Before we can create armor, we’ll need to create an armor material to use for our copper armor.
We’ll add a new field to our main mod class.
// ...
public class TutorialMod {
// ...
public static final ItemArmor.ArmorMaterial copperArmorMaterial = EnumHelper.addArmorMaterial("COPPER", modId + ":copper", 15, new int[]{2, 5, 6, 2}, 9, SoundEvents.ITEM_ARMOR_EQUIP_IRON, 0.0F);
// ...
}
EnumHelper.addArmorMaterial
takes a number of parameters:
"COPPER"
: The name of the new enum value, this is completely capitalized, following the enum naming convention.modId + ":copper"
: This is the texture that will be used for our armor. We prefix it with our mod ID to use our mod’s domain instead of the defaultminecraft
domain.15
: The maximum damage factor.new int[]{2, 5, 6, 2}
: The damage reduction factors for each armor piece.9
: The enchantibility of the armor.SoundEvents.ITEM_ARMOR_EQUIP_IRON
: The sound event that is played when the armor is equipped.0.0F
: The toughness of the armor.
Next we’ll need the textures for the armor material that are used to render the on-player overlay.
Download the layer 1 texture here and save it to src/main/resources/assets/tutorial/textures/models/armor/copper_layer_1.png
. Download the layer 2 texture here and save it to src/main/resources/assets/tutorial/textures/models/armor/copper_layer_2.png
.
Armor Item Base Class
Before we can begin creating armor items, we’ll need to create a base class that implements our ItemModelProvider
interface so it can be used with our registration helper method.
We’ll create a class called ItemArmor
in our item
package that extends the Vanilla ItemArmor
class.
package net.shadowfacts.tutorial.item;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.item.Item;
import net.shadowfacts.tutorial.TutorialMod;
public class ItemArmor extends net.minecraft.item.ItemArmor {
private String name;
public ItemArmor(ArmorMaterial material, EntityEquipmentSlot slot, String name) {
super(material, 0, slot);
setRegistryName(name);
setUnlocalizedName(name);
this.name = name;
}
public void registerItemModel(Item item) {
TutorialMod.proxy.registerItemRenderer(this, 0, name);
}
}
Copper Helmet
Firstly, we’ll create a field for our copper helmet item and register it and its item model.
public class ModItems {
// ...
public static ItemArmor copperHelmet = new ItemArmor(TutorialMod.copperArmorMaterial, EntityEquipmentSlot.HEAD, "copper_helmet");
public static void register(IForgeRegistry<Item> registry) {
registry.registerAll(
// ...
copperHelemet
);
}
public static void registerModels() {
// ...
copperHelmet.registerItemModel();
}
}
Next, we’ll need to create a JSON model for our item. The file will be at src/main/resources/assets/tutorial/models/item/copper_helmet.json
.
{
"parent": "item/generated",
"textures": {
"layer0": "tutorial:items/copper_helmet"
}
}
You can download the copper helmet texture from here and save it to src/main/resources/assets/tutorial/textures/items/copper_helmet.png
.
Lastly, we’ll need to add a localization entry for the helmet.
# ...
item.copper_helmet.name=Copper Helmet
Copper Chestplate
First, we’ll create a field for our copper chestplate item and register it and its item model.
public class ModItems {
// ...
public static ItemArmor copperChestplate = new ItemArmor(TutorialMod.copperArmorMaterial, EntityEquipmentSlot.CHEST, "copper_chestplate");
public static void register(IForgeRegistry<Item> registry) {
registry.registerAll(
// ...
copperChestplate
);
}
public static void registerModels() {
// ...
copperChestplate.registerItemModel();
}
}
Next, we’ll need to create a JSON model for our item. The file will be at src/main/resources/assets/tutorial/models/item/copper_chestplate.json
.
{
"parent": "item/generated",
"textures": {
"layer0": "tutorial:items/copper_chestplate"
}
}
You can download the copper helmet texture from here and save it to src/main/resources/assets/tutorial/textures/items/copper_chestplate.png
.
Lastly, we’ll need to add a localization entry for the helmet.
# ...
item.copper_chestplate.name=Copper Chestplate
Copper Leggings
First, we’ll create a field for our copper leggings item and register it and its item model.
public class ModItems {
// ...
public static ItemArmor copperLeggings = new ItemArmor(TutorialMod.copperArmorMaterial, EntityEquipmentSlot.LEGS, "copper_leggings");
public static void register(IForgeRegistry<Item> registry) {
registry.registerAll(
// ...
copperLeggings
);
}
public static void registerModels() {
// ...
copperLeggings.registerItemModel();
}
}
Next, we’ll need to create a JSON model for our item. The file will be at src/main/resources/assets/tutorial/models/item/copper_leggings.json
.
{
"parent": "item/generated",
"textures": {
"layer0": "tutorial:items/copper_leggings"
}
}
You can download the copper helmet texture from here and save it to src/main/resources/assets/tutorial/textures/items/copper_leggings.png
.
Lastly, we’ll need to add a localization entry for the helmet.
# ...
item.copper_leggings.name=Copper Leggings
Copper Boots
First, we’ll create a field for our copper boots item and register it in our ModItems.init
method.
public class ModItems {
// ...
public static ItemArmor copperBoots = new ItemArmor(TutorialMod.copperArmorMaterial, EntityEquipmentSlot.FEET, "copper_boots");
public static void register(IForgeRegistry<Item> registry) {
registry.registerAll(
// ...
copperBoots
);
}
public static void registerModels() {
// ...
copperBoots.registerItemModel();
}
}
Next, we’ll need to create a JSON model for our item. The file will be at src/main/resources/assets/tutorial/models/item/copper_boots.json
.
{
"parent": "item/generated",
"textures": {
"layer0": "tutorial:items/copper_boots"
}
}
You can download the copper boots texture from here and save it to src/main/resources/assets/tutorial/textures/items/copper_boots.png
.
Lastly, we’ll need to add a localization entry for the boots.
# ...
item.copper_boots.name=Copper Boots
Done!
Now, when we run the game, we can obtain our copper armor from the Combat creative tab, and when we equip it, we can see the player overlay being rendered and the armor value being show on the HUD: