[COT/CONARM] For the demon reform of the armor

Note; CRT official encyclopedia did not explain the linkage of COT to COT, but the code does have linkage.

Reading this tutorial requires knowing something about Zenscript. See CRT Encyclopedia for details.

Be careful of CRT Encyclopedia.jpg (refers to chaotic typography)

Basic information

First of all, as COT's linkage with craftsmanship, you need to import and register materials that are basically exactly the same as CRT Encyclopedia.However, the introduction class is different.

#loader contenttweaker

Import Mods.ContentTweaker.Conarm.extExEDMATERILDER;

Import Mods.conarm.utils.Iarmormodifications;

Import mods.conarm.traits.update;

Import Mods.Contenttweaker.Conarm.armortrait;

Import Mods.ContentTweaker.Conarm.armortraitDataRESENTATION;

Import Mods.ContentTweaker.Conarm.armortraitBuilder;

Who will import all categories at one time ... normal people ...

register

 // First you need to register, set the name of armor materials to ArmorPlus here

Val As ExtendedmaticBuilder = MODS.CONTENTTWEAKER.CONARM.EXTENDEDMATEERDER.CREATE ("ArmorPlus");

// But using A as a variable name is not a good habit

Note: "A" later means the variable "a" here, or the material ARMORPLUS!

Available parameters

See CRT Encyclopedia, reference usage:

 a.Color = 0; // Define the color as black 

Available method

Add item

 // mods.contenttWeaker.Conarm.extendedMaterBuilder.addIntem (IINGREDIENT Ingredient, @Optional (Valuelong = 1) int Amountneeded, @optional (valueLong = 144) int amountmatched);

A.Additem (); // Add TNT materials for Armorplus, default 1tnt = 1 material = 144MB fluid

A.Additem (); // Add nickel ingot (supported mineral) material for ArmorPlus, default 1 nickel ingot = 1 material = 144MB fluid

A.Additem (, 2,73); // Add TNT materials for Armorplus, and 2tnt = 1 material, 1TNT = 73MB fluid

A.Additem (, 2,73); // Add nickel ingot (supporting mineral) to Armorplus material, and 2 nickel ingot = 1 material, 1 nickel ingot = 73MB fluid

// Theoretically, the fluid can also be added, but it will cause unknown bug

Delete items

 // mods.contenttweaker.conarm.extendedmaticBuilder.RmoveInt (IItemstack itemstack);

A.RemoveItem (); // Delete the material for TNT to ARMORPLUS

. However, the method of Conarm cannot delete the mine, but we still have a way to delete the mine.

Delete the mineral resignation

 Import Crafttweaker.oredict.ioreDictical;

import crafttweaker.oredict.ioredict;

Import Crafttweaker.Item.INGREDIENT;

Val C = ; // Assuming we want to delete the mineral resignation of nickel ingot

for b in c.Items {a.Removeitem (b);} // batch delete

// Just that simple, but you need to pay attention to the same variable names that may exist.

But why is the authorm author who is too lazy to write ...

Registration information

Note: The configuration of craftsmanship tools is also effective, see CRT encyclopedia.

 // mods.contenttweaker.Conarm.extendedmaterBuilder.addcorematicstats (Float Durability, Float DEFENSE)

A.AddcoreMateriAlstats (7.15, 3); // Set the base of Armorplus to 7.15, and the armor is set to 3

//mods.contenttweaker.conarm.extendedMaterBuilder.RmoveCoremateriLSTATS ();

a.RemoveCoremateriLSTATS (); // Delete the base attribute of ArmorPlus

//mods.ContentTweaker.Conarm.extendedMaterILDERDER.ADDPLATESMATERILSTATS (fat Modifier, Float Durability, Float Toughness);

A.AddplatesMaterialstats (3.2, -232.1, 1); // Set the durability multiplier of ArmorPlus to 3.2, durable to -232.1, armor toughness to 1 to 1

//mods.ContentTweaker.Conarm.extendedMaterBuilder.RMoveplatesMateriLSTATS ();

a.RemoveplatesMateriLSTATS (); // Delete the coating attribute of Armorplus

//mods.ContentTweaker.Conarm.extendedMaterBuilder.addtrimmmmaticStats (FLOAT DURABILITY);

A.AddtrimmasterStats (-1.2); // Put ArmorPlus's armor splint to -1.2

//mods.contenttweaker.conarm.extendedMaterBuilder.RmovetrimmmmaticStats ();

A.RMovetrimmmaticStats (); // Delete the armor plywood attribute of Armorplus

register

 // mods.contenttweaker.conarm.extendedmaticBuilder.register ();

a.register ();