Posted July 5, 20214 yr Hello, I am trying to create a set of custom armor that has a value that is unique to each chestplate. I know that in order to do this, I need to assign an NBT tag to the armor. However, I am not quite sure how to do this. I essentially need this value to be stored like durability. If anyone could help me out here I would appreciate it.
July 5, 20214 yr 47 minutes ago, skip999 said: Hello, I am trying to create a set of custom armor that has a value that is unique to each chestplate. I know that in order to do this, I need to assign an NBT tag to the armor. However, I am not quite sure how to do this. I essentially need this value to be stored like durability. If anyone could help me out here I would appreciate it. no nbt, you need an IArmorMaterial, look at the vanilla ArmorMaterial enum, also take a look at the ArmorItem
July 5, 20214 yr Author I can see the confusion here. What I am essentially trying to add is a "ceramic plate" system to the armor. When the player takes a certain amount of damage, a plate is used to reduce it. I need the armor piece to be able to "store" these plates as a value. However, this value would be unique to each piece of armor. I tried using the class constant method you mentioned, but doing that has the value appear across all pieces of that armor. I know NBT is the way to do this, but I don't know how to implement it.
July 5, 20214 yr use this with an ItemStack Capability 40 minutes ago, Luis_ST said: no nbt, you need an IArmorMaterial, look at the vanilla ArmorMaterial enum, also take a look at the ArmorItem
July 5, 20214 yr Author Okay so I have created the Capability. My question is now how to attach it to an item when a new item is created. Would I use the ItemEvent?
July 6, 20214 yr Author I got it to work I was just being a potato and not understanding how listeners work.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.