作者:rebot | 分类:模组
Minecraft 版本: 26.1 26.1.1 26.1.2
平台: fabric
标签: adventure equipment library
Adds a new inventory screen with more equipment slots and other equipment related mechanics.
The expanded inventory screen is the most prominent feature of this mod.
However, it can be disabled in the server config. This will also disable all other features that depend on it.
These new equipment slots work similar to the existing four armor slots.
All slots can be configured individually. These options include:
The new slots accessible in the inventory are:
There are also 8 "spell" slots, which are directly controlled by the "rpginventory:active_spell_slot_amount" entity attribute. Its value determines how many slots are enabled.
The "default_spell_slot_amount" server config option controls the amount of spell slots each player has active by default.
The spell slots were originally designed to be used with spell books powered by Spell Engine, but they work with other items as well.
This is an extension to the existing offhand slot. The new "hand slot" is "replacing" the currently selected hotbar slot.
Items in both hand slots can be "sheathed" (by pressing a hotkey), which gives access to the hotbar slots again. When pressed again, teh items are unsheathed.
Sheathed items are rendered on the player model. The exact position can be configured in the client config and items in the "rpginventory:not_shown_when_in_sheathed_hand" and "rpginventory:not_shown_when_in_sheathed_offhand" item tags are not rendered when in those slots.
The vanilla "Swap Hands" hotkey is disabled while the Hand Slot Overhaul is active. Swapping inventory items into the hotbar using the number keys still works.
This is a special case, where only the offhand is sheathed. This leads to the unique situation where the mainhand slot is occupied, but the offhand slot is empty.
The two-handed stance can be toggled by pressing a hotkey. This is not possible, if the item in the main hand slot is iin the "rpginventory:non_two_handed_items" item tag.
The two-handed stance enables no new functionality on its own, but mods like Better Combat Extension can utilise it.
When a hand is not sheathed, but the corresponding slot contains no item, the players hand is not empty. The item in the corresponding "empty hand slot" is held instead.
The empty hand slots always contain a item called "Empty Hand Weapon". This is technically a weapon. When Better Combat is installed, this allows for unarmed combat.
These two slots can hold the same items as the regular hand slots, but the held items do not count as "equipped" (no attribute modifiers/enchantments/etc take effect).
Items in the hand slots can be swapped with the items in the corresponding alternative hand slots by pressing hotkeys. There are individual keys for the main and the offhand. There is also a hotkey that swaps both hands at the same time.
The mechanics of the Hand Slot Overhaul use various "hidden" equipment slots:
All hotkey actions of the Hand Slot Overhaul have configurable, additional effects:
Active and visible status effects are listed on the right side of the inventory screen. They are sorted by their category (harmful, beneficial and neutral). Effects can have a description (added by assigning a value to .description in the lang files), which is also displayed.
Effects in the "rpginventory:food_effects" effect tag are displayed in a separate list.
Equipment slots can now have a tooltip. It is only shown when the slot and the cursor stack are empty. This feature can be disabled in the client config.
The 2x2 crafting grid in the player inventory can be disabled.
These features work independently of the Expanded Inventory Screen.
An item stack that has the "rpginventory:advancement_locked" component has one of 3 different 'status' modes, which is saved in the component.
The different modes are:
The "advancement_locked" component has 5 string fields:
"unlock_advancement": the id of the 'unlock advancement'. If the player has this advancement unlocked, the status is changed to 'unlocked', if not the status is 'not_unlocked'. If this field is an empty string, the item can't be 'not_unlocked'.
"lock_advancement": the id of the 'lock advancement'. If the player has this advancement unlocked, the status is 'locked'. If this field is an empty string, the item can't be 'locked'.
"not_unlocked_tooltip_text": this string is optionally displayed in the item tooltip, when the item status is 'not_unlocked'. This supports localization.
"tooltip_text": this string is optionally displayed in the item tooltip, when the item status is 'not_unlocked'. This supports localization.
"locked_tooltip_text": this string is optionally displayed in the item tooltip, when the item status is 'not_unlocked'. This supports localization.
Inventory slots containing an item with the 'not_unlocked' or 'locked' status modes, can optionally display a slot overlay.
