public class ToolFabric implements ToolMaterial {
@Override
public int getDurability() {
return 200;//耐久值200
}
@Override
public float getMiningSpeed() {
return 10.0f;//挖掘速度10
}
@Override
public float getAttackDamage() {
return 4.0f;//伤害值4
}
@Override
public int getMiningLevel() {
return 4;//挖掘级别4
}
@Override
public int getEnchantability() {
return 30;//附魔等级30
}
@Override
public Ingredient getRepairIngredient() {
return null;//修复配方,可选
}
}
public class AxeBase extends AxeItem {
public AxeBase(ToolMaterial material) {
super(material, -1, -2.2f, new Item.Settings().group(Main.FABRIC_EXAMPLE_GROUP));//伤害值相较ToolFabric中的4-1=3,攻击速度-2.2,设置在fabric_example_group中
}
}
接下来,我们打开Main的class,在onInitialize的public中添加
Registry.register(Registry.ITEM, new Identifier(MODID, "fabric_pickaxe"), new PickaxeBase(new ToolFabric()));
Registry.register(Registry.ITEM, new Identifier(MODID, "fabric_axe"), new AxeBase(new ToolFabric()));
Registry.register(Registry.ITEM, new Identifier(MODID, "fabric_hoe"), new HoeBase(new ToolFabric()));
Registry.register(Registry.ITEM, new Identifier(MODID, "fabric_sword"), new SwordBase(new ToolFabric()));
Registry.register(Registry.ITEM, new Identifier(MODID, "fabric_shovel"), new ShovelBase(new ToolFabric()));