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FAQ: What's the difference between an Item and a Material?
ricochet1k edited this page Oct 8, 2012
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A Material is merely a reference to a specific type of item, while an ItemStack refers to a type and a quantity.
Applied to usage in ModDamage, Material references and aliases are simple. ModDamage generates tool aliases by default, because they're so commonly used:
Aliases:
Material:
axe:
- 'WOOD_AXE'
- 'STONE_AXE'
- 'IRON_AXE'
- 'GOLD_AXE'
- 'DIAMOND_AXE'
hoe:
- 'WOOD_HOE'
- 'STONE_HOE'
- 'IRON_HOE'
- 'GOLD_HOE'
- 'DIAMOND_HOE'
pickaxe:
- 'WOOD_PICKAXE'
- 'STONE_PICKAXE'
- 'IRON_PICKAXE'
- 'GOLD_PICKAXE'
- 'DIAMOND_PICKAXE'
spade:
- 'WOOD_SPADE'
- 'STONE_SPADE'
- 'IRON_SPADE'
- 'GOLD_SPADE'
- 'DIAMOND_SPADE'
sword:
- 'WOOD_SWORD'
- 'STONE_SWORD'
- 'IRON_SWORD'
- 'GOLD_SWORD'
- 'DIAMOND_SWORD'
Damage:
- 'switch.attacker.wielding':
- '_sword':
- 'message.attacker': "I see you are wielding a sword!"
- '_axe':
- 'message.attacker': "I see you are wielding an axe!"
- '_pickaxe':
- 'message.attacker': "I see you are wielding a pickaxe!"
Contrast this with ItemStacks, whose format is $material*#quantity.
Aliases:
Item:
oneOfEach:
- 'IRON_INGOT*1'
- 'GOLD_INGOT*1'
- 'LAPIS_ORE*1'
- 'DIAMOND*1'
- 'REDSTONE*1'
Damage: # Attacking innocent wolves makes them drop loot, but you still piss 'em off.
- 'if target.type.wolf_wild':
- 'targeteffect.dropitem._oneOfEach': '1'
- 'if target.type.wolf_angry':
- 'targeteffect.dropitem.WOOD*1': '1'