tutorial:armor
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tutorial:armor [2022/03/17 15:17] – fix furnygo | tutorial:armor [2024/07/04 16:32] (current) – mineblock11 | ||
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====== Adding Armor ====== | ====== Adding Armor ====== | ||
- | ==== Introduction ==== | + | ===== Introduction |
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' | 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' | ||
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An example for this document can be found in [[https:// | An example for this document can be found in [[https:// | ||
- | ==== Creating an Armor Material class ==== | + | ===== Creating an Armor Material class ===== |
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 |
- | <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}; | ||
- | // In which A is helmet, B chestplate, C leggings | + | // In which A is boots, B leggings, C chestplate, |
// For reference, Leather uses {1, 2, 3, 1}, and Diamond/ | // 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> |
- | - getProtectionAmount: 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 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. | + | - <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 | @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 | @Override | ||
- | public int getProtectionAmount(EquipmentSlot | + | public int method_7697(class_1304 |
- | return PROTECTION_VALUES[slot.getEntitySlotId()]; | + | return PROTECTION_VALUES[slot.method_5927()]; |
} | } | ||
@Override | @Override | ||
- | public int getEnchantability() { | + | public int method_7699() { |
return X; | return X; | ||
} | } | ||
@Override | @Override | ||
- | public | + | public |
- | return | + | return |
} | } | ||
@Override | @Override | ||
- | public | + | public |
- | return | + | return |
} | } | ||
@Override | @Override | ||
- | public String | + | public String |
// Must be all lowercase | // Must be all lowercase | ||
return " | return " | ||
Line 76: | Line 78: | ||
@Override | @Override | ||
- | public float getToughness() { | + | public float method_7700() { |
return X.0F; | return X.0F; | ||
} | } | ||
@Override | @Override | ||
- | public float getKnockbackResistance() { | + | public float method_24355() { |
return 0.XF; | return 0.XF; | ||
} | } | ||
} | } | ||
- | </code> | + | </yarncode> |
Now that you have the basics of the armor material class, let's register your armor items in a new class we'll simply call RegisterItems. | Now that you have the basics of the armor material class, let's register your armor items in a new class we'll simply call RegisterItems. | ||
- | ==== Creating Armor Items ==== | + | ===== Creating Armor Items ===== |
- | 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 | + | In the [[item]] tutorial, we've created |
- | The syntax of groups is // | + | <yarncode |
- | + | public | |
- | <code java [enable_line_numbers=" | + | // [...] |
- | public class RegisterItems | + | |
- | + | public static final class_1741 | |
- | public static final ArmorMaterial | + | public static final class_1792 |
- | public static final Item CUSTOM_MATERIAL = new CustomMaterialItem(new | + | |
// If you made a new material, this is where you would note it. | // If you made a new material, this is where you would note it. | ||
- | public static final Item CUSTOM_MATERIAL_HELMET = new ArmorItem(CUSTOM_ARMOR_MATERIAL, | + | public static final class_1792 |
- | public static final Item CUSTOM_MATERIAL_CHESTPLATE = new ArmorItem(CUSTOM_ARMOR_MATERIAL, | + | public static final class_1792 |
- | public static final Item CUSTOM_MATERIAL_LEGGINGS = new ArmorItem(CUSTOM_ARMOR_MATERIAL, | + | public static final class_1792 |
- | public static final Item CUSTOM_MATERIAL_BOOTS = new ArmorItem(CUSTOM_ARMOR_MATERIAL, | + | public static final class_1792 |
} | } | ||
- | </code> | + | </yarncode> |
- | 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. | + | Your armor items are done. Now we'll just create a separate [[itemgroup|item group]] for that. |
- | We'll be writing this right below your last ArmorItem. | + | <yarncode |
- | + | public final class TutorialItemGroups { | |
- | <code java [enable_line_numbers=" | + | |
- | public static | + | .icon(() -> new class_1799(TutorialItems.CUSTOM_MATERIAL)) // This uses the model of the new material you created as an icon, but you can reference to whatever you like |
- | Registry.register(Registry.ITEM, | + | .displayName(Text.translatable("itemGroup.tutorial.test_group")) |
- | Registry.register(Registry.ITEM, new Identifier("examplemod", | + | .entries((context, entries) -> { |
