public static ArmorMaterial tutIngot = EnumHelper.addArmorMaterial("NAME", texture, durability, damageReduction[], enchantability);
//tutIngt is the name of the ingot you would use
//Name is self explanatory
//I assume you know what texture you want and how to register it
//Durability is self_explanatory
//Damage reduction is your armor value(remember to keep in //array). keep in mine 25 armor makes invincible
//enchantabiliy self-explanatory
//Harvest level is 0 - 3 from Wood to Diamond - you can go above this if you have blocks that are harder than //obsidian
//Mining speed ranges from 1.0F to 12.0F from Wood to Gold
//dmgvsentites is used for swords, add 4 to this and you get sword damage
//enchantability is self-explanatory
1.7 Code(Armor)
public static ArmorMaterial tutIngot = EnumHelper.addArmorMaterial("NAME", durability, damageReduction[], enchantability);
/* I wrote a summary of all the things here in the 1.8 section, so just open that up and feed the parameters here. */
I thought this would be sort of revelent. Anyway, just because you name something after an item, doesn't mean it cannot be used as a tool/armor material too as the name does not bind it to the item. So you should be perfectly fine as long as you register the tool/armor with the correct material.
I want to make an ingot that can craft both Armor and Tools, do I have to just add custom recipes, or is there a better way?
I'm empty right now, go away.
Please.
Pretty please.
Now!
Just add custom recipes it's quite easy to add them and you just set the ingot as part of the recipe for the item. You shouldn't need an easier way.
1.8 Code
1.8 & 1.7 Code(Tool)
public static ToolMaterial tutIngot2 = EnumHelper.addToolMaterial("TUTORIAL", harvestLevel, durability, miningSpeed, damageVsEntities, enchantability);
//Harvest level is 0 - 3 from Wood to Diamond - you can go above this if you have blocks that are harder than //obsidian
//Mining speed ranges from 1.0F to 12.0F from Wood to Gold
//dmgvsentites is used for swords, add 4 to this and you get sword damage
//enchantability is self-explanatory
1.7 Code(Armor)
I thought this would be sort of revelent. Anyway, just because you name something after an item, doesn't mean it cannot be used as a tool/armor material too as the name does not bind it to the item. So you should be perfectly fine as long as you register the tool/armor with the correct material.
i have a feeling i overcomplicated thisThanks, I guess I can't really combine the EXACT same name to both .addArmorMaterial and .addToolMaterial,
so I'll follow Merfion's suggestion and just make "my ingot" and "my ingot2" and follow p88o's suggestion to just make custom recipes.
I'm empty right now, go away.
Please.
Pretty please.
Now!