tutorial:shield
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tutorial:shield [2021/10/17 22:31] – Changed lib cringestar_boi | tutorial:shield [2023/09/26 00:09] – added warning cringestar_boi | ||
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- | ====== Making a Custom Shield in Minecraft ====== | + | __**!!OUTDATED AND BEING WORKED ON !!**__ |
+ | |||
+ | ====== Making a Custom Shield in Minecraft | ||
Congrats! You just learned how to create your custom sword in the last tutorial! Now imagine you want to shield yourself from that sword if your friend got it. If you made it too op, a regular shield won't do. So we will see how to make a custom shield.\\ | Congrats! You just learned how to create your custom sword in the last tutorial! Now imagine you want to shield yourself from that sword if your friend got it. If you made it too op, a regular shield won't do. So we will see how to make a custom shield.\\ | ||
Line 5: | Line 7: | ||
Library source is available at https:// | Library source is available at https:// | ||
+ | |||
+ | Library compiled as a jar is available at https:// | ||
===== Adding the library to your project ===== | ===== Adding the library to your project ===== | ||
Line 11: | Line 15: | ||
**gradle.properties**\\ | **gradle.properties**\\ | ||
<code java> | <code java> | ||
- | fabric_shield_lib_version=1.4.4 | + | fabric_shield_lib_version=1.6.0-1.19 |
</ | </ | ||
**build.gradle** (under dependencies)\\ | **build.gradle** (under dependencies)\\ | ||
<code java> | <code java> | ||
- | modImplementation " | + | modImplementation " |
</ | </ | ||
- | At the time of writing, latest project.fabric_shield_lib_version should be 1.4.4, and latest project.minecraft_version should be 1.17.1. This page will be updated whenever a new update comes out.\\ \\ | + | At the time of writing, latest project.fabric_shield_lib_version should be 1.6.0-1.19. This page will be updated whenever a new update comes out.\\ \\ |
- | **build.gradle** (under repositories)\\ | + | **build.gradle** (under repositories, the one above dependencies)\\ |
<code java> | <code java> | ||
- | allprojects { repositories { maven { url ' | + | maven { url = ' |
+ | </ | ||
+ | |||
+ | __//**If you are doing this in Minecraft version 1.17 or higher or using FabricShieldLib version 1.5.0 or higher, add these things as well: | ||
+ | |||
+ | **gradle.properties**\\ | ||
+ | <code java> | ||
+ | fabric_asm_version=2.3 | ||
+ | cloth_version=8.1.77 | ||
+ | mod_menu_version=4.0.6 | ||
+ | crowdlin_version=1.4+1.19 | ||
+ | </ | ||
+ | |||
+ | **(These versions will be updated in this wiki alongside the mod version)** | ||
+ | |||
+ | **build.gradle** (under dependencies)\\ | ||
+ | <code java> | ||
+ | |||
+ | modApi(" | ||
+ | exclude(group: | ||
+ | } | ||
+ | include(" | ||
+ | |||
+ | modCompileOnly modRuntimeOnly (" | ||
+ | exclude(group: | ||
+ | } | ||
+ | |||
+ | modImplementation(" | ||
+ | exclude (group: " | ||
+ | } | ||
+ | include(" | ||
+ | |||
+ | </ | ||
+ | |||
+ | **build.gradle** (under repositories, | ||
+ | <code java> | ||
+ | maven { url " | ||
+ | maven { url " | ||
</ | </ | ||
Line 29: | Line 70: | ||
If so, the first step to do is create a new instance of an Item like: | If so, the first step to do is create a new instance of an Item like: | ||
<code java> | <code java> | ||
- | public static final Item NETHERITE_SHIELD = new FabricShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), | + | public static final Item NETHERITE_SHIELD = new FabricShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), |
- | </ | + | </ |
- | Then, we have to register it, like so:\\ | + | |
+ | Then, we have to register it, like so: | ||
+ | |||
<code java> | <code java> | ||
