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Developer Guide (3 Your first Item)

TheBusyBot edited this page Oct 18, 2024 · 1 revision

This is the third Part of our Developer Guide, you can find a full overview on our main page.
If you haven't checked out the second Part of this Guide, then please do that.

1. A little recap

In the last part we went over the main class of your plugin.
Open up this class again, it should still look a little bit like this:

package ...;

import ...;

public class SlimefunAddon extends JavaPlugin implements SlimefunAddon {
	
    @Override
    public void onEnable() {
        Config cfg = new Config(this);
        // ...
    }
	
    @Override
    public void onDisable() {
        // Logic for disabling the plugin...
    }
	
    @Override
    public JavaPlugin getJavaPlugin() {
        return this;
    }
	
    @Override
    public String getBugTrackerURL() {
        return null;
    }

}

The entirety of this part will happen inside your onEnable() method, right after you created your Config.
So start there.

2. Creating an ItemGroup

As you probably know, the Slimefun Guide is divided into various item groups, such as "Tools", "Weapons" and many more.
You should create your own item group for your addons.
So we will start with that.

The constructor for your ItemGroup takes in two parameters:

  • id represents the identifier of your ItemGroup, a unique name, we use a NamespacedKey for this
  • item represents the item of your ItemGroup, this item will be used to display your ItemGroup inside the Slimefun Guide.

Our id

Let's start with the id.
For this we will create a new NamespacedKey. A NamespacedKey is an identifier that takes in a lower-case id and your Plugin to produce a unique identifier.
You need to come up with a unique id for your item group for this.
We will just go with cool_category for this.
In your onEnable() method, create a NamespacedKey like this:

NamespacedKey categoryId = new NamespacedKey(this, "cool_category");

this simply refers to our Plugin.

Our item

Now onto the item of our new ItemGroup.
We will use the class CustomItemStack for this. (import io.github.thebusybiscuit.slimefun4.libraries.dough.items.CustomItemStack for this)
You can create a new named Item like this:

CustomItemStack categoryItem = new CustomItemStack(Material.DIAMOND, "&4Our very cool Category");

You can even use Color Codes in your item's name.
For a complete list of Materials, consult Spigot's Javadocs.

Full assembly

Finally, create a new ItemGroup (io.github.thebusybiscuit.slimefun4.api.items.ItemGroup) like this (inside your onEnable() method):

ItemGroup itemGroup = new ItemGroup(categoryId, categoryItem);

Now our ItemGroup is complete, the full code should look like this now:

@Override
public void onEnable() {
    Config cfg = new Config(this);

    NamespacedKey categoryId = new NamespacedKey(this, "cool_category");
    CustomItemStack categoryItem = new CustomItemStack(Material.DIAMOND, "&4Our very cool Category");

    ItemGroup itemGroup = new ItemGroup(categoryId, categoryItem);

    // ...
}

The ItemGroup will not be visible in our Slimefun Guide at this point though.
We first need to add an actual SlimefunItem.

3. Creating an Item

Now that we have an ItemGroup set up, we can start to create our actual item.
In this part we will only create a very simple item that has no actual logic behind it, we will add mechanics in Part 4.
But let's focus on items itself for now.

Creating items in Slimefun isn't rocket science but you should still pay attention. We will need to create a new SlimefunItem (io.github.thebusybiscuit.slimefun4.api.items.SlimefunItem).

The constructor takes in 4 parameters:

  • itemGroup is the ItemGroup this Item is in, for this we will simply use the ItemGroup we created earlier.
  • itemStack is the SlimefunItemStack this SlimefunItem represents, we will explain what that means in a second.
  • recipeType describes the Type of our Recipe, in other words this determines the machine this item is crafted in.
  • recipe is an ItemStack Array of the length 9 that describes the Recipe for this Item.

The ItemStack

Since we have already created an ItemGroup, let's start with our SlimefunItemStack.
The SlimefunItemStack tells our SlimefunItem how it looks and also holds the id of our item.
The class SlimefunItemStack has a lot of constructors. Take a look at them and choose the one that best suits your needs.

In this tutorial we will choose the following constructor:
new SlimefunItemStack(id, material, name, lore...);

So first we will need an id for our SlimefunItemStack.
This id is a simple String but needs to be unique and in upper case letters. Example: "MY_ADDON_ITEM".
Please choose a unique id that best suits your item.

Our material is the type of item this Item is rendered as.
For a complete list of Materials, consult Spigot's Javadocs.