- | Registry.register(Registry.ITEM, new Identifier(" | + | |
- | Registry.register(Registry.ITEM, new Identifier(" | + | |
- | Registry.register(Registry.ITEM, new Identifier(" | + | .add(CUSTOM_MATERIAL_CHESTPLATE) |
+ | .add(CUSTOM_MATERIAL_LEGGINGS) | ||
+ | | ||
+ | }) | ||
+ | .build(); | ||
+ | |||
+ | public static void initialize() { | ||
+ | // Since 1.21: | ||
+ | | ||
+ | } | ||
} | } | ||
- | </code> | + | </yarncode> |
- | + | ||
- | Your armor items are done. Now we'll just call the Registry on our main class (and annotate the new group). | + | |
- | + | ||
- | <code java [enable_line_numbers=" | + | |
- | public static final ItemGroup EXAMPLE_MOD_GROUP = FabricItemGroupBuilder.create( | + | |
- | new Identifier(" | + | |
- | .icon(() -> new ItemStack(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(); | + | |
+ | If you did those above in the separate classes, remember to statically initialize the classes in your '' | ||
+ | <code java> | ||
+ | public class ExampleMod implements ModInitializer { | ||
+ | [...] | ||
+ | |||
@Override | @Override | ||
public void onInitialize() { | public void onInitialize() { | ||
- | | + | |
+ | TUtorialItemGroups.initialize(); | ||
} | } | ||
+ | } | ||
</ | </ | ||
- | |||
That's it! Your armor should now exist in game, untextured still, but present and able to be given with /give. | 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. | Now we'll be assigning the textures to each piece. | ||
- | |||
- | |||
==== Texturing ==== | ==== Texturing ==== | ||
We're going to assume you | We're going to assume you | ||
- | * Have the textures for each armor item (x_helmet.png, | + | * Have the textures for each armor item ('' |
- | * Have the textures for the armor in body (x_layer_1.png and x_layer_2.png) | + | * Have the textures for the armor in body ('' |
And assign them to each armor item. | And assign them to each armor item. | ||
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The following should be the same with all armor items, only changing which part are we using. We'll use helmet for our example. | The following should be the same with all armor items, only changing which part are we using. We'll use helmet for our example. | ||
- | < | + | < |
{ | { | ||
" | " | ||
" | " | ||
- | " | + | " |
} | } | ||
} | } | ||
Line 165: | Line 171: | ||
Repeat with all armor items. | Repeat with all armor items. | ||
- | To give your on-body armor a texture, simply place X_layer_1.png and X_layer_2.png (where X is the getName argument you chose in your armor material class) into 'resources/ | + | Generally, mod textures go under resources/ |
+ | To give your on-body armor a texture, place '' | ||
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! | ||
- | |||
- | ====Adding Knockback Protection==== | ||
- | |||
- | And here comes the so very cursed! | ||
- | |||
- | Mojang decided that they were not only going to hardcode getKnockbackResistance, | ||
- | |||
- | To get around this, we're gonna make a mixin that goes into ArmorItem. If this is your first time, [[tutorial: | ||
- | |||
- | We'll make a class called ArmorItemMixin, | ||
- | |||
- | <code java [enable_line_numbers:" | ||
- | @Mixin (ArmorItem.class) | ||
- | public abstract class ArmorItemMixin { | ||
- | |||
- | } | ||
- | </ | ||
- | |||
- | Now we have to make a @Shadow to modify knockbackResistance, | ||
- | |||
- | <code java [enable_line_numbers:" | ||
- | @Mixin (ArmorItem.class) | ||
- | public abstract class ArmorItemMixin { | ||
- | @Shadow @Final private static UUID[] MODIFIERS; | ||
- | @Shadow @Final @Mutable private Multimap< | ||
- | @Shadow @Final protected float knockbackResistance; | ||
- | } | ||
- | </ | ||
- | |||
- | Next we @Inject our GENERIC_KNOCKBACK_RESISTANCE into the ArmorMaterial constructor. | ||
- | |||
- | <code java [enable_line_numbers:" | ||
- | @Mixin (ArmorItem.class) | ||
- | public abstract class ArmorItemMixin { | ||
- | |||
- | @Shadow @Final private static UUID[] MODIFIERS; | ||
- | @Shadow @Final @Mutable private Multimap< | ||
- | @Shadow @Final protected float knockbackResistance; | ||
- | | ||
- | @Inject(method = "< | ||
- | private void constructor(ArmorMaterial material, EquipmentSlot slot, Item.Settings settings, CallbackInfo ci) { | ||
- | UUID uUID = MODIFIERS[slot.getEntitySlotId()]; | ||
- | |||
- | if (material == RegisterItems.customArmorMaterial) { | ||
- | ImmutableMultimap.Builder< | ||
- | |||
- | this.attributeModifiers.forEach(builder:: | ||
- | |||
- | 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. |
tutorial/armor.1647530251.txt.gz · Last modified: 2022/03/17 15:17 by furnygo