cItem


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Contents


cItem class

cItem is what defines an item or stack of items in the game, it contains the item ID, damage, quantity and enchantments. Each slot in a cInventory class or a cItemGrid class is a cItem and each cPickup contains a cItem. The enchantments are contained in a separate cEnchantments class and are accessible through the m_Enchantments variable.

To test if a cItem object represents an empty item, do not compare the item type nor the item count, but rather use the IsEmpty() function.

To translate from a cItem to its string representation, use the global function ItemToString(), ItemTypeToString() or ItemToFullString(). To translate from a string to a cItem, use the StringToItem() global function.


Member variables

NameTypeNotes
m_CustomName string The custom name for an item.
m_Enchantments cEnchantments} The enchantments of the item.
m_FireworkItem (undocumented)
m_ItemColor (undocumented)
m_ItemCount number Number of items in this stack
m_ItemDamage number The damage of the item. Zero means no damage. Maximum damage can be queried with GetMaxDamage()
m_ItemType number The item type. One of E_ITEM_ or E_BLOCK_ constants
m_Lore string The lore for an item. Line breaks are represented by the ` character.
m_RepairCost number The repair cost of the item. The anvil need this value

Functions

NameParametersReturn valueNotes
() (constructor)
cItem
Creates a new empty cItem object
() (constructor)
cItemcItem
cItem
Creates an exact copy of the cItem object in the parameter
() (constructor)
ItemTypenumber
Countnumber
Damagenumber
EnchantmentStringstring
CustomNamestring
Lorestring
cItem
Creates a new cItem object of the specified type, count (1 by default), damage (0 by default), enchantments (non-enchanted by default), CustomName (empty by default) and Lore (string, empty by default)
AddCount
AmountToAddnumber
cItem
Adds the specified amount to the item count. Returns self (useful for chaining).
Clear Resets the instance to an empty item
CopyOne
cItem
Creates a copy of this object, with its count set to 1
DamageItem
Amountnumber
HasReachedMaxDamageboolean
Adds the specified damage. Returns true when damage reaches max value and the item should be destroyed (but doesn't destroy the item)
Empty Resets the instance to an empty item
EnchantByXPLevels
NumXPLevelsnumber
HasEnchantedboolean
Randomly enchants the item using the specified number of XP levels. Returns true if the item was enchanted, false if not (not enchantable / too many enchantments already).
GetEnchantability
number
Returns the enchantability of the item. Returns zero if the item doesn't have enchantability.
GetMaxDamage
number
Returns the maximum value for damage that this item can get before breaking; zero if damage is not accounted for for this item type
GetMaxStackSize
number
Returns the maximum stack size for this item.
IsBothNameAndLoreEmpty
boolean
Returns if both the custom name and lore are not set.
IsCustomNameEmpty
boolean
Returns if the custom name is empty.
IsDamageable
boolean
Returns true if this item does account for its damage
IsEmpty
boolean
Returns true if this object represents an empty item (zero count or invalid ItemType)
IsEnchantable
ItemTypenumber
WithBookboolean
boolean
(STATIC) Returns true if the specified item type is enchantable. If WithBook is true, the function is used in the anvil inventory with book enchantments. So it checks the "only book enchantments" too. Example: You can only enchant a hoe with a book.
IsEqual
OtherItemcItem
boolean
Returns true if the item in the parameter is the same as the one stored in the object (type, damage, lore, name and enchantments)
IsFullStack
boolean
Returns true if the item is stacked up to its maximum stacking
IsLoreEmpty Returns if the lore of the cItem is empty.
IsSameType
OtherItemcItem
boolean
Returns true if the item in the parameter is of the same ItemType as the one stored in the object. This is true even if the two items have different enchantments

Usage notes

Note that the object contained in a cItem class is quite complex and quite often new Minecraft versions add more stuff. Therefore it is recommended to copy cItem objects using the copy-constructor ("local copy = cItem(original);"), this is the only way that guarantees that the object will be copied at full, even with future versions of Cuberite.

Example code

The following code shows how to create items in several different ways (adapted from the Debuggers plugin):
-- empty item:
local Item1 = cItem();

-- enchanted sword, enchantment given as numeric string (bad style; see Item5):
local Item2 = cItem(E_ITEM_DIAMOND_SWORD, 1, 0, "1=1");

-- 1 undamaged shovel, no enchantment:
local Item3 = cItem(E_ITEM_DIAMOND_SHOVEL);

-- Add the Unbreaking enchantment. Note that Vanilla's levelcap isn't enforced:
Item3.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 4);

-- 1 undamaged pickaxe, no enchantment:
local Item4 = cItem(E_ITEM_DIAMOND_PICKAXE);

-- Add multiple enchantments:
Item4.m_Enchantments:SetLevel(cEnchantments.enchUnbreaking, 5);
Item4.m_Enchantments:SetLevel(cEnchantments.enchEfficiency, 3);

-- enchanted chestplate, enchantment given as textual stringdesc (good style)
local Item5 = cItem(E_ITEM_DIAMOND_CHESTPLATE, 1, 0, "thorns=1;unbreaking=3");
Generated on 2017-02-20 13:00:36, Build ID Unknown, Commit approx: 9cb1ad546f09066cd9949fd0e4fa7fd2e54dd519