Equipment items can be part of multiple "exclusive equipment groups", which are defined as strings saved in the "rpginventory:exclusive_equipment" data component. Each group may only be present on one equipped item at any time. If a group is detected on additional items, those items are either moved into the regular inventory or dropped on the ground.
Item stacks that have the "rpginventory:saves_crafting_player" component will save the player, that crafted them. That player is then displayed in a line in the item tooltip (Can be disabled in the client config).
This is purely cosmetic.
Items can be bound to a player. Player bound items can only be used by that player. Player bound items have an additional tooltip line that shows the player name. (Can be disabled in the client config)
Inventory slots that contain items bound to another player have an overlay of a configurable color. This can be disabled in the client config.
If an item stack has the "rpginventory:bounds_to_player" component, the item stack will bind itself to a player when it is placed in a player inventory.
At that point, the "rpginventory:bounds_to_player" component will be removed and the "rpginventory:player_bound" component will be added instead. This component saves a player profile.
The server config setting "allow_equipment_changes" controls, whether items can be put into or removed from equipment slots.
When a player has the "rpginventory:civilisation" status effect items can be put into or removed from equipment slots, regardless of the config setting.
When a player has the "rpginventory:wilderness" status effect items can not be put into or removed from equipment slots, regardless of the config setting.
Item stacks with the "rpginventory:ignores_equipment_change_restrictions" ignore these restrictions.
Items in the "unusable_when_low_durability" item tag or with the "rpginventory:unusable_when_low_durability" data component have the same behavior as elytra. Instead of getting destroyed when losing all durability, they become unusable until they are repaired. Unusable items have a different translation key (default one + "_broken").
Inventory slots that contain unusable items have an overlay of a configurable color. This can be disabled in the client config.
Mannequins are blocks that have storage slots similar to the players equipment slots. Items placed in those slots form a 'load out', which can be equipped by players. Equipping a load out fills the players equipment slots with copies of the load out items. Only slots that are empty or contain a load out item are filled.
Changing and/or equipping load out items can be disabled for non-creative players using block entity data.
Depending on a server config setting either the "rpginventory:is_destroyed_on_death" or the "rpginventory:is_kept_on_death" data component is applied to load out items.
These items can also normally not be removed from a slot, only when interacting with a mannequin.
These can be configured in the client config, including the position.
When the health of a players with the "rpginventory:pvp" status effect reaches zero, they are not killed, but trigger this feature instead.
Effects include:
RPG Inventory adds several mechanics that influence what happens with the items in the player inventory when the player dies.
When the vanilla "keep_inventory" game rule is set to true, all items are kept.
The "rpginventory:keep_inventory" status effect is applied when an item in the "sacrificed_to_keep_inventory_on_death" item tag is equipped (in an equipment, trinket or the offhand slot).
When the player dies while having that status effect, all equipped items in the "sacrificed_to_keep_inventory_on_death" item tag are destroyed. The rest of the inventory is kept, regardless of game rules and stuff like "Curse of Vanishing".
The vanilla enchantment "Curse of Vanishing" is applied only when no item was sacrificed to keep the inventory.
Remaining items are kept under these conditions:
Items that are not kept, get destroyed under these conditions:
Remaining items are dropped like normal.
When "building_mode_status_effect_identifier" is a valid status effect identifier and the player has that status effect, several mechanics are ignored.
A button that opens the Backpack Screen can be added to the inventory screens. The 2x2 crafting grid has to be disabled.
The hotbar in the HUD can be configured to only show enabled hot bar slots.
Spell Engine's status effect API is used for several mechanics that apply "hidden status effects" to the player when certain conditions are met.
When the "Player Attribute Screen" mod is installed, a button to toggle the attribute screen is active in the RPG Inventory screen.
A button that opens the Hand Crafting Screen can be added to the inventory screens. The 2x2 crafting grid has to be disabled.
The purse widget is displayed on the RPG Inventory screen.
Trinket slots are displayed on the RPG Inventory screen.
All trinket slots have a tooltip. It can be set in the lang file with this schema:
{
"slot.tooltip.<group_name>.<slot_name>": "Test Slot"
}
When the string is empty, no tooltip will be shown.
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