Using this package you can create trait that you can then put on your tools!

Importing the class

Link to importing-the-class

It might be required for you to import the class if you encounter any issues (like casting an Array), so better be safe than sorry and add the import.
import mods.contenttweaker.tconstruct.TraitBuilder;

Creating a trait

Link to creating-a-trait

First and foremost, you will need to create a trait builder.
This can be done using the static function:

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//create(String identifier, int color, @Optional int maxLevel, @Optional int countPerLevel)
val myTrait = mods.contenttweaker.tconstruct.TraitBuilder.create("kindlich_test", 0xffaadd, 100, 20);

The identifier has to be unique!
For the color, it is suggested that you use the hexadecimal notation as shown above.
maxLevel is the maximum level the trait can become, and will default to 0.
countPerLevel is how many sublevels the trait can have (like Redstone which has 50).

After you've finished all modifications below, you will need to register your trait.
This can be done using the register method, which will return a Representation of the new trait.

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myTrait.register();

After registering, you can still modify the builder, the trait itself can no longer be modified.
That way you can create multiple similar traits easily.

If you combine the given ingredient together with a tool in a tinker's tool forge, you can apply the trait as modifier.

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//myTrait.addItem(IIngredient item, @Optional(1) int amountNeeded, @Optional(1) int amountMatched));
myTrait.addItem(<item:minecraft:iron_pickaxe>);
myTrait.addItem(<item:minecraft:iron_block>, 4, 2);

//myTrait.removeItem(IItemStack stack);
myTrait.removeItem(<item:minecraft:iron_pickaxe>);
  • item is the item that is matched against. You can use Item Conditions but no Transformers.
  • amountNeeded is the amount of items that is matched against. You can split them over all the slots the toolforge provides, which also allows you to go above 64. In the example above, you need 4 iron blocks per addition. Defaults to 1.
  • amountMatched is the amount of trait points added per amountNeeded. In the example above four iron blocks give two trait points. Defaults to 1.
  • If you use the remove function, it will remove all trait ingredients that match for the item.

You can set and get these properties using the names given:

NameType
Name
color
Type
int
Name
countPerLevel
Type
int
Name
hidden
Type
bool
Name
identifier
Type
string
Name
localizedDescription
Type
string
Name
localizedName
Type
string
Name
maxLevel
Type
int

Calculated Properties

Link to calculated-properties

Some properties will need to be calculated.
You can set the given property functions:

CanApplyTogether

Link to canapplytogether

Check if a trait can be added to a tool that already has another trait or enchantment.

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myTrait.canApplyTogetherTrait = function(TraitRepresentation thisTrait, String otherTrait){....};
myTrait.canApplyTogetherEnchantment = function(TraitRepresentation thisTrait, IEnchantmentDefinition enchant){....};

The returned String[] will be displayed as extra information in the tool station.

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myTrait.extraInfo = function(TraitRepresentation thisTrait, IItemStack item, IData tag){....};

Adding Functionality

Link to adding-functionality

Now that you have created a trait you need to make it modify something, don't you?
That's what the trait event handlers are for:
They are called whenever a user does something with the tool containing the trait.

Below you will see all possible handlers, together with information on what they return and how to write the function for them. Remember that you will have to replace myTrait with your own variable name.
Also, you only have to use the handlers that you need, you don't need empty handlers only so that you have filled everything.

All Handlers in a nutshell
  • [onUpdate](#onupdate)
  • [getMiningSpeed](#getminingspeed)
  • [beforeBlockBreak](#beforeblockbreak)
  • [afterBlockBreak](#afterblockbreak)
  • [onBlockHarvestDrops](#onblockharvestdrops)
  • [calcCrit](#calccrit)
  • [calcDamage](#calcdamage)
  • [onHit](#onhit)
  • [calcKnockBack](#calcknockback)
  • [afterHit](#afterhit)
  • [onBlock](#onblock)
  • [onPlayerHurt](#onplayerhurt)
  • [onToolDamage](#ontooldamage)
  • [onToolHeal](#ontoolheal)
  • [onToolRepair](#ontoolrepair)

Called each tick by the tool is loaded (that means in the player's inventory).
Parameters:

  • A Trait Representation representing the currently used trait.
  • An IItemStack representing the used tool
  • An IWorld representing the world
  • An IEntity representing the owner
  • An int representing the itemSlot
  • A boolean that describes if the tool currently isSelected

Returns nothing.

Created using:

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myTrait.getMiningSpeed = function(trait, tool, world, owner, itemSlot, isSelected) {
	//CODE
};

Called when a block is mined.
Be careful as this event is also be caught by vanilla blockBreak handlers.
Parameters:

Returns nothing.

Created using:

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myTrait.getMiningSpeed = function(trait, tool, event) {
	//CODE
};

beforeBlockBreak

Link to beforeblockbreak

Called just before a block is broken.
Be careful as this event is also be caught by vanilla blockBreak handlers.
Parameters:

Returns nothing.

Created using:

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myTrait.beforeBlockBreak = function(trait, tool, event) {
	//CODE
};

Called after the block has been destroyed.
Parameters:

Returns nothing.

Created using:

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myTrait.afterBlockBreak = function(trait, tool, world, blockstate, miner, wasEffective) {
	//CODE
};

onBlockHarvestDrops

Link to onblockharvestdrops

Called whenever a block has been broken.
Be careful as this event is also called by vanilla onBlockHarvestBreak handlers.
Unlike the vanilla handler however, this handler will only be executed when a player broke the block.
Parameters:

Returns nothing

Created using:

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myTrait.onBlockHarvestDrops = function(trait, tool, event) {
	//CODE
};

Called before the damage done to the entity is calculated to determine whether it will be a crit or not.
Returning false will not stop a hit that is already a crit from being so.
Parameters:

Returns a bool that is true if the hit should crit, false whenever else.

