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添加盔甲
介绍
盔甲是比一般的方块或者物品更复杂一点的实现,但是只要了解了,实现还是很简单的。如需添加盔甲,需要先实现CustomArmorMaterial类,然后注册物品。我们还需要看看如何为盔甲提供纹理。本文最后有一个解释如何添加击退的特殊章节,因为此方法只能通过Mixin访问(对于1.16.3)。
本文档的一个例子可以在本模组GitHub仓库找到。
创建盔甲材料类
新的盔甲需要和一个新的名称(以及额外的一些内容,例如盔甲点和耐久度)一起设置,我们需要为我们的CustomArmorMaterial创建一个新的类。
本类实现ArmorMaterial,并以指定值为盔甲点(称为PROTECTION_VALUES)开始。所有这些参数都会充分利用 @Override。
public class CustomArmorMaterial implements ArmorMaterial { private static final int[] BASE_DURABILITY = new int[] {13, 15, 16, 11}; private static final int[] PROTECTION_VALUES = new int[] {A, B, C, D}; // 其中A是头盔,B是胸甲,C是护腿,D是靴子。 // 例如,皮革使用{1, 2, 3, 1},钻石和下界合金使用{3, 6, 8, 3} }
接下来的变量如下定义(无需担心名称,下面你会看到如何实现):
- getDurability: how many hits can armor take before breaking. Uses the int we wrote on 'BASE_DURABILITY' to calculate. Leather uses 5, Diamond 33, Netherite 37.
- getProtectionAmount: calls for the 'PROTECTION_VALUES' int we already wrote above.
- getEnchantability: This will be how likely the armor can get high level or multiple enchantments in an enchantment book.
- SoundEvent getEquipSound: The standard used by vanilla armor is
SoundEvents.ITEM_ARMOR_EQUIP_X
, X being the type of armor. - Ingredient getRepairIngredient: 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.
- String getName: what the parent item of the armor is. In Diamond armor, it'd be “diamond”.
- getToughness: This is a second protection value where the armor is more durable against high value attacks. Value goes as 'X.0F'
在1.16引入的新值
- getKnockbackResistance: leave this value at 0. If you want to implement it, write '0.XF' (in which X is how much knockback protection you want), and I'll teach you how to make it work later on.
接下来所有的参数都会写成 X 或者 A、B、C、D。加上这些参数之后,效果应该如下:
public class CustomArmorMaterial implements ArmorMaterial { private static final int[] BASE_DURABILITY = new int[] {13, 15, 16, 11}; private static final int[] PROTECTION_VALUES = new int[] {A, B, C, D}; @Override public int getDurability(EquipmentSlot slot) { return BASE_DURABILITY[slot.getEntitySlotId()] * X; } @Override public int getProtectionAmount(EquipmentSlot slot) { return PROTECTION_VALUES[slot.getEntitySlotId()]; } @Override public int getEnchantability() { return X; } @Override public SoundEvent getEquipSound() { return SoundEvents.ITEM_ARMOR_EQUIP_X; } @Override public Ingredient getRepairIngredient() { return Ingredient.ofItems(RegisterItems.X); } @Override return "name"; } @Override public float getToughness() { return X.0F; } @Override public float getKnockbackResistance() { return 0.XF; } }
注意你有盔甲材料类的基础了,所以在新的类中注册你的盔甲物品,即RegisterItems。
创建盔甲物品
我们准备创建一个叫做RegisterItems的新的类以实现新的盔甲物件。这也会是注册工具的地方,如果你准备制作像锭这样的新物品(我们简单称为Custom_Material)。这一步同时还会将这些物品放在创造模式物品栏中,如果需要也可以删除这一部分。
物品分组的语法为 .group(你的模组名称.你的分组的大写名称)。这里将其称为ExampleMod:
