95 lines
2.6 KiB
Markdown
95 lines
2.6 KiB
Markdown
# Item properties
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## Visual
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### *icon-type* and *icon* itself
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Icon type defines a source of an item image displayed in inventory.
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- **none** - invisible type, used for *core:empty* only (empty item, like the air block). May be removed in future updates.
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- **sprite** - default type. 2D image. Requires *icon* set to *atlas_name:texture_name*. Example: *blocks:notfound*.
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There's two atlases available:
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- **blocks** (generated from *png* files in *res/textures/blocks/*)
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- **items** (generated from *png* files in *res/textures/items/*)
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- **block** - block preview. Block ID must be specified in **icon** property. Example: *base:wood*.
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### Item model - `model-name`
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Name of the item model. The model will be loaded automatically.
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Default value is `packid:itemname.model`.
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If the model is not specified, an automatic one will be generated.
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### Caption and Description
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`caption` - name of item in inventory
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`description` - item description in inventory
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this props allow to use `md`
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*see [Text Styles](/doc/en/text-styles.md)*
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## Behaviour
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### *placing-block*
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Specifies what block will be placed on RMB click. Automatically specified in generated items.
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Example: an items that places bazalt blocks:
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```json
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"placing-block": "base:bazalt"
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```
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### *emission*
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Light emitted when player holds the item in hand.
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An array of 3 integers - R, G, B of light in range \[0, 15\]
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Examples:
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- *\[15, 15, 15\]* - white with maximal intensity
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- *\[7, 0, 0\]* - dim red light
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- *\[0, 0, 0\]* - no emission (default value)
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### *stack-size*
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Maximal number of an item units in one slot. Default - 64.
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### Number of uses (durability) - `uses`
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Property used via [inventory.use](scripting/builtins/libinventory.md).
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Property status is displayed in the inventory interface. Display method is defined via `uses-display`.
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### Display of uses - `uses-display`
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- `none` - display disabled
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- `number` - number
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- `relation` - current value to initial value (x/y)
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- `vbar` - vertical scale (used by default)
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## Tags
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Tags allow you to designate general properties of items. Names should be formatted as `prefix:tag_name`.
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The prefix is optional, but helps avoid unwanted logical collisions. Example:
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```json
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{
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"tags": [
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"core:fuel",
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"base_survival:poison",
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]
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}
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```
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Tags can also be added to items from other packs using the `your_pack:tags.toml` file. Example
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```toml
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"prefix:tag_name" = [
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"random_pack:item",
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"another_pack:some_block",
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]
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"other_prefix:other_tag_name" = [
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# ...
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]
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```
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