Created using:

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myTrait.calcCrit = function(trait, tool, attacker, target) {
	//CODE
	return true; //or false
};

Called when an entity is hit, but still before the damage is dealt and before the crit damage is added.
The crit damage will be calculated off the result of this.
Parameters:

  • A Trait Representation representing the currently used trait.
  • An IItemStack representing the used tool
  • An IEntityLivingBase representing the attacker
  • An IEntityLivingBase representing the target
  • A float representing the tool's originalDamage (unmodified tool damage)
  • A float representing the tool's newDamage (the damage the tool will do up until this point, can be originalDamage, or already be modified by other traits).
  • A boolean that represents if the hit isCritical

Returns a float representing the new damage. Otherwise return newDamage

Created using

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myTrait.calcDamage = function(trait, tool, attacker, target, originalDamage, newDamage, isCritical) {
	//CODE
	return newDamage; //Or your modified value
};

Called when an entity is hit, just before the damage is dealt.
All damage calculation has already been done at this point.
Parameters:

Returns nothing

Created using

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myTrait.onHit = function(trait, tool, attacker, target, damage, isCritical) {
	//CODE
};

Called after an entity is hit to modify the applied knockback.
Parameters:

  • A Trait Representation representing the currently used trait.
  • An IItemStack representing the used tool
  • An IEntityLivingBase representing the attacker
  • An IEntityLivingBase representing the target
  • A float representing the tool's damage (including crit)
  • A float representing the tool's originalKnockback (unmodified tool knockback)
  • A float representing the tool's newKnockback (the knockBack the tool will do up until this point, can be originalKnockback, or already be modified by other traits).
  • A boolean that represents if the hit isCritical

Returns a float representing the new knockback. Otherwise return newKnockback

Created using

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myTrait.calcDamage = function(trait, tool, attacker, target, damage, originalKnockBack, newKnockBack, isCritical) {
	//CODE
	return newDamage; //Or your modified value
};

Called after an entity is hit and after the damage is dealt.
Parameters:

  • A Trait Representation representing the currently used trait.
  • An IItemStack representing the used tool
  • An IEntityLivingBase representing the attacker
  • An IEntityLivingBase representing the target
  • A float representing the tool's dealtDamage
  • A bool representing if the hit wasCritical
  • A bool representing if the entity wasHit. Can be false if the entity was invulnerable or had some other ways of exacing the damage.

Returns nothing

Created using

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mytrait.afterHit = function(trait, tool, attacker, target, damageDealt, wasCritical, wasHit) {
	//CODE
};

Called when the player holding the tool blocks the attack.
Otherwise onHit will be called.
Parameters:

Returns nothing

Created using

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myTrait.onBlock = function(trait, tool, player, event) {
	//CODE
};

Called when the player holding the tool DID NOT BLOCK the attack.
Otherwise onBlock will be called.
Parameters:

Returns nothing

Created using

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myTrait.onPlayerHurt = function(trait, tool, player, event) {
	//CODE
};

Called before the tools durability is getting decreased.
Parameters:

  • A Trait Representation representing the currently used trait.
  • An IItemStack representing the used tool
  • An int representing the unmodifiedAmount of durability to be reduced.
  • An int representing the newAmount of durability to be reduced, which can already be modified by other traits.
  • An IEntityLivingBase representing the current tool holder

Returns an int representing the new amount. Otherwise return newAmount

Created using

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myTrait.onToolDamage = function(trait, tool, unmodifiedAmount, newAmount, holder) {
	//CODE
	return newAmount; //Or your modified value
};

Called before the tools durability is getting increased.
Parameters:

  • A Trait Representation representing the currently used trait.
  • An IItemStack representing the used tool
  • An int representing the unmodifiedAmount of durability to be increased.
  • An int representing the newAmount of durability to be increased, which can already be modified by other traits.
  • An IEntityLivingBase representing the current tool holder

Returns an int representing the new amount. Otherwise return newAmount

Created using

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myTrait.calcToolHeal = function(trait, tool, unmodifiedAmount, newAmount, holder) {
	//CODE
	return newAmount; //Or your modified value
};

Called before the tool is getting repaired with tis repair material.
Not to be confused with onToolHeal which is called afterwards.
Will be called multiple times if multiple items are used at once.
Parameters:

  • A Trait Representation representing the currently used trait.
  • An IItemStack representing the tool to be repaired
  • An int representing the amount of durability to be increased.

Returns nothing

Created using

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myTrait.onToolRepair = function(trait, tool, amount) {
	//CODE
};
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#loader contenttweaker
#modloaded tconstruct

val testTrait = mods.contenttweaker.tconstruct.TraitBuilder.create("kindlich_test");
testTrait.color = 0xffaadd;
testTrait.maxLevel = 100;
testTrait.countPerLevel = 20;
testTrait.addItem(<item:minecraft:iron_pickaxe>);
testTrait.addItem(<item:minecraft:iron_block>, 4, 2);
testTrait.localizedName = "Whooooooooo";
testTrait.localizedDescription = "This is fun! Sadly, it doesn't do anything... \u2639";
testTrait.afterHit = function(thisTrait, tool, attacker, target, damageDealt, wasCrit, wasHit) {
	attacker.heal(damageDealt);
};
testTrait.register();