Choonster Posted April 27, 2016 Posted April 27, 2016 It hasn't changed much since older versions, though numeric armour slots were replaced with the EntityEquipmentSlot enum. Create an ArmorMaterial using EnumHelper.addArmorMaterial . The first argument is the name of the enum value, which should include your mod ID to avoid conflicts with other mods. The second argument is the texture name, which should be in the format "modid:texture" . Look at LayerArmorBase#getArmorResource(Entity, ItemStack, EntityEquipmentSlot, String) to see how this is used to determine the armour texture. The rest of the arguments are fairly self-explanatory. Create an instance of ItemArmor (or a class that extends it) for each item. The renderIndexIn argument of the ItemArmor constructor is never actually used for anything, so it should be safe to pass -1 for this argument. You can see the base class for my mod's armour here and implementations here and here. These implementations have specialised functionality (replacing your other armour or deleting itself when unequipped); for regular armour with no special functionality, ItemArmor or ItemArmourTestMod3 would suffice. The ArmorMaterial is created here and the armour items are registered here. Quote 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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