Moomallowz Posted January 1, 2021 Posted January 1, 2021 Here's my event, which fires when a fishing rod is cast (or reeled in, I'll fix that later). @SubscribeEvent public static void usedWorm(PlayerInteractEvent.RightClickItem event) { LivingEntity player = event.getEntityLiving(); if (player.getHeldItemOffhand().getItem() == RegistryHandler.WORM.get()) { if (player.getHeldItemMainhand().getItem() == Items.FISHING_ROD) { player.addPotionEffect(new EffectInstance(Effects.LUCK, 2400)); //fairly certain the ItemStack thingy goes here, not sure about syntax though } } } The event is currently allowing the offhand item (the Worm) to be used an infinite number of times. To maintain balance, a Worm must be consumed when this is done. It is absolutely imperative to catching funny fish. I am unfamiliar with ItemStacks and their applications. Is it possible to dumb this down enough for my ogre brain to comprehend? Quote Please be patient, I'm a dunce.
Moomallowz Posted January 1, 2021 Author Posted January 1, 2021 Happy New Year to anyone who stumbles across this topic, by the way. Quote Please be patient, I'm a dunce.
poopoodice Posted January 1, 2021 Posted January 1, 2021 What you are looking for is ItemStack#shrink Other methods like grow and setCount should work as well. Quote
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