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What's New in One Piece Mod 2022: Updates, Changes, and Improvements


Introduction




Minecraft is a game that allows you to create and explore infinite worlds. But what if you want to add something new to the game that is not already there? That's where modding comes in. Modding is the process of creating custom content for Minecraft using code and resources. You can make anything from new items, blocks, mobs, biomes, dimensions, mechanics, and more.


In this article, I will show you how to create a simple mod that adds a new item to the game: a One Piece-themed sword. One Piece is a popular manga and anime series that follows the adventures of Monkey D. Luffy and his crew of pirates. The sword we will make is inspired by one of the characters, Roronoa Zoro, who is a master swordsman and uses three swords at once.




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To make this mod, we will need some tools and skills:


  • An installation of Java Development Kit (JDK) 17 and 64-bit Java Virtual Machine (JVM). You can download them from .



  • An installation of Eclipse IDE for Java Developers. You can download it from .



  • An installation of Minecraft Forge Mod Development Kit (MDK) for Minecraft version 1.20. You can download it from .



  • Some basic knowledge of Java and JSON syntax.



If you have everything ready, let's begin!


Setting up the environment




The first step is to set up our development environment. We will use Forge as our modding framework, which provides us with tools and libraries to make modding easier. We will also use Eclipse as our IDE, which allows us to write, compile, debug, and run our code.


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To set up our environment, we need to do the following:


  • Download the MDK from by clicking on 'Mdk' followed by 'Skip' after waiting for some time. It is recommended to download the latest version of Forge whenever possible.



  • Extract the downloaded MDK into an empty folder. This will be our mod's folder, which should now contain some gradle files and a src subfolder containing an example mod.



  • Open Eclipse and select 'File -> Import -> Existing Gradle Project'. Browse to our mod's folder and click 'Finish'. This will import our project into Eclipse and download the necessary packages from Mojang, Forge, etc.



  • Run the 'genEclipseRuns' task from the Gradle Tasks view. This will generate run configurations for our project that allow us to test our mod in Eclipse.



Now we have our environment ready, we can start coding our mod. Creating a new item




The next step is to create a new item for our mod. An item is an object that can be held, used, or placed by the player. To create a new item, we need to do the following:


  • Create a new Java class for our item in the src/main/java folder. We can name it OnePieceSword.java and make it extend the Item class from Forge.



  • Override the constructor of our item class and pass in an Item.Properties object that defines some basic properties of our item, such as its group and max stack size.



  • Create a public static final field for our item instance and initialize it with a new instance of our item class.



  • Register our item with Forge using the @ObjectHolder annotation and the DeferredRegister class. This will allow us to use our item in the game.



Here is an example of how our item class should look like:


package com.example.mod; import net.minecraft.item.Item; import net.minecraft.item.ItemGroup; import net.minecraftforge.fml.RegistryObject; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; public class OnePieceSword extends Item // Create a deferred register for items public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, "example"); // Create an item instance using the deferred register public static final RegistryObject<Item> ONE_PIECE_SWORD = ITEMS.register("one_piece_sword", OnePieceSword::new); // Override the constructor and pass in some item properties public OnePieceSword() super(new Item.Properties() .group(ItemGroup.COMBAT) // Set the item group to combat .maxStackSize(1) // Set the max stack size to 1 );


Note that we need to use the same mod ID ("example" in this case) for both the deferred register and the @ObjectHolder annotation. We also need to use the same name ("one_piece_sword" in this case) for both the registry object and the item ID.


Adding item properties




Now that we have created our item, we can add some more properties to it, such as its name, durability, damage, and rarity. To do this, we need to do the following:


  • Add a new method to our item class that overrides the getTranslationKey method from the Item class. This method returns a string that is used as the name of our item in the game. We can use the same name as our item ID, but with a "item." prefix.



  • Add a new method to our item class that overrides the getMaxDamage method from the Item class. This method returns an integer that is used as the durability of our item. We can set it to any value we want, but for this example, we will use 1000.



  • Add a new method to our item class that overrides the getAttackDamage method from the Item class. This method returns a float that is used as the damage of our item. We can set it to any value we want, but for this example, we will use 10.0F.



  • Add a new method to our item class that overrides the getRarity method from the Item class. This method returns an Rarity enum that is used as the rarity of our item. We can choose from COMMON, UNCOMMON, RARE, or EPIC. For this example, we will use EPIC.



Here is an example of how our item class should look like after adding these methods:


package com.example.mod; import net.minecraft.item.Item; import net.minecraft.item.ItemGroup; import net.minecraft.item.Rarity; import net.minecraftforge.fml.RegistryObject; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; public class OnePieceSword extends Item // Create a deferred register for items public static final DeferredRegister<Item> ITEMS = DeferredRegister.create(ForgeRegistries.ITEMS, "example"); // Create an item instance using the deferred register public static final RegistryObject<Item> ONE_PIECE_SWORD = ITEMS.register("one_piece_sword", OnePieceSword::new); // Override the constructor and pass in some item properties public OnePieceSword() super(new Item.Properties() .group(ItemGroup.COMBAT) // Set the item group to combat .maxStackSize(1) // Set the max stack size to 1 ); // Override the getTranslation Key method and return the name of the item @Override public String getTranslationKey() return "item.example.one_piece_sword"; // Override the getMaxDamage method and return the durability of the item @Override public int getMaxDamage() return 1000; // Override the getAttackDamage method and return the damage of the item


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