Creating a Basic Item
It’s time to start creating your own item. To get started, you start in your mod file. Just below the two String variables and just above the init method, create a new method called preInit. The parameter for this method must be FMLPreInitializationEvent. Don’t forget to add the @EventHandler annotation above the method, or your item won’t work without showing any errors. Once you have done that, the file should look like Listing 4.1.
LISTING 4.1 Mod File with preInit Method
package
com.wuppy.samsmod;import
net.minecraft.enchantment.Enchantment;import
net.minecraft.init.Blocks;import
net.minecraft.init.Items;import
net.minecraft.item.ItemStack;import
net.minecraft.util.WeightedRandomChestContent;import
net.minecraftforge.common.ChestGenHooks;import
net.minecraftforge.common.DungeonHooks;import
cpw.mods.fml.common.Mod;import
cpw.mods.fml.common.Mod.EventHandler;import
cpw.mods.fml.common.event.FMLInitializationEvent;import
cpw.mods.fml.common.event.FMLPreInitializationEvent;import
cpw.mods.fml.common.registry.GameRegistry; @Mod (modid = SamsMod.MODID
, version = SamsMod.VERSION
)public class
SamsMod {public static final
StringMODID
=“wuppy29_samsmod”
;public static final
StringVERSION
=“1.0”
; @EventHandlerpublic void
preInit(FMLPreInitializationEvent event) { } @EventHandlerpublic void
init(FMLInitializationEvent event) {//Recipes
GameRegistry.addRecipe(new
ItemStack(Items.apple
),“XXX”
,“XXX”
,“XXX”
,“X”
, Blocks.leaves
); GameRegistry.addRecipe(new
ItemStack(Items.arrow
),“YZ”
,“X ”
,“X”
, Items.flint
,“Y”
, Items.stick
,“Z”
, Blocks.leaves
); GameRegistry.addShapelessRecipe(new
ItemStack(Items.dye
, 2, 1), Items.redstone
,new
ItemStack(Items.dye
, 1, 1) ); GameRegistry.addSmelting(Blocks.stone
,new
ItemStack(Blocks.stonebrick
), 0.1F); ItemStack enchantedSwordItemStack =new
ItemStack(Items.stone_sword
); enchantedSwordItemStack.addEnchantment(Enchantment.sharpness
, 1); GameRegistry.addShapelessRecipe (enchantedSwordItemStack, Items.flint
, Items.stone_sword
);//Dungeon changes
DungeonHooks.removeDungeonMob(“Spider
” ); DungeonHooks.addDungeonMob(“Creeper
” , 100); ChestGenHooks.removeItem(ChestGenHooks.DUNGEON_CHEST
,new
ItemStack(Items.saddle
)); ChestGenHooks.addItem(ChestGenHooks.DUNGEON_CHEST
,new
WeightedRandomChestContent(new
ItemStack(Blocks.cobblestone
), 25, 50, 10)); } }
There are three initialization phases with Forge: PreInit, Init, and PostInit. PreInit is where you register all the basics for your mod. Init is where you place mod-specific code that is not directly related to registering. Recipes should also go in Init. PostInit is where you add code that interacts with other mods.
This forces modders to do all those things at the same time, making it easier for other modders who create mod bridges or other application programming interfaces (APIs) to use a later initialization phase to find out which blocks are added or which mods are installed.
Because of these rules, you need to create the preInit method for the registry of items.
To create an item, you first must create a new variable. This is a variable that will likely be used in several files. Therefore, it must be public and static. It must also be placed outside of any methods in the class, just below the two String variables used in the @Mod line. Because you are going to create an item, the variable should be an item. The name for the variable can be anything you want, but best practice is to give it the name of the item.
In this book, the basic item you create is a key for the dungeon created over the course of this book. The variable line should look like this:
public static
Item key ;
If you are getting an error under item, import the Item class from the Minecraft package. Be certain to get the one from the Minecraft package, or you will get a lot of errors in the following code.
