Consumable

class Consumable(nutrition: Provider<Int>, saturation: Provider<Float>, canAlwaysEat: Provider<Boolean>, consumeTime: Provider<Int>, remains: Provider<ItemStack?>, possibleEffects: Provider<Map<PotionEffect, Float>>, animation: Provider<ItemUseAnimation>, sound: Provider<Key>, particles: Provider<Boolean>) : ItemBehavior

Allows items to be consumed.

Parameters

nutrition

The nutrition that consuming the item provides.

saturation

The saturation that consuming the item provides.

canAlwaysEat

Whether the item can always be eaten, even if the player is not hungry.

consumeTime

The time it takes to consume the item in ticks.

remains

The item that remains after consuming the item.

possibleEffects

The possible effects that consuming the item can apply.

animation

The animation that is played when consuming the item.

sound

The sound that is played when consuming the item.

particles

Whether particles are spawned when consuming the item.

Constructors

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constructor(nutrition: Provider<Int>, saturation: Provider<Float>, canAlwaysEat: Provider<Boolean>, consumeTime: Provider<Int>, remains: Provider<ItemStack?>, possibleEffects: Provider<Map<PotionEffect, Float>>, animation: Provider<ItemUseAnimation>, sound: Provider<Key>, particles: Provider<Boolean>)

Properties

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val animation: ItemUseAnimation

The animation that is played when consuming the item.

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open override val baseDataComponents: Provider<DataComponentMap>

The base data components that every item with this ItemBehavior has.

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Whether the item can always be eaten, even if the player is not hungry.

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The time it takes to consume the item in ticks.

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The NamespacedCompound that every new ItemStack of an item with this ItemBehavior has by default.

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The nutrition that consuming the item provides.

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Whether particles are spawned when consuming the item.

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val possibleEffects: Map<PotionEffect, Float>

The possible effects that consuming the item can apply.

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val remains: ItemStack?

The item that remains after consuming the item.

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The saturation that consuming the item provides.

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val sound: Key

The sound that is played when consuming the item.

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The vanilla material properties that an item with this ItemBehavior requires.

Functions

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open fun handleAttackEntity(player: Player, itemStack: ItemStack, attacked: Entity, event: EntityDamageByEntityEvent)
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open fun handleBlockBreakAction(player: Player, itemStack: ItemStack, event: BlockBreakActionEvent)
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open fun handleBreak(player: Player, itemStack: ItemStack, event: PlayerItemBreakEvent)
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open fun handleBreakBlock(player: Player, itemStack: ItemStack, event: BlockBreakEvent)
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open fun handleConsume(player: Player, itemStack: ItemStack, event: PlayerItemConsumeEvent)
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open fun handleDamage(player: Player, itemStack: ItemStack, event: PlayerItemDamageEvent)
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open fun handleEntityInteract(player: Player, itemStack: ItemStack, clicked: Entity, event: PlayerInteractAtEntityEvent)
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open fun handleEquip(player: Player, itemStack: ItemStack, slot: EquipmentSlot, equipped: Boolean, event: EntityEquipmentChangedEvent)
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open fun handleInteract(player: Player, itemStack: ItemStack, action: Action, wrappedEvent: WrappedPlayerInteractEvent)
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open fun handleInventoryClick(player: Player, itemStack: ItemStack, event: InventoryClickEvent)
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open fun handleInventoryClickOnCursor(player: Player, itemStack: ItemStack, event: InventoryClickEvent)
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open fun handleInventoryHotbarSwap(player: Player, itemStack: ItemStack, event: InventoryClickEvent)
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open fun handleInventoryTick(player: Player, itemStack: ItemStack, slot: Int)
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open fun handleRelease(player: Player, itemStack: ItemStack, event: ServerboundPlayerActionPacketEvent)
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open fun modifyBlockDamage(player: Player, itemStack: ItemStack, block: Block, damage: Double): Double

Modifies the damage when player is breaking a block with itemStack. This damage is applied to the block every tick until 1.0 is reached, at which point the block is destroyed.

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open fun modifyClientSideStack(player: Player?, itemStack: ItemStack, data: NamespacedCompound): ItemStack

Updates the client-side itemStack that is to be viewed by player and has server-side data.

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open override fun toString(itemStack: ItemStack): String

Creates a string representation of this ItemBehavior and its data in itemStack.