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.

Constructors

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constructor(settings: Item.Settings)

Inherited properties

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@Nullable
@get:Nullable
val foodComponent: FoodComponent?
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@Nullable
@get:Nullable
val recipeRemainder: Item?
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Functions

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

Inherited functions

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