In the preInit method, two lines of code are required to make most items. One line is to let Java know what the key object actually is, and the other line is to tell Forge to register it as an item. The following code snippet shows the code for the key. Note that the code contains an error, which you fix shortly.
key
=new
ItemKey(); GameRegistry.registerItem(key
,“Key”
);
The top line sets key to a class, which you create in a few minutes. It can also be called anything you want, but the general name for it is Item followed by the item name. Having an error under the ItemKey, or whatever your name for it is, is normal. It’s because ItemKey is a class that isn’t created yet. From now on, this line will be called the item init line.
The second line of code registers an item to Forge using the GameRegistry file, which makes sure Minecraft knows the item exists and can be used. The method used this time is registerItem, which takes two parameters. The first parameter is an Item object and the second parameter is a name for it. The name can also be anything you want, but the best way to name it is the name of the item. It’s important to make sure that there aren’t any duplicate names in the item registry. If there is another item called Key, it might not work. However, Forgeautomatically adds the modid in front of the name you use to register here. This ensures that multiple mods can have an item called Key without problems. If item registry line is mentioned in this book, it references this line.
The following code shows the preInit method and the new variable after adding the item. All the other code in the file is the same, except for a few new imports:
public static
Itemkey
; @EventHandlerpublic void
preInit(FMLPreInitializationEvent event) {key
=new
ItemKey(); GameRegistry.registerItem(key
,“Key”
); }
Creating an Item File
To fix the error under the class name in the item init line, you create an item file with the name used in the init line. To create a file like that, hover your mouse over the error and click Create Class ‘...’. This causes the New Java Class window to open. In this window, click Finish. You will now have a file that should look like Listing 4.2.
LISTING 4.2 Empty Item File
package
com.wuppy.samsmod;import
net.minecraft.item.Item;public class
ItemKeyextends
Item { }
To make a fully functional item, you must add a constructor to this file. A constructor is a method without a return type and the method name has to be exactly the same as the class file. A constructor is a special method in Java that is used to create an object for a class. This method will run whenever the Item object is created. An empty constructor for ItemKey will look as follows:
public
ItemKey()
{
}
There must be two lines of code in this constructor for Minecraft to recognize it as an item and actually use it. The first line makes sure the item has some sort of name:
setUnlocalizedName(SamsMod.MODID
+“_”
+“key”
);
This sets the unlocalized name of the item to something. An item requires an unlocalized name, or it will not show up anywhere. Without a name, it isn’t an item. It’s important to make sure that the unlocalized name is unique for every item in every mod. To make sure this happens, use the modid of your mod followed by an underscore and then finally the name of the item variable in your mod file. This ensures that there can’t possibly be duplicates, because a modid has to be different for every mod installed, and you can’t have two variables with the same name.
When you have an item, it doesn’t automatically show up in the Creative menu. This is quite useful because not everything should be on one of the Creative tabs. However, in the case of most items, you want it to be visible somewhere. To do that, you will need the following code:
setCreativeTab(CreativeTabs.tabMisc
);
This method requires a single parameter, which is a CreativeTab. To get the correct CreativeTab, you might want to look through the file in which all of the tabs are listed. ItemKey will be added to the Miscellaneous tab.
If you start the game right now, you will see there is an item in the Creative menu with a weird black and purple texture. The name is also strange.
Fixing the Name
To fix the names of an item, you have to add a localization for it. By default, items in Minecraft have the name item.unlocalizedname.name. This is not a desirable name and should almost always be changed. You do this by adding localizations. Minecraft has different localizations for every language. If you play Minecraft with a localization different than en_US, which is the default American English, it first tries to look for localizations under that language. If it doesn’t find them, it tries to get them from the en_US ones. If it can’t find them there either, the default name is used.
Fixing the name of the item is going to be quite a bit of work. First, navigate to the forge folder created in Hour 1, “Setting Up the Minecraft Development Environment.” Then enter src/main/resources . Figure 4.1 shows the correct folder structure.
FIGURE 4.1 The folder structure for resources.