For the name, we can choose a name and even use color codes.
The name is then followed by zero or more lines of lore. (Color codes also supported!)

So the full result of our SlimefunItemStack may look like this:

SlimefunItemStack itemStack = new SlimefunItemStack("MY_ADDON_ITEM", Material.EMERALD, "&aPretty cool Emerald", "", "&7This is awesome");

For the lore I left the first line empty, this is not required but consistent with other items from Slimefun.

The recipe

For the RecipeType, we will simply go with the standard: RecipeType.ENHANCED_CRAFTING_TABLE. This means that our item is crafted in an Enhanced Crafting Table. We may go into more details on how Recipe Types work, but that may be in a later tutorial.

Now for the actual Recipe, for the Recipe we will use an ItemStack Array of the length 9:

ItemStack[] recipe = {...};

The length of 9 represents the 3x3 slots found in the dispenser of an Enhanced Crafting Table.
We will simply use an X made out of diamonds for the recipe in this tutorial. You are of course free to come up with any recipe you can imagine.

ItemStack[] recipe = {
    new ItemStack(Material.DIAMOND),    null,                               new ItemStack(Material.DIAMOND),
    null,                               new ItemStack(Material.DIAMOND),    null,
    new ItemStack(Material.DIAMOND),    null,                               new ItemStack(Material.DIAMOND)
};

PRO TIP You can use SlimefunItems.ITEM_ID to use items from Slimefun in your Recipe.
Let's swap out the middle diamond for a Carbonado.

ItemStack[] recipe = {
    new ItemStack(Material.DIAMOND),    null,                               new ItemStack(Material.DIAMOND),
    null,                               SlimefunItems.CARBONADO,            null,
    new ItemStack(Material.DIAMOND),    null,                               new ItemStack(Material.DIAMOND)
};

4. Adding your item

To create the item you we will use the following code:

SlimefunItem sfItem = new SlimefunItem(itemGroup, itemStack, recipeType, recipe);

Finally, to make our item and item group appear in the Slimefun guide, we will call sfItem.register(this) to register it.
The item will already be craftable too.
this refers to your SlimefunAddon in this case.

Let's recap what we got so far:

  1. We created a new ItemGroup
    a. that uses a customItemStack
  2. We created a new SlimefunItem
    a. that has a custom Recipe
    b. that uses a custom SlimefunItemStack

Here is all of our code again (this should still all be inside your onEnable() method):

NamespacedKey categoryId = new NamespacedKey(this, "cool_category");
CustomItemStack categoryItem = new CustomItemStack(Material.DIAMOND, "&4Our very cool Category");

// Our custom Category
ItemGroup itemGroup = new ItemGroup(categoryId, categoryItem);

// The custom item for our SlimefunItem
SlimefunItemStack itemStack = new SlimefunItemStack("MY_ADDON_ITEM", Material.EMERALD, "&aPretty cool Emerald", "", "&7This is awesome");

// A 3x3 shape representing our recipe
ItemStack[] recipe = {
    new ItemStack(Material.DIAMOND),    null,                               new ItemStack(Material.DIAMOND),
    null,                               SlimefunItems.CARBONADO,            null,
    new ItemStack(Material.DIAMOND),    null,                               new ItemStack(Material.DIAMOND)
};

SlimefunItem sfItem = new SlimefunItem(itemGroup, itemStack, RecipeType.ENHANCED_CRAFTING_TABLE, recipe);
sfItem.register(this);
// Our item is now registered

Seasonal and Locked categories

You can also create a SeasonalItemGroup or a LockedItemGroup instead of a generic ItemGroup.
These types of item groups require a specified item group tier. This integer roughly determines the position of the item group inside Slimefun guide. The guide starts populating with tier 1 and onwards. The other criteria is the order of registering (creation of ItemGroup object).

  • Seasonal item groups are hidden throughout the whole year except for 1 specific month.
  • Locked item groups require all researches on parent categories to be unlocked.
Month month = Month.JAN; // This is any enum from java.time.Month.

SeasonalItemGroup group = new SeasonalItemGroup(categoryId, categoryItem, tier, month);
// This item group will require `parentItemGroupA` and `parentItemGroupB` to be fully unlocked.
LockedItemGroup category = new LockedItemGroup(categoryId, categoryItem, tier, parentItemGroupA.getKey(), parentItemGroupB.getKey());

> Continue with Part 4a

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