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[1.7.10] How do you make sword stats based on NBT?


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Posted

I'm trying to make randomly-generated weapons. Everything from their damage, durability, enchantability, repair item, name colour and size. I have it all set up the way I want it but now I need to have it be saved to each individual generated sword. But how do I save those to NBT and read from NBT to set the actual values so already-existing swords don't re-generate upon every load?

Posted

Look for

Item

methods that take an

ItemStack

parameter, you can use this to read the values from the NBT.

 

  • Attack damage: override
    getAttributeModifiers(ItemStack stack)

    (look at

    ItemSword

    to see how it adds the attack damage modifier)

  • Durability: override
    getMaxDamage(ItemStack stack)


  • Enchantability: override
    getItemEnchantability(ItemStack stack)


  • Repair item: override
    getIsRepairable(ItemStack p_82789_1_, ItemStack p_82789_2_)

    (the arguments are the items in the left and right slots of the anvil respectively)

  • Name colour: override
    getRarity(ItemStack p_77613_1_)

    (for one of the default rarity colours) or

    getItemStackDisplayName(ItemStack p_77653_1_)

    (for custom colours using

    EnumChatFormatting

    )

  • Size: Not entirely sure, but you probably want to implement
    IItemRenderer


Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

How would I write the repair item and the value of EnumChatFormatting to NBT?

ItemStack#writeToNBT

will write an

ItemStack

to an

NBTTagCompound

.

 

You should be able to save the

EnumChatFormatting

as a string (i.e. store the result of the

toString

method).

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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