tutorial:items
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tutorial:items [2019/02/17 22:52] – created draylar | tutorial:items [2020/06/09 23:42] – draylar | ||
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==== Introduction ==== | ==== Introduction ==== | ||
- | One of the first things you'll want to do with Fabric is registering | + | Adding a basic item is one of the first steps in modding. You're going to need to create an '' |
+ | ==== Registering an Item ==== | ||
- | You're going to need to create an Item object, | + | First, |
+ | <code java [enable_line_numbers=" | ||
+ | public class ExampleMod implements ModInitializer { | ||
- | ==== Creating | + | // an instance of our new item |
+ | public static final Item FABRIC_ITEM | ||
+ | [...] | ||
+ | } | ||
+ | </ | ||
+ | You'll use the vanilla registry system for registering new content. The basic syntax is '' | ||
+ | <code java [enable_line_numbers=" | ||
+ | public class ExampleMod implements ModInitializer { | ||
- | To create your first item, create a new class that overrides | + | // an instance of our new item |
+ | public static final Item FABRIC_ITEM = new Item(new Item.Settings().group(ItemGroup.MISC)); | ||
+ | |||
+ | @Override | ||
+ | public void onInitialize() { | ||
+ | Registry.register(Registry.ITEM, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | Your new item has now been added to Minecraft. Run the `runClient` gradle task to see it in action. | ||
- | public class FabricItem extends Item | + | {{: |
- | | + | |
- | public FabricItem() | + | |
- | | + | |
- | super(); | + | |
- | | + | |
- | | + | |
- | Your super() call will require an Item.Settings object. This is used to set properties such as the creative inventory category, durability, and stack count. We're just going to tell our item to go in the Misc section: | + | ==== Adding |
- | super(new Item.Settings().itemGroup(ItemGroup.MISC)); | + | Registering a texture for an item requires an item model .json file and a texture image. You're going to need to add these to your resource directory. The direct path of each is: |
- | + | ||
- | ==== Registering an Item ==== | + | |
- | Just like most additions you make in Fabric, you'll need to register your new item to the Registry. You can call the registry with //Registry.register.// The first argument is the registry type, such as Registry.ITEM or Registry.BLOCK. The second argument is the name of your addition-- remember to append it with your namespace! In most cases, the last argument is an instance of what you are registering. | + | Item model: |
+ | Item texture: | ||
- | First, we'll create an instance of our item at the top of our main class. It's useful to keep an instance so you can reference and access it later from different classes: | + | Our example texture |
- | public class ExampleMod implements ModInitializer | + | If you registered your item properly in the first step, your game will complain about a missing texture file in a fashion similar to this: |
- | { | + | |
- | // an instance of our new item | + | [Server-Worker-1/ |
- | public static FabricItem fabricItem = new FabricItem(); | + | It conveniently tells you exactly where it expects your asset[s] to be found-- when in doubt, check the log. |
- | | + | |
+ | A basic item model template is: | ||
+ | <code JavaScript> | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | " | ||
} | } | ||
+ | } | ||
+ | </ | ||
+ | The parent of your item changes how it's rendered in the hand and comes in useful for things like block items in the inventory. " | ||
+ | Final textured result: | ||
- | Second, register your item in your onInitialize method. You can also register your item in any other class, as long as it's called during initialization. | + | {{: |
- | public class ExampleMod implements ModInitializer | + | ==== Creating |
- | { | + | |
- | // an instance of our new item | + | |
- | public static FabricItem fabricItem | + | |
- | @Override | + | |
- | public void onInitialize() | + | |
- | { | + | |
- | Registry.register(Registry.ITEM, | + | |
- | } | + | |
- | } | + | |
+ | To add additional behavior to the item you will need to create an Item class. The default constructor requires an Item.Settings object. | ||
+ | <code java [enable_line_numbers=" | ||
+ | public class FabricItem extends Item { | ||
- | At this point, if you start your Minecraft game, you will see your new item. Pretty easy! | + | public FabricItem(Settings settings) { |
+ | super(settings); | ||
+ | } | ||
+ | } | ||
+ | </ | ||
- | {{: | + | A practical use-case for a custom item class would be making the item play a sound when you click with it: |
+ | <code java [enable_line_numbers=" | ||
+ | public class FabricItem extends Item { | ||
+ | |||
+ | public FabricItem(Settings settings) | ||
+ | super(settings); | ||
+ | } | ||
+ | |||
+ | @Override | ||
+ | public TypedActionResult< | ||
+ | playerEntity.playSound(SoundEvents.BLOCK_WOOL_BREAK, | ||
+ | return new TypedActionResult<> | ||
+ | | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Replace the old Item object with an instance of your new item class: | ||
+ | <code java [enable_line_numbers=" | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | |||
+ | // an instance of our new item | ||
+ | public static final FabricItem FABRIC_ITEM = new FabricItem(new Item.Settings().group(ItemGroup.MISC)); | ||
+ | [...] | ||
+ | } | ||
+ | </ | ||
+ | If you did everything correctly, using the item should now play a sound. | ||
+ | |||
+ | ==== What if I want to change the stack size of my item? ==== | ||
+ | |||
+ | For this you would use '' | ||
+ | <code java [enable_line_numbers=" | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | // an instance of our new item, where the maximum stack size is 16 | ||
+ | public static final FabricItem FABRIC_ITEM = new FabricItem(new Item.Settings().group(ItemGroup.MISC).maxCount(16)); | ||
+ | [...] | ||
+ | } | ||
+ | </ | ||
+ | ==== Next Steps ==== | ||
+ | [[tutorial: |
tutorial/items.txt · Last modified: 2024/04/20 08:05 by ryhon