- | Registry.register(Registry.ITEM, new Identifier(" | + | Registry.register(Registries.ITEM, new Identifier(" |
- | </ | + | </ |
And our shield is done!\\ | And our shield is done!\\ | ||
Now, we have to create the textures and models of the shield.\\ | Now, we have to create the textures and models of the shield.\\ | ||
- | For the texture, you can use anything. A good place to start is looking at mojang' | + | For the texture, you can use anything. A good place to start is looking at mojang' |
Now, for the models, we have to write a few .json files.\\ | Now, for the models, we have to write a few .json files.\\ | ||
For the model file without blocking, we use: \\ | For the model file without blocking, we use: \\ | ||
<code javascript> | <code javascript> | ||
{ | { | ||
- | " | + | " |
" | " | ||
" | " | ||
Line 56: | Line 100: | ||
} | } | ||
</ | </ | ||
- | Put it in resources/ | + | Put it in '' |
For the blocking model, use this: \\ | For the blocking model, use this: \\ | ||
<code javascript> | <code javascript> | ||
{ | { | ||
- | " | + | " |
} | } | ||
</ | </ | ||
Plop it in resources/ | Plop it in resources/ | ||
- | Don't forget to add it to **en_us.json**\\ | + | Don't forget to add it to **en_us.json** |
<code javascript> | <code javascript> | ||
{ | { | ||
Line 73: | Line 117: | ||
- | ===== Adding | + | ===== Adding banner support to your shield |
+ | |||
+ | If you are using 1.17/1.18 instead of 1.19, please change versions in **gradle.properties** to: | ||
+ | <code java> | ||
+ | fabric_shield_lib_version=1.5.3-1.18 | ||
+ | fabric_asm_version=2.3 | ||
+ | cloth_version=6.2.57 | ||
+ | mod_menu_version=3.0.1 | ||
+ | crowdlin_version=1.4+1.18 | ||
+ | </ | ||
+ | or | ||
+ | <code java> | ||
+ | fabric_shield_lib_version=1.5.3-1.17 | ||
+ | fabric_asm_version=2.3 | ||
+ | cloth_version=5.3.63 | ||
+ | mod_menu_version=2.0.15 | ||
+ | crowdlin_version=1.3+1.17 | ||
+ | </ | ||
This is where mixins get involved. | This is where mixins get involved. | ||
- | First thing you will want to do is to change //bannerSupport// to //true// so that it will be able to be crafted with banners. | + | First thing you will want to do is to change //FabricShieldItem// to //FabricBannerShieldItem// so that it will be able to be crafted with banners. |
- | Next, we will need to create an '' | + | <code java> |
+ | public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), | ||
+ | </ | ||
+ | |||
+ | Now, we have to register a few things in our '' | ||
+ | |||
+ | To create our '' | ||
<code java> | <code java> | ||
- | public | + | public |
+ | @Override | ||
+ | public void onInitializeClient() { | ||
+ | |||
+ | } | ||
+ | } | ||
</ | </ | ||
- | | ||
- | And now we get to the mixin. Don't worry, the big bulk of it is just a copy-paste. | ||
- | If this is your first time, [[tutorial: | + | Before we do any work in our client mod initializer, |
+ | |||
+ | <code javascript> | ||
+ | { | ||
+ | [...] | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | ], | ||
+ | " | ||
+ | " | ||
+ | ] | ||
+ | } | ||
+ | [...] | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Ok, so now that is done, we can work in our client initializer. | ||
+ | |||
+ | First, we will need to create an '' | ||
+ | <code java> | ||
+ | public class ExampleModClient implements ClientModInitializer { | ||
+ | |||
+ | public static final EntityModelLayer NETHERITE_SHIELD_MODEL_LAYER = new EntityModelLayer(new Identifier(" | ||
+ | |||
+ | @Override | ||
+ | public void onInitializeClient() { | ||
+ | |||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Next, we will register out '' | ||
+ | |||
+ | <code java> | ||
+ | public class ExampleModClient implements ClientModInitializer { | ||
+ | |||
