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Posted

I've come upon something I don't quite understand. I have a custom item where I use the onItemRightClick event. In the event, i modify the NBT tag values of the item, and this works without problem. However, whenever i try to change the items nbt value related to item damage (durability) or damage the item in some other way, it seems to be nullified. I was able to dance around this issue by assigning a damage value in another nbt value and then comparing the two in the setDamage function. So it seems to me like the onItemRightClick event records the damage value before being executed, and then sets it to the item afterwards, making the item have the same damage value regardless of what happened in the event.

 

So, why does this happen, and what is the "correct" way to damage the used itemStack during the onItemRightClick event? I did try to see how the flint and steel item does it, but I couldn't really find anything, since it extends the Item class, and the item class extends... something?

Posted (edited)
24 minutes ago, diesieben07 said:

Show your code.

Okay, well... lets see here... the relevant things should be

 

    public ActionResult<ItemStack> useItem(World worldIn, PlayerEntity playerIn, Hand handIn, boolean canRepeat) {
      
      if(handIn == Hand.MAIN_HAND)
            offhandStack = playerIn.getHeldItem(Hand.OFF_HAND);
      else
            offhandStack = playerIn.getHeldItem(Hand.MAIN_HAND);

      if (canUseGunItem(heldStack, offhandStack)) {
        
        ShotItem shotItem = getLoadedShot(heldStack);
        if ((canShoot(heldStack, offhandStack, playerIn, worldIn.isRemote()) && shotItem != null)) {

          float pwr = getGunProperties().getPower();
          playerIn.addVelocity(mDir.x * 0.02 * pwr, 0.01f * pwr, mDir.z * 0.02 * pwr);

          if (!worldIn.isRemote()) {
                
                CompoundNBT tag = heldStack.getTag();

                tag.putInt("rounds", tag.getInt("rounds") - 1);
                
                attemptDamageGun(heldStack, 1);

                if(tag.getInt("rounds") == 0)
                  tag.putInt("shot_ID", -1);

                heldStack.setTag(tag);
                
                //Does some other stuff too, but its irrelevant for this post
              }
              return new ActionResult<>(ActionResultType.SUCCESS, heldStack);
            }

        return new ActionResult<>(ActionResultType.FAIL, heldStack);
      }
      

 

And the attemptDamageGun function:

 

    public void attemptDamageGun(ItemStack stack, int damage)
    {
        CompoundNBT tag = stack.getTag();

        double rand = Math.random();

        Map<Enchantment, Integer> enchantments = EnchantmentHelper.getEnchantments(stack);


        tag.putInt("gun_damage", tag.getInt("gun_damage") + damage);
        tag.putInt("gun_damage_tmp", tag.getInt("gun_damage"));

        stack.setTag(tag);
    }

 

Also the formatting is a bit odd.. il see if i can fix that

 

Now, I am certain that the attemptDamageGun function actually fires, and it does indeed work, just not without that "gun_damage_tmp" fix to compensate

Edited by Korall
Posted
Just now, diesieben07 said:

So... which part of this does not work?

Well, this code works... sort of. However to actually damage the item, i need to temporarily put the "gun_damage_tmp" and then in the damageItem function make sure that the inputed damage and the temporary damage match. This seems like a rather hacky soloution, so i figured there must be a better way to damage the item during the right click event. Any changes made to the itemStacks damage during the event will be reset.

 

Also this is my damageItem override event

    @Override
    public void setDamage(ItemStack stack, int damage) {

        int tmpDmg = stack.getTag().getInt("gun_damage_tmp");




        //int nDamage = stack.getTag().getInt("gun_damage") + damage;
        int nDamage = damage;

        if(Math.abs(tmpDmg - damage) < 2 && damage < tmpDmg) {
            nDamage = tmpDmg;
            if(nDamage == 1)
                nDamage = 0;
        }

        stack.getTag().putInt("gun_damage", nDamage);


        if(nDamage >= this.getMaxDamage(stack)) {
            stack.shrink(1);
        }
        if(nDamage < 0)
            stack.getTag().putInt("gun_damage", 0);

        stack.getTag().putInt("gun_damage_tmp", stack.getTag().getInt("gun_damage"));

    }

 

And with that it works. But as previously stated, i find it weird that you cant damage an item during the right click event without it resetting

Posted
Just now, diesieben07 said:

Why are you overriding setDamage anyways? MInecraft already has a way to set damage. Why are you making your own?

Without me overriding it to compensate for this effect, any changes made to the damage during the right click event are nullified

Posted (edited)
15 minutes ago, diesieben07 said:

Okay. Stupid question, maybe: You are in survival mode, right? Item damage is disabled in creative mode.

Oh my god. I feel like an absolute idiot now, haha... :< . It works in survival. Therefore the conclusion that can be made is that the onRightClick event resets the item damage if you are in creative, instead of stopping it from happening.

 

Essentially, when right clicking this happens (in pseudo code):

onPlayerRightClickEvent(PlayerEntity player) {
  
  int itemDamage = player.getItem().getDamage()
    
    player.getItem().performRightClickEvent()
    
    if(player.isInCreative())
    	player.getItem().setDamage(itemDamage)

}

 

 

I though there was just a check for being in creative mode in the attemptDamageItem event or damageItem event. Thanks!

Edited by Korall
Clarification
Posted (edited)
38 minutes ago, Korall said:

Therefore the conclusion that can be made is that the onRightClick event resets the item damage if you are in creative, instead of stopping it from happening.

Not really no. Because there are other ways to damage an item and all of them are ignored in creative.

 

It happens here, in ItemStack#damageItem:

if (!entityIn.world.isRemote && (!(entityIn instanceof PlayerEntity) || !((PlayerEntity)entityIn).abilities.isCreativeMode)) {

If the player is in creative, the interior block (which actually applies the damage) is not run.

Edited by Draco18s
  • Like 1

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