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SubItems with Damage


pro-mole

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It still has "damage" component, but it's used for identifying sub-items [field itemDamage in ItemStack].

 

I think you'd have to save your custom damage to NBT and rewrite item rendering to show this special damage. Or from the other side - you'd have to write your own implementation of sub-items using NBT (so rewrite stuff like getting item name shown to a player, icon).

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I found a way to add meta tools. But the repair recipes in vanilla minecraft does not work.

and this is the way how i add it.

 

public class ItemMetaTool extends Item

{

  private int damage = 0;

  private int maxDamage1;

 

 

  public ItemMetaTool(int id, int max)

  {

      super(id);

      setHasSubtypes(true);

      setMaxDamage(0);

      maxDamage = max;

  }

 

 

  public boolean onDistroyBlock(......)

  {

      damage++;

      return true;

  }

 

 

  public boolean onHitEntity(......)

  {

      damage += 2;

      return true;

  }

 

 

  public void onUpdate(ItemStack par1, World par2, Entity par3, int par4, boolean par5)

  {

        if(par5) //Holding in the hand

        {

            if(damage > maxDamage)

            {

                --par1.stackSize;

            }

        }

        else //Not holding in the hand

        {

          if(damage > maxDamage)

          {

              --par1.stackSize;

          }

        }

    }

}

 

 

with that you can have meta items. but they have to be the same damge. but this is an idea.

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Item and Block classes aren't instantiated for every item in the game or every block in the game. That's why we have ItemStacks and chunks containg an array of block ids, and that's why we have NBTTags in ItemStacks and TileEntities.

 

If you make a variable in your Item and do something with that, you won't be able to save it and it will conflict with all other Items of the same type.

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