+ | public static final EntityModelLayer NETHERITE_SHIELD_MODEL_LAYER = new EntityModelLayer(new Identifier(" | ||
+ | |||
+ | @Override | ||
+ | public void onInitializeClient() { | ||
+ | EntityModelLayerRegistry.registerModelLayer(NETHERITE_SHIELD_MODEL_LAYER, | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Then we will register our 2 '' | ||
+ | |||
+ | <code java> | ||
+ | public class ExampleModClient implements ClientModInitializer { | ||
+ | |||
+ | public static final EntityModelLayer NETHERITE_SHIELD_MODEL_LAYER = new EntityModelLayer(new Identifier(" | ||
+ | |||
+ | @Override | ||
+ | public void onInitializeClient() { | ||
+ | EntityModelLayerRegistry.registerModelLayer(NETHERITE_SHIELD_MODEL_LAYER, | ||
+ | ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE).register((atlasTexture, | ||
+ | registry.register(new Identifier(" | ||
+ | registry.register(new Identifier(" | ||
+ | }); | ||
+ | } | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | And now we get to the mixin. Don't worry, its an easy one. | ||
+ | |||
+ | If this is your first time, [[tutorial: | ||
We will make a class called '' | We will make a class called '' | ||
Line 94: | Line 231: | ||
public class RendererMixin { | public class RendererMixin { | ||
- | { | + | } |
</ | </ | ||
- | Then we will make the necessary '' | + | Then we will make the necessary '' |
<code java> | <code java> | ||
@Mixin (BuiltinModelItemRenderer.class) | @Mixin (BuiltinModelItemRenderer.class) | ||
Line 136: | Line 273: | ||
@Inject(method = " | @Inject(method = " | ||
private void setModelNetheriteShield(CallbackInfo ci){ | private void setModelNetheriteShield(CallbackInfo ci){ | ||
- | modelNetheriteShield = new ShieldEntityModel(this.entityModelLoader.getModelPart(ExampleMod.NETHERITE_SHIELD_MODEL_LAYER)); | + | modelNetheriteShield = new ShieldEntityModel(this.entityModelLoader.getModelPart(ExampleModClient.NETHERITE_SHIELD_MODEL_LAYER)); |
} | } | ||
} | } | ||
Line 157: | Line 294: | ||
@Inject(method = " | @Inject(method = " | ||
private void setModelNetheriteShield(CallbackInfo ci){ | private void setModelNetheriteShield(CallbackInfo ci){ | ||
- | this.modelNetheriteShield = new ShieldEntityModel(this.entityModelLoader.getModelPart(ExampleMod.NETHERITE_SHIELD_MODEL_LAYER)); | + | this.modelNetheriteShield = new ShieldEntityModel(this.entityModelLoader.getModelPart(ExampleModClient.NETHERITE_SHIELD_MODEL_LAYER)); |
} | } | ||
| | ||
Line 163: | Line 300: | ||
private void mainRender(ItemStack stack, ModelTransformation.Mode mode, MatrixStack matrices, VertexConsumerProvider vertexConsumers, | private void mainRender(ItemStack stack, ModelTransformation.Mode mode, MatrixStack matrices, VertexConsumerProvider vertexConsumers, | ||
if (stack.isOf(ExampleMod.NETHERITE_SHIELD)) { | if (stack.isOf(ExampleMod.NETHERITE_SHIELD)) { | ||
- | | + | |
//The first five parameters are taken from the method, while the last 3 you provide yourself. You will provide the model, and then your 2 sprite identifiers in the order of ''// | //The first five parameters are taken from the method, while the last 3 you provide yourself. You will provide the model, and then your 2 sprite identifiers in the order of ''// | ||
'' | '' | ||
Line 173: | Line 310: | ||
</ | </ | ||
- | There is one more big thing and five little | + | That is now all of the complicated |
+ | |||
+ | In your shield model, '' | ||
+ | <code javascript> | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | }, | ||
+ | " | ||
+ | } | ||
+ | ] | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | You also have to change your blocking model for your shield, '' | ||
+ | |||
+ | <code javascript> | ||
+ | { | ||
+ | " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | For this next step, you will add '' | ||
