package WayofTime.bloodmagic.api.orb; import WayofTime.bloodmagic.api.registry.OrbRegistry; /** * Base object for all Blood Orbs. Makes Orb creation quite a bit easier. * * Just create a new BloodOrb instance then register it with {@link OrbRegistry#registerOrb(BloodOrb)} * This will allow the use of just one item ID for all orbs. If an addon dev needs more control over the intricacies * of their orb (custom right clicking, renderers, etc), they can just create their own item as normal. */ public class BloodOrb { private String name; private int tier; private int capacity; private String owner = "BloodMagic"; /** * A base object for BloodOrbs. A bit cleaner than the * old way through EnergyItems. * * @param name - A name for the Orb. Gets put into an unlocalized name. * @param tier - The tier of the Orb. * @param capacity - The max amount of LP the Orb can store. */ public BloodOrb(String name, int tier, int capacity) { this.name = name; this.tier = tier; this.capacity = capacity; } public String getName() { return name; } public int getTier() { return tier; } public int getCapacity() { return capacity; } public String getOwner() { return owner; } /** * For setting the MODID of the mod that creates the Orb. Not required, but preferred. * * @return - The BloodOrb object for further use. */ public BloodOrb setOwner(String owner) { this.owner = owner; return this; } @Override public String toString() { return "BloodOrb{" + "name='" + name + '\'' + ", tier=" + tier + ", capacity=" + capacity + ", owner=" + owner + '}'; } }