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tutorial:enchantments [2019/07/02 22:38] – change enchantment type so tut makes more sense draylartutorial:enchantments [2020/07/03 18:36] – more formatting fixes draylar
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 ==== Creating Enchantment Class ==== ==== Creating Enchantment Class ====
-We'll be creating an enchantment called //Frost//, which slows mobs. The slowness effect durability potency will grow relative to the level of the enchantment.+Our new enchantment is called //Frost// and slows mobs on hit. The slowness effectdurability, and potency will grow relative to the level of the enchantment. In our enchantment class, we pass up ''VERY_RARE'' as the enchantment rarity, ''WEAPON'' as the enchantment target, and ''MAINHAND'' as the only valid tool type for our enchantment.
 <code java [enable_line_numbers="true"]> <code java [enable_line_numbers="true"]>
-public class FrostEnchantment extends Enchantment  +public class FrostEnchantment extends Enchantment { 
-+ 
-    public WrathEnchantment(Weight weight, EnchantmentTarget target, EquipmentSlot[] slots) +    public FrostEnchantment() { 
-    +        super(Enchantment.Rarity.VERY_RAREEnchantmentTarget.WEAPONnew EquipmentSlot[] {EquipmentSlot.MAINHAND});
-        super(weighttargetslots)+
     }     }
 } }
 </code> </code>
  
-You'll have to override a few basic methods for basic functionality:+We will now override a few basic methods for basic functionality:
  
-''getMinimumPower'' is the minimum level required to get the enchant in an enchanting table. We'll set it to 1, so you can get it at any level:+''getMinPower'' is related to the minimum level needed to see the enchant in table, but it is not a 1:1 ratio. Most enchantments return something like ''10 * level''with different scales depending on the max level and rarity of the enchantment. We will return 1 so it is always available.
 <code java [enable_line_numbers="false"]> <code java [enable_line_numbers="false"]>
 @Override @Override
-public int getMinimumPower(int int_1) +public int getMinPower(int level) {
-{+
     return 1;     return 1;
 } }
 </code> </code>
  
-''getMaximumLevel'' is the number of tiers the enchantment has. ((Enchantments with more than a single tier will have roman numerals after the name to show the level. If the enchantment only has a single level, nothing is added.))+''getMaxLevel'' is the number of levels the enchantment has. Sharpness has a max level of 5. ((Enchantments with more than a single level will have roman numerals after the name to show the level. If the enchantment only has a single level, nothing is added.))
 <code java [enable_line_numbers="false"]> <code java [enable_line_numbers="false"]>
 @Override @Override
-public int getMaximumLevel() +public int getMaxLevel() {
-{+
     return 3;     return 3;
 } }
 </code> </code>
  
-Finally, we'll implement our slowness effect in the ''onTargetDamage'' method, which is called when you whack an enemy with a tool that has your enchantment.+Finally, we will implement our slowness effect in the ''onTargetDamage'' method, which is called when you whack an enemy with a tool that has your enchantment.
 <code java [enable_line_numbers="false"]> <code java [enable_line_numbers="false"]>
 @Override @Override
-public void onTargetDamaged(LivingEntity user, Entity target, int level) +public void onTargetDamaged(LivingEntity user, Entity target, int level) { 
-+    if(target instanceof LivingEntity) { 
-    if(target instanceof LivingEntity) +        ((LivingEntity) target).addStatusEffect(new StatusEffectInstance(StatusEffects.SLOWNESS, 20 * 2 * level, level - 1));
-    +
-        ((LivingEntity) target).addPotionEffect(new StatusEffectInstance(StatusEffects.SLOWNESS, 20 * 2 * level, level - 1));+
     }     }
  
Line 54: Line 49:
 } }
 </code> </code>
-Pretty simple logic: if the entity we're hitting can have status effects, give it slowness. The time is 2 seconds per level, and the potency is equivalent to the level.+If the entity we are hitting can have status effects (''LivingEntity''s can have status effects, but not ''Entity''), give it the slowness effect. The duration of the effect is 2 seconds per level, and the potency is equivalent to the level.
  
 ==== Registering Enchantment ==== ==== Registering Enchantment ====
 Registering enchantments follows the same process as usual: Registering enchantments follows the same process as usual:
 <code java [enable_line_numbers="false"]> <code java [enable_line_numbers="false"]>
-private static Enchantment FROST;+public class EnchantingExample implements ModInitializer {
  
-@Override +    private static Enchantment FROST = Registry.register( 
-public void onInitialize() +            Registry.ENCHANTMENT, 
-+            new Identifier("tutorial", "frost"), 
-    FROST = Registry.register( +            new FrostEnchantment()
-        Registry.ENCHANTMENT, +
- new Identifier("tutorial", "frost"), +
- new FrostEnchantment( +
-     Enchantment.Weight.VERY_RARE, +
-     EnchantmentTarget.WEAPON, +
-     new EquipmentSlot[] { +
- EquipmentSlot.MAINHAND +
-     } +
- )+
     );     );
 +
 +    @Override
 +    public void onInitialize() {
 +
 +    }
 } }
 </code> </code>
  
-This registers our enchantment under the namespace ''tutorial:frost'', sets it as a very rare enchantment, and only allows it on main hand tools.+This registers our enchantment under the namespace ''tutorial:frost''.
  
 ==== Adding Translations & Testing ==== ==== Adding Translations & Testing ====
Line 89: Line 80:
 </code> </code>
  
-If you go in-game, you should be able to enchant main hand weapons with your new enchant:+If you go in-game, [[https://i.imgur.com/31nFl2H.png|you should be able to enchant main hand weapons with your new enchant.]] 
  
  
  
tutorial/enchantments.txt · Last modified: 2023/01/04 13:52 by datsuns