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<!--
SPDX-FileCopyrightText: 2023 Linnea Gräf <nea@nea.moe>
SPDX-License-Identifier: CC0-1.0
-->
# Custom SkyBlock Items Texture Pack Format
## Items by internal id (ExtraAttributes)
Find the internal id of the item. This is usually stored in the ExtraAttributes tag (Check the Power User Config for
keybinds). Once you found it, create an item model in a resource pack like you would for
a vanilla item model, but at the coordinate `firmskyblock:<internalid>`. So for an aspect of the end, this would be
`firmskyblock:models/item/aspect_of_the_end.json` (or `assets/firmskyblock/models/item/aspect_of_the_end.json`). Then,
just use a normal minecraft item model. See https://github.com/romangraef/BadSkyblockTP/blob/master/assets/firmskyblock/models/item/magma_rod.json
as an example.
## (Placed) Skulls by texture id
Find the texture id of a skull. This is the hash part of an url like
`https://textures.minecraft.net/texture/bc8ea1f51f253ff5142ca11ae45193a4ad8c3ab5e9c6eec8ba7a4fcb7bac40` (so after the
/texture/). You can find it in game for placed skulls using the keybinding in the Power User Config. Then place the
replacement texture at `firmskyblock:textures/placedskulls/<thathash>.png`. Keep in mind that you will probably replace
the texture with another skin texture, meaning that skin texture has it's own hash. Do not mix those up, you need to use
the hash of the old skin.
## Predicates
Firmament adds the ability for more complex [item model predicates](https://minecraft.wiki/w/Tutorials/Models#Item_predicates).
Those predicates work on any model, including models for vanilla items, but they don't mix very well with vanilla model overrides.
Vanilla predicates only ever get parsed at the top level, so including a vanilla predicate inside of a more complex
firmament parser will result in an ignored predicate.
### Example usage
```json
{
"parent": "minecraft:item/handheld",
"textures": {
"layer0": "firmskyblock:item/bat_wand"
},
"overrides": [
{
"predicate": {
"firmament:display_name": {
"regex": ".*§d.*",
"color": "preserve"
}
},
"model": "firmskyblock:item/recombobulated_bat_wand"
}
]
}
```
You specify an override like normally, with a `model` that will replace the current model and a list of `predicate`s
that must match before that override takes place.
At the top level `predicate` you can still use all the normal vanilla predicates, as well as the custom ones, which are
all prefixed with `firmament:`.
#### Display Name
Matches the display name against a [string matcher](#string-matcher)
```json
"firmament:display_name": "Display Name Test"
```
#### Lore
Tries to find at least one lore line that matches the given [string matcher](#string-matcher).
```json
"firmament:lore": {
"regex": "Mode: Red Mushrooms",
"color": "strip"
}
```
#### Logic Operators
Logic operators allow to combine other firmament predicates into one. This is done by building boolean operators:
```json5
"firmament:any": [
{
"firmament:display_name": "SkyBlock Menu (Click)"
},
{
"firmament:display_name": "SkyBlock",
"firmament:lore": "Some Lore Requirement"
}
]
```
This `firmament:any` test if the display name is either "SkyBlock Menu (Click)" or "SkyBlock" (aka any of the child predicates match).
Similarly, there is `firmament:all`, which requires all of its children to match.
There is also `firmament:not`, which requires none of its children to match. Unlike `any` or `all`, however, `not`
only takes in one predicate `{}` directly, not an array of predicates `[{}]`.
Note also that by default all predicate dictionaries require all predicates in it to match, so you can imagine that all
things are wrapped in an implicit `firmament:all` element.
### String Matcher
A string matcher allows you to match almost any string. Whenever a string matcher is expected, you can use any of these
styles of creating one.
#### Direct
```json
"firmament:display_name": "Test"
```
Directly specifying a raw string value expects the string to be *exactly* equal, after removing all formatting codes.
#### Complex
A complex string matcher allows you to specify whether the string will get its color codes removed or not before matching
```json5
"firmament:display_name": {
"color": "strip",
"color": "preserve",
// When omitting the color property alltogether, you will fall back to "strip"
}
```
In that same object you can then also specify how the string will be matched using another property. You can only ever
specify one of these other matchers and one color preserving property.
```json5
"firmament:display_name": {
"color": "strip",
// You can use a "regex" property to use a java.util.Pattern regex. It will try to match the entire string.
"regex": "So[me] Regex",
// You can use an "equals" property to test if the entire string is equal to some value.
// Equals is faster than regex, but also more limited.
"equals": "Some Text"
}
```
## Armor textures
You can re-*texture* armors, but not re-*model* them with firmament.
To do so, simply place the layer 1 and layer 2 armor
texture files at `assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_1.png` and
`assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_2.png` respectively.
If you want to re-texture a leather
armor you can use `assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_1_overlay.png` and
`assets/firmskyblock/textures/models/armor/{skyblock_id}_layer_2_overlay.png` instead. Doing this will cancel out the
regular leather colors. If you want the leather colors to be applied, supply the normal non-`_overlay` variant, and
also supply a blank `_overlay` variant. You can also put non-color-affected parts into the `_overlay` variant.
## Global Item Texture Replacement
Most texture replacement is done based on the SkyBlock id of the item. However, some items you might want to re-texture
do not have an id. The next best alternative you had before was just to replace the vanilla item and add a bunch of
predicates. This tries to fix this problem, at the cost of being more performance intensive than the other re-texturing
methods.
The entrypoint to global overrides is `firmskyblock:overrides/item`. Put your overrides into that folder, with one file
per override.
```json5
{
"screen": "testrp:chocolate_factory",
"model": "testrp:time_tower",
"predicate": {
"firmament:display_name": {
"regex": "Time Tower.*"
}
}
}
```
There are three parts to the override.
The `model` is an *item id* that the item will be replaced with. This means the
model will be loaded from `assets/<namespace>/models/item/<id>.json`. Make sure to use your own namespace to
avoid collisions with other texture packs that might use the same id for a gui.
The `predicate` is just a normal [predicate](#predicates). This one does not support the vanilla predicates. You can
still use vanilla predicates in the resolved model, but this will not allow you to fall back to other global overrides.
### Global item texture Screens
In order to improve performance not all overrides are tested all the time. Instead you can prefilter by the screen that
is open. First the gui is resolved to `assets/<namespace>/filters/screen/<id>.json`. Make sure to use your own namespace
to avoid collisions with other texture packs that might use the same id for a screen.
```json
{
"title": "Chocolate Factory"
}
```
Currently, the only supported filter is `title`, which accepts a [string matcher](#string-matcher). You can also use
`firmament:always` as an always on filter (this is the recommended way).
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