Hi @red51 I'm trying to insert clothing and object kits to an inventory via plugin,
I'm using https://javadoc.rising-world.n…em-short-int-int-int-int- as a reference as how this is achieved.
This is how I'm doing it (the clothes bit - objects obviously different)
Item i = event.getItem();
Item.Attribute attribute = i.getAttribute();
if(attribute instanceof ClothingAttribute){
//Type-cast to clothing attribute
Item.ClothingAttribute clothing = (Item.ClothingAttribute) attribute;
System.out.println("ClothingAttribute: " + clothing.getClothingID());
inventory.insertNewClothingItem(clothing.getClothingID(), 0, 0xFFFFFF, 0xFFFFFF, 0xFFFFFF);
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Problem is, when I first call this, i.e. add an item of clothing to the player inventory I get a "broken" item. Which strangely gets fixed when I call the code a second time, OR equip another working item of clothes.
For visualisation:
Here I have moved a medieval armour over to my inventory, cancelling the event, then called the above code. As you can see in the inventory slot 1 there is a "broken" item.

I did the same thing again (no changes to code) inserting the rag clothes into slot 2. At this point slot 1 magically became the working item it was supposed to be and slot 2 was broken.

This behaviour continues with each added item.
It also appears that equipping an item fixes the broken inventory items. For example, in the above screenshot, as soon as I equip the armour the rag clothing in slot 2 appears normal.
Any idea what's going on here? 