Conversation
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@OhmV-IR Do you have a corresponding base branch to add the new interface to the items that need it? |
| } | ||
| if (rebarItem2 is VanillaAnvilItem) { | ||
| try { | ||
| MultiHandler.handleEvent(rebarItem2, "onPrepareAnvil", event, priority) |
| if(firstItem != null && e.result != null | ||
| && firstItem.itemMeta is Damageable && e.result!!.itemMeta is Damageable | ||
| && (firstItem.itemMeta as Damageable).damage < (e.result!!.itemMeta as Damageable).damage){ | ||
| e.result = null | ||
| return | ||
| } | ||
| // Check if either input is a rebar item without VanillaAnvilItem and if the output is vanilla, cancel it | ||
| if((firstItem.isRebarAndIsNot<VanillaAnvilItem>() || secondItem.isRebarAndIsNot<VanillaAnvilItem>()) && RebarItem.fromStack(e.result) == null) { |
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Are we sure we want to gate this behind an interface? |
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👆 was gonna mention that |
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Also bronze tools and maybe some more are clay items, as such they cannot be enchanted at all, nor will work in an anvil, should we replace them to something like stone tools? because iron one can still be smelted technically |
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...why are they clay balls again? |
They were gold tool in the beginning but piglin picked em up, so we kind of decided to turn any powder, item that can be traded with piglin, item that can be melted, dyes, etc to be turned into a dummy item (for client side) that has no function together with proper event handling, clay was good for this |
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Hmm stone tools with gold model data would've been better. Also as ive mentioned like 598998498 times we can just cancel the piglin event |
And as I have said 598998499 times there is the client showing the piglin picking the item up for half a second and dropping it over and over (client side prediction it was called iirc), but yeah I agree on the solution |
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I do not recall that... Anyway yeah I think making them stone tools will solve the enchanting issue for bronze at least, among other things |
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Also, even if I don't want to scope creep this PR, if we replace to stone tools, or if we just want more control over the tools, each material has an enchantability value, meaning how easy it is to get good or high levele enchantments, if we set them to a different material, purely for server handling, we should have a defined enchantability to either match gold's or not, as it has the best enchantability in the game, and use one we defined |
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Tracked in pylonmc/pylon#697 |
Closes pylonmc/pylon#625