply casting the coordinates to integers will get inaccurate results

5. you don't need a tick handler for this

 

 

Well, thanks a bunch for responding!

 

1. Server works perfectly fine actually that would be because of number 2.

2. Yes it is server side. You can not add potion effects client side. Sadly :-/

3. Ideaas?

4. It works though.

5. Hmmm I don't know how else to do it.

 

1. nope. since your values for bootLastX and bootLastZ are static, it's going to mess up once there are a lot of players. example:

 

player1 is at (0, 0) and stays there. his bootLastX will be 0 and bootLastZ will be 0. since he isn't moving, those shouldn't change.

 

then, player2 is at (5,5) and stays there as well. so his last x will become 5 and his last z will become 5. his last coordinates shouldn't change as well since he's standing still.

 

but since your bootLastX and bootLastZ are static, and due to player2 changing them to (5,5), the values of bootLastX and bootLastZ for player1 also becomes (5,5). so when your code checks to see if player1's moved or not, it will return true because he's at (0,0) while his last x and z are supposedly (5,5) when they should still be (0,0).

 

2. well, it's really supposed to be server side, but like i said, you don't need it.

3. just take out the "getPlayerCoordinates()" part. you can type "player.posX" or "player.posZ" instead so you won't have to unnecessarily call "getPlayerCoordinates()".

4. it works, but at certain coordinates, it will be inaccurate. example:

 

player.posX = 99.5D;

lastBootX = (int) player.posX;

 

lastBootX will become 99. so that'll work fine. but if posX is negative

 

player.posX = -99.5D;

lastBootX = (int) player.posX;

 

lastBootX will become -99 instead of -100. you can use this intead to make sure you get the right values

 

lastBootX = MathHelper.floor_double(player.posX);

 

5. like ObsequiousNewt said, you can us onArmorTickUpdate() in Item

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