Crafting Recipe

Discussion in 'Plugin Development' started by tobiyas, Dec 25, 2013.

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  1. Offline

    tobiyas

    Hey,

    I'm searching for a way to add a crafting recipe to Bukkit.
    Problem is, I want to ignore the damage value.
    Little example:
    Sword + Rose = Sword with a lore.

    Now I want to add this to any damaged sword, not only repaired sword (damage value 0).
    And I don't want to add a recipe for every damagevalue out there.
    Anyone got an idea?
     
  2. Offline

    SourceForums

    tobiyas
    Check this video. It may help you I believe: . About the damage values, if you just not define it, I believe that the code ignores it automatically. (Please correct me if I'm not correct. :D)
     
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    tobiyas


    I'm affraid you are wrong. It get's broken down to: (int count, Material ingredient, int rawdata) with rawdata = 0 and count = 1. So the Damage value is always 0 for a Material passed to addIngredient.

    Anyone else got an idea that is working?
     
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    Bart

    It might be a limitation that Minecraft has - there is no other recipe that allows for damaged items so it might not even be possible. Don't take my word for it though.

    SourceForums linked a good video showing how to do the rest of it, though.
     
  5. Offline

    tobiyas


    That's true, but I know how the rest works. ;) Maybe there is something in the 'repairing'. Putting 2 same items in the craftingbenche repairs them. Does someone know anything about that?
     
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    Bart

    Ah that's true! Forgot about repairing. Hmm....
     
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    tobiyas


    Ah F*ck.... Found it in the NMS source. It's hardcoded... And when repairing, Bukkit is generating a new temporary Recipe on time.... So it seems like this is not possible. :(


    EDIT: LoL found a Bypass. There seems to be a wildcard for bypassing the DamageValues. Just put the DamageValue of the Material of the Recipe to Short.MaxValue.
     
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