public class RegisterItems { public static final ArmorMaterial CUSTOM_ARMOR_MATERIAL = new CustomArmorMaterial(); public static final Item CUSTOM_MATERIAL = new CustomMaterialItem(new Item.Settings().group(ExampleMod.EXAMPLE_MOD_GROUP)); // 如果创建了新的材料,则你需要注意这里。 public static final Item CUSTOM_MATERIAL_HELMET = new ArmorItem(CUSTOM_ARMOR_MATERIAL, EquipmentSlot.HEAD, new Item.Settings().group(ExampleMod.EXAMPLE_MOD_GROUP)); public static final Item CUSTOM_MATERIAL_CHESTPLATE = new ArmorItem(CUSTOM_ARMOR_MATERIAL, EquipmentSlot.CHEST, new Item.Settings().group(ExampleMod.EXAMPLE_MOD_GROUP)); public static final Item CUSTOM_MATERIAL_LEGGINGS = new ArmorItem(CUSTOM_ARMOR_MATERIAL, EquipmentSlot.LEGS, new Item.Settings().group(ExampleMod.EXAMPLE_MOD_GROUP)); public static final Item CUSTOM_MATERIAL_BOOTS = new ArmorItem(CUSTOM_ARMOR_MATERIAL, EquipmentSlot.FEET, new Item.Settings().group(ExampleMod.EXAMPLE_MOD_GROUP)); }
现在物品创建好了,将其注册并给予适当的名称,你的第一个参数是名字空间,也就是你的模组ID,第二个是你需要给予你的物品的名称。
我们会在最后一个ArmorItem的下面写这些。
public static void register() { }
你的盔甲物品已完成。现在我们在主类中调用Registry。
public static final ItemGroup EXAMPLE_MOD_GROUP = FabricItemGroupBuilder.create( new Identifier("examplemod", "example_mod_group")) .icon(() -> new ItemStack(RegisterItems.CUSTOM_MATERIAL)) // 这里将你创建的新的材料的模型用作图标,但是你也可以随时使用你喜欢的 .build(); @Override public void onInitialize() { RegisterItems.register(); }
好了!你的盔甲现在应该存在于游戏中,虽然还没有纹理,但是已经可以通过/give来获得了。
现在分配纹理。
提供纹理
假定你已经:
- 有了每一个盔甲物品的纹理(x_helmet.png、x_chestplate.png等)
- 有了穿着的每个盔甲的纹理(x_layer_1.png和x_layer_2.png)
将其分配到每一个盔甲物品。
下列过程对于所有盔甲物品都是一样的,只需要修改我们使用的部分。这里以头盔为例。
- resources/assets/examplemod/models/item/custom_material_helmet.json
{ "parent": "item/generated", "textures": { "layer0": "examplemod:item/custom_material_helmet" } }
重复上述过程,完成其他物品。
要给予穿着的盔甲的纹理,只需要将X_layer_1.png和X_layer_2.png(其中X是你在你的盔甲材料类中选择的参数)放到'resources/assets/minecraft/textures/models/armor'。
做完上述步骤,你应该会有一套完整的盔甲!
添加击退保护
来了,非常折磨!
Mojang 决定他们不仅要硬编码 getKnockbackResistance,而且还要让它不可变!笑死。
To get around this, we're gonna make a mixin that goes into ArmorItem. If this is your first time, here's how to register mixins on your fabric.mod.json
We'll make a class called ArmorItemMixin, and write:
@Mixin (ArmorItem.class) public abstract class ArmorItemMixin { }
Now we have to make a @Shadow to modify knockbackResistance, which is an EntityAttribute
@Mixin (ArmorItem.class) public abstract class ArmorItemMixin { @Shadow @Final private static UUID[] MODIFIERS; @Shadow @Final @Mutable private Multimap<EntityAttribute, EntityAttributeModifier> attributeModifiers; @Shadow @Final protected float knockbackResistance; }
Next we @Inject our GENERIC_KNOCKBACK_RESISTANCE into the ArmorMaterial constructor.
@Mixin (ArmorItem.class) public abstract class ArmorItemMixin { @Shadow @Final private static UUID[] MODIFIERS; @Shadow @Final @Mutable private Multimap<EntityAttribute, EntityAttributeModifier> attributeModifiers; @Shadow @Final protected float knockbackResistance; @Inject(method = "<init>", at = @At(value = "RETURN")) private void constructor(ArmorMaterial material, EquipmentSlot slot, Item.Settings settings, CallbackInfo ci) { UUID uUID = MODIFIERS[slot.getEntitySlotId()]; if (material == RegisterItems.customArmorMaterial) { ImmutableMultimap.Builder<EntityAttribute, EntityAttributeModifier> builder = ImmutableMultimap.builder(); this.attributeModifiers.forEach(builder::put); builder.put( EntityAttributes.GENERIC_KNOCKBACK_RESISTANCE, new EntityAttributeModifier(uUID, "Armor knockback resistance", this.knockbackResistance, EntityAttributeModifier.Operation.ADDITION ) ); this.attributeModifiers = builder.build(); } } }
Now your armor has the knockback resistance value you assigned to it back on CustomArmorMaterial.