ItemStackBuilder

Helper class for creating an ItemStack with various properties. Includes methods for creating RebarItem stacks, and gui items.

Implements InvUI's ItemProvider, so can be used instead of an ItemStack in GUIs.

Types

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object Companion

Properties

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Functions

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fun addAttributeModifier(attribute: Attribute, modifier: AttributeModifier, replaceExisting: Boolean = true): <Error class: unknown class>
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fun addCustomModelDataColor(color: Color): <Error class: unknown class>

Adds a color to the item's custom model data, used in resource packs.

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fun addCustomModelDataFlag(boolean: Boolean): <Error class: unknown class>

Adds a boolean to the item's custom model data, used in resource packs.

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fun addCustomModelDataFloat(float: Float): <Error class: unknown class>

Adds a float to the item's custom model data, used in resource packs.

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fun addCustomModelDataString(string: String): <Error class: unknown class>

Adds a string to the item's custom model data, used in resource packs.

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fun amount(amount: Int): <Error class: unknown class>
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fun armor(slot: EquipmentSlotGroup, armor: Double, armorToughness: Double): <Error class: unknown class>
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fun attackKnockback(knockback: Double): <Error class: unknown class>
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fun axe(miningSpeed: Float, miningDurabilityDamage: Int): <Error class: unknown class>
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fun boots(armor: Double, armorToughness: Double): <Error class: unknown class>
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fun chestplate(armor: Double, armorToughness: Double): <Error class: unknown class>
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fun clearLore(): <Error class: unknown class>
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open override fun clone(): ItemStackBuilder
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fun defaultTranslatableLore(key: NamespacedKey): <Error class: unknown class>

Sets the item's lore to the default language file key (for example rebar.item.my_dumb_item.lore), based on the item key given.

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fun defaultTranslatableName(key: NamespacedKey): <Error class: unknown class>

Sets the item's name to the default language file key (for example rebar.item.my_dumb_item.name), based on the item key given.

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fun disableNameHacks(): <Error class: unknown class>

In order to get around potions and player heads overriding item_name, Rebar by default does unspeakable things to the item to get it to work. This method disables those hacks, which may have unintended side effects.

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fun durability(durability: Int): <Error class: unknown class>
fun durability(durability: Int, damage: Int): <Error class: unknown class>
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fun editCustomModelData(editFunction: Consumer<CustomModelData.Builder>): <Error class: unknown class>
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fun <T : Any> editData(type: DataComponentType.Valued<T>, block: (T) -> T): <Error class: unknown class>
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fun <T : Any> editDataOrDefault(type: DataComponentType.Valued<T>, block: (T) -> T): <Error class: unknown class>
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fun <T : Any> editDataOrSet(type: DataComponentType.Valued<T>, block: (T?) -> T): <Error class: unknown class>
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fun editMeta(consumer: Consumer<in ItemMeta>): <Error class: unknown class>
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fun editPdc(consumer: Consumer<PersistentDataContainer>): <Error class: unknown class>
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fun <T : Any> get(type: DataComponentType.Valued<T>): @Nullable T?
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fun helmet(armor: Double, armorToughness: Double): <Error class: unknown class>
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fun hideFromTooltip(componentType: DataComponentType): <Error class: unknown class>
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fun hoe(miningSpeed: Float, miningDurabilityDamage: Int): <Error class: unknown class>
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fun leggings(armor: Double, armorToughness: Double): <Error class: unknown class>
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fun lore(): ItemLore?
fun lore(vararg lore: String): <Error class: unknown class>
fun lore(vararg loreToAdd: ComponentLike): <Error class: unknown class>
fun lore(loreToAdd: List<ComponentLike>): <Error class: unknown class>
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fun name(name: String): <Error class: unknown class>
fun name(name: Component): <Error class: unknown class>
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fun noTool(): <Error class: unknown class>
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fun pickaxe(miningSpeed: Float, miningDurabilityDamage: Int): <Error class: unknown class>
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fun removeAttributeModifier(attribute: Attribute, modifierKey: NamespacedKey): <Error class: unknown class>
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fun removeAttributeModifiers(attribute: Attribute): <Error class: unknown class>
fun removeAttributeModifiers(attribute: Attribute, predicate: (AttributeModifier) -> Boolean): <Error class: unknown class>
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fun reset(type: DataComponentType): <Error class: unknown class>
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fun set(type: DataComponentType.NonValued): <Error class: unknown class>
fun <T : Any> set(type: DataComponentType.Valued<T>, value: T): <Error class: unknown class>
fun <T : Any> set(type: DataComponentType.Valued<T>, valueBuilder: DataComponentBuilder<T>): <Error class: unknown class>
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fun shovel(miningSpeed: Float, miningDurabilityDamage: Int): <Error class: unknown class>
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fun tool(blocks: RegistryKeySet<BlockType>, miningSpeed: Float, miningDurabilityDamage: Int): <Error class: unknown class>
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fun unset(type: DataComponentType): <Error class: unknown class>
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fun useCooldown(cooldownTicks: Int, cooldownGroup: Key?): <Error class: unknown class>
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fun weapon(attackDamage: Double, attackSpeed: Double, attackDurabilityDamage: Int, disableShieldSeconds: Float): <Error class: unknown class>