StaffItem

abstract class StaffItem(settings: Item.Settings) : Item(source)

Staff item dispatching functionality to StaffItemHandler without loader specific functionality. Implementing FabricItem or IForgeItem (on the appropriate loader) is highly recommended when extending the class to pass loader-specific functionality to StaffItemHandler.

See also

Constructors

Link copied to clipboard
constructor(settings: Item.Settings)

Types

Link copied to clipboard
object Companion

Inherited properties

Link copied to clipboard
Link copied to clipboard
@Nullable
@get:Nullable
val foodComponent: FoodComponent?
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
@Nullable
@get:Nullable
val recipeRemainder: Item?
Link copied to clipboard
Link copied to clipboard

Functions

Link copied to clipboard
open override fun finishUsing(stack: ItemStack, world: World, user: LivingEntity): ItemStack
Link copied to clipboard
open override fun getMaxUseTime(stack: ItemStack): Int
Link copied to clipboard
open override fun getName(stack: ItemStack): Text
Link copied to clipboard
open override fun getTranslationKey(stack: ItemStack): String
Link copied to clipboard
open override fun onItemEntityDestroyed(entity: ItemEntity)
Link copied to clipboard
open override fun onStoppedUsing(stack: ItemStack, world: World, user: LivingEntity, remainingUseTicks: Int)
Link copied to clipboard
open override fun usageTick(world: World, user: LivingEntity, stack: ItemStack, remainingUseTicks: Int)
Link copied to clipboard
open override fun use(world: World, user: PlayerEntity, hand: Hand): TypedActionResult<ItemStack>
Link copied to clipboard
open override fun useOnBlock(context: ItemUsageContext): ActionResult
Link copied to clipboard
open override fun useOnEntity(stack: ItemStack, user: PlayerEntity, entity: LivingEntity, hand: Hand): ActionResult

Inherited functions

Link copied to clipboard
open fun appendTooltip(stack: ItemStack, @Nullable world: World?, tooltip: MutableList<Text>, context: TooltipContext)
Link copied to clipboard
open override fun arch$holder(): RegistryEntry<Item>
Link copied to clipboard
@Nullable
open fun arch$registryName(): @Nullable Identifier?
Link copied to clipboard
open override fun asItem(): Item
Link copied to clipboard
open fun canBeNested(): Boolean
Link copied to clipboard
open fun canMine(state: BlockState, world: World, pos: BlockPos, miner: PlayerEntity): Boolean
Link copied to clipboard
open fun canRepair(stack: ItemStack, ingredient: ItemStack): Boolean
Link copied to clipboard
open fun damage(source: DamageSource): Boolean
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun getItemBarColor(stack: ItemStack): Int
Link copied to clipboard
open fun getItemBarStep(stack: ItemStack): Int
Link copied to clipboard
Link copied to clipboard
open fun getName(): Text
Link copied to clipboard
protected open fun getOrCreateTranslationKey(): String
Link copied to clipboard
open fun getRarity(stack: ItemStack): Rarity
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
open fun getUseAction(stack: ItemStack): UseAction
Link copied to clipboard
open fun hasGlint(stack: ItemStack): Boolean
Link copied to clipboard
Link copied to clipboard
open fun inventoryTick(stack: ItemStack, world: World, entity: Entity, slot: Int, selected: Boolean)
Link copied to clipboard
open fun isDamageable(): Boolean
Link copied to clipboard
open fun isEnabled(enabledFeatures: FeatureSet): Boolean
Link copied to clipboard
open fun isEnchantable(stack: ItemStack): Boolean
Link copied to clipboard
open fun isFood(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isNbtSynced(): Boolean
Link copied to clipboard
Link copied to clipboard
open fun isSuitableFor(state: BlockState): Boolean
Link copied to clipboard
Link copied to clipboard
open fun onClicked(stack: ItemStack, otherStack: ItemStack, slot: Slot, clickType: ClickType, player: PlayerEntity, cursorStackReference: StackReference): Boolean
Link copied to clipboard
open fun onCraft(stack: ItemStack, world: World)
Link copied to clipboard
open fun onCraftByPlayer(stack: ItemStack, world: World, player: PlayerEntity)
Link copied to clipboard
open fun onStackClicked(stack: ItemStack, slot: Slot, clickType: ClickType, player: PlayerEntity): Boolean
Link copied to clipboard
open fun postHit(stack: ItemStack, target: LivingEntity, attacker: LivingEntity): Boolean
Link copied to clipboard
open fun postMine(stack: ItemStack, world: World, state: BlockState, pos: BlockPos, miner: LivingEntity): Boolean
Link copied to clipboard
Link copied to clipboard
open override fun toString(): String