+ | Then, you will need to make a '' | ||
+ | |||
+ | Then, you will move both of these textures into '' | ||
+ | |||
+ | For one last thing, you will need to add names for each of your shield color variants in '' | ||
+ | <code javascript> | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ===== Adding banner support to your shield (1.16) ===== | ||
+ | |||
+ | This is where mixins get involved. | ||
+ | |||
+ | First, change the fabric_shield_lib in **gradle.properties** | ||
+ | \\ | ||
+ | <code java> | ||
+ | fabric_shield_lib_version=1.4.5-1.16 | ||
+ | </ | ||
+ | \\ | ||
+ | |||
+ | Next thing you will want to do is to change // | ||
+ | |||
+ | <code java> | ||
+ | public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), | ||
+ | </ | ||
- | We have to register | + | Now, we have to register |
To create our '' | To create our '' | ||
Line 207: | Line 413: | ||
Ok, so now that is done, we can work in our client initializer. | Ok, so now that is done, we can work in our client initializer. | ||
- | First, | + | The only thing that we will need to do is register |
<code java> | <code java> | ||
public class ExampleModClient implements ClientModInitializer { | public class ExampleModClient implements ClientModInitializer { | ||
+ | |||
@Override | @Override | ||
public void onInitializeClient() { | public void onInitializeClient() { | ||
- | | + | |
+ | registry.register(new Identifier(" | ||
+ | registry.register(new Identifier(" | ||
+ | }); | ||
} | } | ||
} | } | ||
</ | </ | ||
- | Next we will register our 2 '' | + | And now we get to the mixin. Don't worry, its an easy one. |
+ | |||
+ | If this is your first time, [[tutorial: | ||
+ | |||
+ | We will make a class called '' | ||
+ | <code java> | ||
+ | @Mixin (BuiltinModelItemRenderer.class) | ||
+ | public class RendererMixin { | ||
+ | |||
+ | } | ||
+ | </ | ||
+ | |||
+ | Then we will make the necessary '' | ||
+ | <code java> | ||
+ | @Mixin (BuiltinModelItemRenderer.class) | ||
+ | public class RendererMixin { | ||
+ | private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; | ||
+ | private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | ||
+ | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Now we get to the most important part of the mixin. We will inject a method to render a banner on our shield. | ||
+ | |||
+ | <code java> | ||
+ | @Mixin (BuiltinModelItemRenderer.class) | ||
+ | public class RendererMixin { | ||
+ | private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; | ||
+ | private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | ||
+ | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE, | ||
+ | |||
+ | @Inject(method = " | ||
+ | private void mainRender(ItemStack stack, MatrixStack matrix, VertexConsumerProvider vertexConsumerProvider, | ||
+ | if (stack.getItem() == ExampleMod.NETHERITE_SHIELD)) { | ||
+ | FabricShieldLibClient.renderBanner(stack, | ||
+ | //The first five parameters are taken from the method, while the last 3 you provide yourself. You will provide the model, and then your 2 sprite identifiers in the order of '' | ||
+ | '' | ||
+ | } | ||
+ | } | ||
+ | |||
+ | |||
+ | } | ||
+ | </ | ||
+ | |||
+ | That is now all of the complicated things done! We now only need to change our existing model, add a '' | ||
+ | |||
+ | In your shield model, '' | ||
+ | <code javascript> | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | }, | ||
+ | " | ||
+ | } | ||
+ | ] | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | You also have to change your blocking model for your shield, '' | ||
+ | |||
+ | <code javascript> | ||
+ | { | ||
+ | " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | For this next step, you will add '' | ||
+ | Then, you will need to make a '' | ||
