EliteItemSkins
Centralizes all custom item skin/model logic for EliteMobs items. Determines which visual appearance to apply based on item level and material type.
This class handles:
- Level-based skin tier selection
- Item model IDs for 3D appearance (inventory/hand/worn helmets)
- Equipment model IDs for worn armor textures
- Application of both models to ItemStacks
Adding New Skin Tiers
To add a new skin tier:
- Add a new entry to SkinTier enum
- Register it in the static block with
registerTier(minLevel, SkinTier.YOUR_TIER) - Add corresponding resource pack assets:
- Item models:
assets/elitemobs/models/gear/[tier]_[itemtype].json - Item definitions:
assets/elitemobs/items/gear/[tier]_[itemtype].json - Equipment definition:
assets/elitemobs/equipment/[tier].json - Worn textures:
assets/elitemobs/textures/entity/equipment/humanoid/[tier].png
- Item models:
Types
Functions
Link copied to clipboard
Applies attribute scaling to an item based on its level.
Link copied to clipboard
Applies level-based custom skins to an ItemStack.
Link copied to clipboard
Applies a specific skin tier to an ItemStack, ignoring level.
Link copied to clipboard
Gets the equipment model ID for armor items (worn appearance).
Link copied to clipboard
Gets the item model ID for the given material and level.
Link copied to clipboard
Determines the skin tier based on item level.
Link copied to clipboard
Gets the skin tier name for display purposes.
Link copied to clipboard
Gets the minimum level required for a specific tier.
Link copied to clipboard
Checks if a material can have custom skins applied.
Link copied to clipboard
Checks if an item at the given level would receive a custom skin.