In this folder, you need to create a few custom folders. The first folder is called assets. Within the assets folder, you need to make another folder with the name of your modid, which has to be the same as the MODID variable in your mod file. The final folder you need to create is called lang. If you now go into your Eclipse, you should see a white package with the names you just used under the resources folder. In the case of the mod written in this book, the folder structure is assets/wuppy29_samsmod/lang. It should look similar to Figure 4.2.
FIGURE 4.2 The folder structure for lang.
Once you are certain the folder structure is correct, you need to add a new file. The file should be called en_US.lang.
Open the file using a text editor of your choice. If you look at the name of the item in the game, it’s item.UnlocalizedName.name. The .lang file created is used to add a localized name for the item. To create a localized name for the key, you need the following line in the .lang file:
item.wuppy29_samsmod_key.name=Key
The first part is the name of the item when displayed without localizations. After that, add an equal sign and then add the name on the other side. Ensure there are no spaces between the unlocalized name, the equal sign, and the localized name. If there are, it will either not work or look strange. You can have spaces in the unlocalized and localized names themselves in this file.
Now when you start the game and take a look at the item you created, the name will be fixed.
Adding a Texture
To fix the strange purple texture on the item, you must do a few things. First, you must actually create the new item texture. It is outside the scope of this book to cover exactly how to create the best textures, but this section does cover the basics. You need the image editor software of your choice, such as GIMP, Photoshop, or Paint. In one of these programs, create a 16×16 pixel image of the item you want. It doesn’t really matter what you put in there. However, what does matter is the file format and filename when you save it. The file format has to be .png. The filename has to be something you can easily use in code. In this book, it will always be the same name as the variable unless specified differently. The item texture used for the key is called key.png and looks like Figure 4.3.
FIGURE 4.3 The key item texture.
Now that you have a texture for the item, you need to place it somewhere where Forge can find it for you. This place is quite similar to the location of the .lang files. In the forge folder, open the following folders: src\main\resources\assets\wuppy29_samsmod, replacing the wuppy29_samsmod part with the modid of your mod. The path should look similar to Figure 4.4.
FIGURE 4.4 Modid folder structure.
In this folder should be the lang folder you created earlier. This time, create a folder called textures. In that folder, create a final folder called items. Place the texture file you created earlier in there. In the case of the ItemKey, the texture is Figure 4.3. The folder structure for it should look similar to Figure 4.5.
FIGURE 4.5 Item texture folder structure.
Now the texture is ready to be used. Now, you just need to tell Forge to get that texture for the item. To do this, you add a new line of code to the constructor. It should look like the following:
setTextureName(SamsMod.MODID
+“:”
+“key”
);
The texture name has to be first the modid, which should be stored in a variable in your mod file. Then you need a colon and the unlocalized name of the item.
Right now, the constructor looks like this:
public
ItemKey() { setUnlocalizedName(SamsMod.MODID
+“_”
+“key”
); setTextureName(SamsMod.MODID
+“:”
+“key”
); setCreativeTab(CreativeTabs.tabMisc
); }
Once you have added this line of code, your item will work. Figure 4.6 shows the key in the game.
FIGURE 4.6 The ItemKey in Minecraft.
This file isn’t coded very well because the same String is used twice. If you want to change the name of the item, you must change the name in both locations. To make this a little bit easier, create a private String that contains key. Then put the String variables in these methods.
After completing the Try It Yourself activity and all other tasks in this hour, the whole item file should look like Listing 4.3.
LISTING 4.3 Finished ItemKey File
package
com.wuppy.samsmod;import
net.minecraft.creativetab.CreativeTabs;import
net.minecraft.item.Item;public class
ItemKeyextends
Item {private
Stringname
=“key”
;public
ItemKey() { setUnlocalizedName(SamsMod.MODID
+“_”
+name
); setTextureName(SamsMod.MODID
+“:”
+name
); setCreativeTab(CreativeTabs.tabMisc
); } }
Now when you launch the game, you should see the item with the correct name and the correct texture.