+ | |||
+ | Then, you will move both of these textures into '' | ||
+ | |||
+ | For one last thing, you will need to add names for each of your shield color variants in '' | ||
+ | <code javascript> | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ===== Adding banner support to your shield (1.15) ===== | ||
+ | |||
+ | This is where mixins get involved. | ||
+ | |||
+ | First, change the fabric_shield_lib in **gradle.properties** | ||
+ | \\ | ||
+ | <code java> | ||
+ | fabric_shield_lib_version=1.4.5-1.15 | ||
+ | </ | ||
+ | \\ | ||
+ | |||
+ | Next thing you will want to do is to change // | ||
+ | |||
+ | <code java> | ||
+ | public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), | ||
+ | </ | ||
+ | |||
+ | Now, we have to register a few things in our '' | ||
+ | |||
+ | To create our '' | ||
<code java> | <code java> | ||
Line 224: | Line 551: | ||
@Override | @Override | ||
public void onInitializeClient() { | public void onInitializeClient() { | ||
- | EntityModelLayerRegistry.registerModelLayer(ExampleMod.NETHERITE_SHIELD_MODEL_LAYER, | + | |
- | ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEXTURE).register((atlasTexture, | + | } |
+ | } | ||
+ | </ | ||
+ | |||
+ | Before we do any work in our client mod initializer, | ||
+ | |||
+ | <code javascript> | ||
+ | { | ||
+ | [...] | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | ], | ||
+ | " | ||
+ | " | ||
+ | ] | ||
+ | } | ||
+ | [...] | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Ok, so now that is done, we can work in our client initializer. | ||
+ | |||
+ | The only thing that we will need to do is register our 2 '' | ||
+ | |||
+ | <code java> | ||
+ | public class ExampleModClient implements ClientModInitializer { | ||
+ | |||
+ | @Override | ||
+ | public void onInitializeClient() { | ||
+ | ClientSpriteRegistryCallback.event(SpriteAtlasTexture.BLOCK_ATLAS_TEX).register((atlasTexture, | ||
registry.register(new Identifier(" | registry.register(new Identifier(" | ||
registry.register(new Identifier(" | registry.register(new Identifier(" | ||
Line 232: | Line 589: | ||
} | } | ||
</ | </ | ||
+ | |||
+ | And now we get to the mixin. Don't worry, its an easy one. | ||
+ | |||
+ | If this is your first time, [[tutorial: | ||
+ | |||
+ | We will make a class called '' | ||
+ | <code java> | ||
+ | @Mixin (BuiltinModelItemRenderer.class) | ||
+ | public class RendererMixin { | ||
+ | |||
+ | } | ||
+ | </ | ||
+ | |||
+ | Then we will make the necessary '' | ||
+ | <code java> | ||
+ | @Mixin (BuiltinModelItemRenderer.class) | ||
+ | public class RendererMixin { | ||
+ | private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; | ||
+ | private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, | ||
+ | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Now we get to the most important part of the mixin. We will inject a method to render a banner on our shield. | ||
+ | | ||
+ | <code java> | ||
+ | @Mixin (BuiltinModelItemRenderer.class) | ||
+ | public class RendererMixin { | ||
+ | private ShieldEntityModel modelNetheriteShield = new ShieldEntityModel; | ||
+ | private static final SpriteIdentifier NETHERITE_SHIELD_BASE = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, | ||
+ | private static final SpriteIdentifier NETHERITE_SHIELD_BASE_NO_PATTERN = new SpriteIdentifier(SpriteAtlasTexture.BLOCK_ATLAS_TEX, | ||
+ | | ||
+ | @Inject(method = " | ||
+ | private void mainRender(ItemStack stack, ModelTransformation.Mode mode, MatrixStack matrices, VertexConsumerProvider vertexConsumers, | ||
+ | if (stack.getItem() == ExampleMod.NETHERITE_SHIELD)) { | ||
+ | FabricShieldLibClient.renderBanner(stack, | ||
