tutorial:armor
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tutorial:armor [2020/10/09 19:34] – [Creating an Armor Material class] sakira | tutorial:armor [2023/08/20 10:19] (current) – [Texturing] wjz_p | ||
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==== Introduction ==== | ==== Introduction ==== | ||
- | While Armor is a bit more complicated to add then a normal block/item, once you can understand it, it becomes simple to make. | + | While armor is a bit more complicated to implement than a normal block or item, once you understand it, it becomes simple to implement. To add armor, we'll first make a CustomArmorMaterial class, then register the items. We'll also take a look at how to texture them. There' |
- | To add Armor, we'll first make a CustomArmorMaterial class, then register the items. We'll also take a look at how to texture them. | + | |
- | There' | + | An example for this document can be found in [[https:// |
==== Creating an Armor Material class ==== | ==== Creating an Armor Material class ==== | ||
Line 11: | Line 11: | ||
Since new armor needs to be set with a new name (as well as extra things like armor points and durability), | Since new armor needs to be set with a new name (as well as extra things like armor points and durability), | ||
- | This class will implement | + | This class will implement |
+ | |||
+ | < | ||
+ | public class CustomArmorMaterial implements class_1741 { | ||
+ | private static final int[] BASE_DURABILITY = new int[] {13, 15, 16, 11}; | ||
+ | private static final int[] PROTECTION_VALUES = new int[] {A, B, C, D}; | ||
- | <code java [enable_line_numbers=" | + | // In which A is boots, B leggings, C chestplate, and D helmet. |
- | public class CustomArmorMaterial implements ArmorMaterial { | + | // For reference, Leather uses {1, 2, 3, 1}, and Diamond/ |
- | private static final int[] BASE_DURABILITY = new int[] {13, 15, 16, 11}; | + | |
- | private static final int[] PROTECTION_VALUES = new int[] {A, B, C, D}; | + | |
- | + | ||
- | | + | |
- | // For reference, Leather uses {1, 2, 3, 1}, and Diamond/ | + | |
} | } | ||
- | </code> | + | </yarncode> |
The next arguments are defined as follows (don't worry about the names, you'll see how we implement it below them): | The next arguments are defined as follows (don't worry about the names, you'll see how we implement it below them): | ||
- | - getDurability: how many hits can armor take before breaking. Uses the int we wrote on ' | + | - <yarn method_7696> |
- | - getPretectionAmount: calls for the ' | + | - <yarn method_7697> |
- | - getEnchantability: This will be how likely the armor can get high level or multiple enchantments in an enchantment book. | + | - <yarn method_7699> |
- | - SoundEvent getEquipSound: The standard used by vanilla armor is '' | + | - <yarn class_3414 method_7698> |
- | - Ingredient getRepairIngridient: what item are we gonna be using to repair the armor on an anvil. It can be either a vanilla item or one of your own. | + | - <yarn class_1856 method_7695> |
- | - String | + | - String |
- | - getToughness: This is a second protection value where the armor is more durable against high value attacks. Value goes as ' | + | - <yarn method_7700> |
And the new value introduced on 1.16 | And the new value introduced on 1.16 | ||
- | - getKnockbackResistance: leave this value at 0. If you want to implement it, write ' | + | - <yarn method_24355> |
I'll leave all variables written as X or A, B, C, D. With those arguments, it should now look something like this: | I'll leave all variables written as X or A, B, C, D. With those arguments, it should now look something like this: | ||
- | <code java [enable_line_numbers=" | + | <yarncode |
- | public class CustomArmorMaterial implements | + | public class CustomArmorMaterial implements |
- | private static final int[] BASE_DURABILITY = new int[] {13, 15, 16, 11}; | + | private static final int[] BASE_DURABILITY = new int[] {13, 15, 16, 11}; |
- | private static final int[] PROTECTION_VALUES = new int[] {A, B, C, D}; | + | private static final int[] PROTECTION_VALUES = new int[] {A, B, C, D}; |
- | | + | @Override |
- | public int getDurability(EquipmentSlot | + | public int method_7696(class_1304 |
- | return BASE_DURABILITY[slot.getEntitySlotId()] * X; | + | return BASE_DURABILITY[slot.method_5927()] * X; |
- | } | + | } |
- | | + | @Override |
- | public int getProtectionAmount(EquipmentSlot | + | public int method_7697(class_1304 |
- | return PROTECTION_VALUES[slot.getEntitySlotId()]; | + | return PROTECTION_VALUES[slot.method_5927()]; |
- | } | + | } |
- | | + | @Override |
- | public int getEnchantability() { | + | public int method_7699() { |
- | return X; | + | return X; |
- | } | + | } |
- | | + | @Override |
- | public | + | public |
- | return | + | return |
- | } | + | } |
- | | + | @Override |
- | public | + | public |
- | return | + | return |
- | } | + | } |
- | | + | @Override |
- | public String | + | public String |
