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[SOLVED][1.10.2] Is Inventory full & drop the item.


Oniro

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So I'm doing an item that will give random items, but if the inventory is full I want the item to be drop on the ground. I've been looking how to do that, but I can't seem to find out how. So my questions are:

1: How to check in the inventory is full?

2: How to make the item drop in front of the player is the inventory is full?

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IItemHandler#insertItem

returned something non-null (meaning that non-null thing was leftover).

To be sure I understand, I must do an if statement that when it returns something not null it will drop the item? Oh by the way, what must I put in the arguments of #inserItem(slot, stack, simulate)?

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Oups, my javadoc wasn't shoing for w/e reason! ^^'

The thing I don't understand is the slot argument. Do I put a random slot number, or something more specefic that will look for the right slot to insert the item?

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Ok now I'm completly lost. I know what I've done is wrong but thats how I understood how to do it.

The "null" argument of insertItem is the dest, didn't knew what it was and it was saying me to put null so I did what it said.

 ItemStack PotatoStack = new ItemStack(Items.POTATO, 3);
				if(item.insertItem(null, PotatoStack, false) != null){
					return null;
				}else{
					playerIn.dropItem(PotatoStack, false);
				}

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I think it will be simpler if I just paste my entier class. the item was the IItemHandler, forgot to change it to ItemHandlerHelper. And its the return part I just can't seem to grasp.

package com.champion.tutorial.item;

import java.util.Random;

import com.champion.tutorial.client.TutorialMod;
import com.champion.tutorial.init.TutorialItems;

import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemPotion;
import net.minecraft.item.ItemStack;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.ActionResult;
import net.minecraft.util.EnumActionResult;
import net.minecraft.util.EnumHand;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.world.World;
import net.minecraftforge.items.IItemHandler;
import net.minecraftforge.items.ItemHandlerHelper;

public class ItemDice extends Item {


public ItemDice(String unlocalizedName){
	this.setUnlocalizedName(unlocalizedName);
	this.setCreativeTab(TutorialMod.tabTutorial);
	maxStackSize = 1;
	setMaxDamage(1);
}

//@Override
public ActionResult<ItemStack> onItemRightClick(ItemStack itemStackIn, World worldIn, EntityPlayer playerIn, EnumHand hand, IItemHandler item) {
	if(!worldIn.isRemote){
		Random ran = new Random();
		int x = ran.nextInt(20);
		// Lorsque le dรฉ tombe sur 1
		if(x == 0) {
			itemStackIn.damageItem(2, playerIn);
			playerIn.addChatMessage(new TextComponentString("You rolled 1! The spirit of the Game Master doesn't like you and drops you life to half a heart!"));
			//playerIn.addPotionEffect(new PotionEffect(Potion.getPotionFromResourceLocation("poison"), 200));
			playerIn.setHealth(1);
		}
		//Lorsque le dรฉ tombe sur un nombre entre 2 et 18
		if(x >=1 && x <= 17) {
			int x2 = x + 1;
			Random ran2 = new Random();
			int y = ran2.nextInt(100);
			if(y <= 39){
				 ItemStack PotatoStack = new ItemStack(Items.POTATO, 3);
				if(ItemHandlerHelper.insertItem(item, PotatoStack, false) != null){
					return null;
				}else{
					playerIn.dropItem(PotatoStack, false);
				}
				playerIn.addChatMessage(new TextComponentString("You rolled " + x2 + ", You received 3 Potatos!"));	
			}	
		}
	}
	return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemStackIn);
}
}

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You didn't quite follow what diesieben said: you need to drop the returned stack, if any:

// toDrop is whatever remains of PotatoStack after trying to add it to the inventory
ItemStack toDrop = ItemHandlerHelper.insertItem(item, PotatoStack, false);
if (toDrop != null) { // if it's not null, drop it
ย  playerIn.dropItem(toDrop, false);
}

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ItemHandlerHelper.giveItemToPlayer

will attempt to insert the specified item into the player's inventory and drop any remaining items at their feet.

ย 

Your

onItemRightClick

method will never be called from anywhere, because it doesn't override a super method. You can't just add random arguments to override methods when you need a value of a specific type. You've also commented out the

@Override

annotation, which exists specifically to tell you when a method doesn't override a super method.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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