+ | //The first five parameters are taken from the method, while the last 3 you provide yourself. You will provide the model, and then your 2 sprite identifiers in the order of ''// | ||
+ | '' | ||
+ | } | ||
+ | } | ||
+ | |||
+ | | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | That is now all of the complicated things done! We now only need to change our existing model, add a '' | ||
+ | |||
+ | In your shield model, '' | ||
+ | <code javascript> | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | }, | ||
+ | " | ||
+ | } | ||
+ | ] | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | You also have to change your blocking model for your shield, '' | ||
+ | |||
+ | <code javascript> | ||
+ | { | ||
+ | " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | For this next step, you will add '' | ||
+ | Then, you will need to make a '' | ||
+ | |||
+ | Then, you will move both of these textures into '' | ||
+ | |||
+ | For one last thing, you will need to add names for each of your shield color variants in '' | ||
+ | <code javascript> | ||
+ | { | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | " | ||
+ | } | ||
+ | </ | ||
+ | ===== Adding banner support to your shield (1.14) ===== | ||
+ | |||
+ | This is where mixins get involved. | ||
+ | |||
+ | First, change the fabric_shield_lib in **gradle.properties** | ||
+ | \\ | ||
+ | <code java> | ||
+ | fabric_shield_lib_version=1.4.5-1.14 | ||
+ | </ | ||
+ | \\ | ||
+ | |||
+ | Next thing you will want to do is to change // | ||
+ | |||
+ | <code java> | ||
+ | public static final Item NETHERITE_SHIELD = new FabricBannerShieldItem(new FabricItemSettings().maxDamage(2500).group(ItemGroup.COMBAT), | ||
+ | </ | ||
+ | |||
+ | The only thing we will need to do now is to add a simple mixin. | ||
+ | |||
+ | If this is your first time, [[tutorial: | ||
+ | |||
+ | We will make a class called '' | ||
+ | <code java> | ||
+ | @Mixin (BuiltinModelItemRenderer.class) | ||
+ | public class RendererMixin { | ||
+ | |||
+ | } | ||
+ | </ | ||
+ | |||
+ | Then we will make the necessary '' | ||
+ | <code java> | ||
+ | @Mixin (BuiltinModelItemRenderer.class) | ||
+ | public class RendererMixin { | ||
+ | private static final Identifier NETHERITE_SHIELD_BASE = new Identifier(" | ||
+ | private static final Identifier NETHERITE_SHIELD_BASE_NO_PATTERN = new Identifier(" | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | Now we get to the most important part of the mixin. We will inject a method to render a banner on our shield. **Do not forget to mark the inject with // | ||
+ | | ||
+ | <code java> | ||
+ | @Mixin (BuiltinModelItemRenderer.class) | ||
+ | public class RendererMixin { | ||
+ | private static final Identifier NETHERITE_SHIELD_BASE = new Identifier(" | ||
+ | private static final Identifier NETHERITE_SHIELD_BASE_NO_PATTERN = new Identifier(" | ||
+ | | ||
+ | @Inject(method = " | ||
+ | private void mainRender(ItemStack stack, CallbackInfo callbackInfo) { | ||
+ | if (stack.getItem() == ExampleMod.NETHERITE_SHIELD)) { | ||
+ | //The first parameter is taken from the method, while you will provide your 2 identifiers in the order of ''// | ||
+ | FabricShieldBannerRendering.render(stack, | ||
+ | callbackInfo.cancel(); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | | ||
+ | } | ||
+ | </ | ||
That is now all of the complicated things done! We now only need to change our existing model, add a '' | That is now all of the complicated things done! We now only need to change our existing model, add a '' | ||
Line 238: | Line 751: | ||
<code javascript> | <code javascript> | ||
{ | { | ||
- | " | + | " |
" | " | ||
{ | { | ||
Line 254: | Line 767: | ||
<code javascript> | <code javascript> | ||
{ | { | ||
- | " | + | " |
} | } | ||
</ | </ |
tutorial/shield.txt · Last modified: 2024/07/03 07:08 by solidblock