- | return " | + | // Must be all lowercase |
- | } | + | return " |
+ | } | ||
- | | + | @Override |
- | public float getToughness() { | + | public float method_7700() { |
- | return X.0F; | + | return X.0F; |
- | } | + | } |
- | | + | @Override |
- | public float getKnockbackResistance() { | + | public float method_24355() { |
- | return 0.XF; | + | return 0.XF; |
- | } | + | } |
} | } | ||
- | </code> | + | </yarncode> |
Line 91: | Line 92: | ||
==== Creating Armor Items ==== | ==== Creating Armor Items ==== | ||
- | Back in the main class, you can now create | + | We're gonna make a new class called RegisterItems to implement your new armor pieces. This will also be the place to, for example, register tools, if you're making a new item like an ingot (We'll refer to this as a " |
+ | |||
+ | < | ||
+ | public | ||
+ | |||
+ | public static final class_1741 CUSTOM_ARMOR_MATERIAL = new CustomArmorMaterial(); | ||
+ | public static final class_1792 CUSTOM_MATERIAL = new CustomMaterialItem(new class_1792.class_1793()); | ||
+ | // If you made a new material, this is where you would note it. | ||
+ | public static final class_1792 CUSTOM_MATERIAL_HELMET = new class_1738(CUSTOM_ARMOR_MATERIAL, | ||
+ | public static final class_1792 CUSTOM_MATERIAL_CHESTPLATE = new class_1738(CUSTOM_ARMOR_MATERIAL, | ||
+ | public static final class_1792 CUSTOM_MATERIAL_LEGGINGS = new class_1738(CUSTOM_ARMOR_MATERIAL, | ||
+ | public static final class_1792 CUSTOM_MATERIAL_BOOTS = new class_1738(CUSTOM_ARMOR_MATERIAL, | ||
- | <code java [enable_line_numbers=" | ||
- | public class ExampleMod implements ModInitializer { | ||
- | public static final Item WOOL_HELMET = new ArmorItem(CustomArmorMaterial.WOOL, | ||
- | public static final Item WOOL_CHESTPLATE = new ArmorItem(CustomArmorMaterial.WOOL, | ||
- | public static final Item WOOL_LEGGINGS = new ArmorItem(CustomArmorMaterial.WOOL, | ||
- | public static final Item WOOL_BOOTS = new ArmorItem(CustomArmorMaterial.WOOL, | ||
} | } | ||
- | </code> | + | </yarncode> |
- | ==== Registering Armor Items ==== | + | Now that your items are properly created, let's register them and give them proper names. Your first parameter is going to be your namespace, which is your mod ID, and then next one the name you want to give to your item. |
+ | |||
+ | We'll be writing this right below your last <yarn class_1738> | ||
+ | |||
+ | < | ||
+ | public static void register() { | ||
+ | class_2378.method_10230(class_7923.field_41178, | ||
+ | class_2378.method_10230(class_7923.field_41178, | ||
+ | class_2378.method_10230(class_7923.field_41178, | ||
+ | class_2378.method_10230(class_7923.field_41178, | ||
+ | class_2378.method_10230(class_7923.field_41178, | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Your armor items are done. Now we'll just call the Registry on our main class (and annotate the new group). | ||
+ | |||
+ | < | ||
+ | public static final class_1761 EXAMPLE_MOD_GROUP | ||
+ | new class_2960(" | ||
+ | .icon(() -> new class_1799(RegisterItems.CUSTOM_MATERIAL)) // This uses the model of the new material you created as an icon, but you can reference to whatever you like | ||
+ | .build(); | ||
+ | |||
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | RegisterItems.register(); | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | That's it! Your armor should now exist in game, untextured still, but present and able to be given with /give. | ||
+ | |||
+ | Now we'll be assigning the textures to each piece. | ||
- | Register them the same way you'd register a normal item. | ||
- | <code java [enable_line_numbers=true]> | ||
- | [...] | ||
- | public void onInitialize() { | ||
- | Registry.register(Registry.ITEM, | ||
- | Registry.register(Registry.ITEM, | ||
- | Registry.register(Registry.ITEM, | ||
- | Registry.register(Registry.ITEM, | ||
- | } | ||
- | </ | ||
==== Texturing ==== | ==== Texturing ==== | ||
- | Since you already know how to make item models and textures, we won't go over them here. (They' | + | We're going to assume |
+ | * Have the textures for each armor item (x_helmet.png, x_chestplate.png etc.) | ||
+ | * Have the textures | ||
- | < | + | And assign them to each armor item. |
+ | |||
+ | The following should be the same with all armor items, only changing which part are we using. We'll use helmet for our example. | ||
+ | |||
+ | < | ||
{ | { | ||
- | | + | "parent": |
- | "pack_format": | + | "textures": |
- | "description": "Tutorial Mod" | + | "layer0": "tutorial: |
- | } | + | } |
} | } | ||
</ | </ | ||
- | Now you can finally place your textures | + | Repeat with all armor items. |
+ | |||
+ | Generally, mod textures | ||
+ | To give your on-body armor a texture, place X_layer_1.png and X_layer_2.png (where X is the <yarn method_7694> | ||
+ | |||
If you followed everything, you should now be able to have a full armor set! | If you followed everything, you should now be able to have a full armor set! |
tutorial/armor.1602272087.txt.gz · Last modified: 2020/10/09 19:34 by sakira