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How to make an Item Tier have an enchantment glint by default?


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Posted

somewhat self-explanatory. I am making a mod where the item tier is made of items that bear a useless enchant glint, and would like for it to carry over. For the base items i am using 

import net.minecraft.item.*;

public class ItemFoods extends Item {
    public ItemFoods(){super(new Item.Properties().group(ItemGroup.MATERIALS).food(new Food.Builder().hunger(20).saturation(15.0F).build()));}
    @Override
    public boolean hasEffect(ItemStack stack)
    {
        return true;
    }
}

and my enum file for the tool set is:

import net.minecraft.item.IItemTier;
import net.minecraft.item.crafting.Ingredient;
import net.minecraft.util.IItemProvider;
import java.util.function.Supplier;
import net.minecraft.item.Items;

public enum ModItemTierPork implements IItemTier {
    PORK(3, 50, 5.0F, 3.0F, 12, () -> {return Ingredient.fromItems((IItemProvider) Items.COOKED_PORKCHOP); });

    private final int harvestLevel;
    private final int maxUses;
    private final float efficiency;
    private final float attackDamage;
    private final int enchantablility;
    private final Supplier<Ingredient> repairMaterial;

    ModItemTierPork(int harvestLevel, int maxUses, float efficiency, float attackDamage, int enchantablility, Supplier<Ingredient> repairMaterial) {
        this.harvestLevel = harvestLevel;
        this.maxUses = maxUses;
        this.efficiency = efficiency;
        this.attackDamage = attackDamage;
        this.enchantablility = enchantablility;
        this.repairMaterial = repairMaterial;
    }

    @Override
    public int getMaxUses() {
        return maxUses;
    }

    @Override
    public float getEfficiency() {
        return efficiency;
    }

    @Override
    public float getAttackDamage() {
        return attackDamage;
    }

    @Override
    public int getHarvestLevel() {
        return harvestLevel;
    }

    @Override
    public int getEnchantability() {
        return enchantablility;
    }

    @Override
    public Ingredient getRepairMaterial() {
        return repairMaterial.get();
    }

my registry for the item is:

import com.NoPizzaPlease.smalltweaks.SmallTweaks;
import com.NoPizzaPlease.smalltweaks.items.ItemFoods;
import com.NoPizzaPlease.smalltweaks.tools.ModItemTierEnc_Pork;
import com.NoPizzaPlease.smalltweaks.tools.ModItemTierPork;
import com.NoPizzaPlease.smalltweaks.tools.ModItemTierSup_Pork;
import net.minecraft.item.Item;
import net.minecraft.item.ItemGroup;
import net.minecraft.item.SwordItem;
import net.minecraftforge.fml.RegistryObject;
import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext;
import net.minecraftforge.registries.DeferredRegister;
import net.minecraftforge.registries.ForgeRegistries;
    

public static final RegistryObject<SwordItem> SUP_PORK_SWORD = ITEMS.register("sup_pork_sword", () ->
            new SwordItem(ModItemTierSup_Pork.SUP_PORK, 3, -1.0F, new Item.Properties().group(ItemGroup.COMBAT).));

i cant figure out where the enchantment glint tag should go. I've tried making a separate class and using the .getclass() attribute but i don't think that will work and i couldn't find the syntax args anywhere. Any help is appreciated.

 

Yes i know my mod is based on pork. 

Posted (edited)
9 minutes ago, Snad said:

its for the base items. The items that are used to craft the sword use it.

 

Ok, as far as I know, there is now way to make all items in an item tier glint, but you could make a subclass of TieredItem which all your pork tier items could use, which sets hasEffect to true. Or you could make an anonymous class (which sets hasEffect to true) when registering your pork tier items.

Edited by vemerion
Posted
8 minutes ago, Snad said:

its for the base items. The items that are used to craft the sword use it.

But you haven't shown where its used. You've shown us that you register one item, an item that does not use the class.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

i was using it as an example of the method i had used to get it beforehand. 

    public static final RegistryObject ENCHANTED_PORK = ITEMS.register("enchanted_pork", ItemFoods::new);

here it is nonetheless

Posted

Ok.

Now then.

54 minutes ago, Snad said:

...and would like for it to carry over.

This doesn't happen by magic. You will need to subclass the various tool classes (sword, axe, hoe...) and override hasEffect in them too.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted (edited)

i know, but where would it put the tag? The enum? the registry? an entirely new class?

Edited by Snad
Posted
3 hours ago, Draco18s said:

You will need to subclass...

 

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

You could utilize anonymous classes at registration like so:

new SwordItem(ModItemTierSup_Pork.SUP_PORK, 3, -1.0F, new Item.Properties().group(ItemGroup.COMBAT)) {
					@Override
					public boolean hasEffect(ItemStack stack) {
						return true;
					}
				}

 

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