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Documentation/content/core-concepts/assets.en.md
2026-01-20 20:33:59 +01:00

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---
title: Assets
type: docs
weight: 2
---
Assets in Hytale represent game content like items, blocks, and other resources. Understanding how to work with assets is essential for creating rich plugin experiences.
**Packages:**
- `com.hypixel.hytale.server.core.asset.type.item.config` (Item)
- `com.hypixel.hytale.server.core.asset.type.blocktype.config` (BlockType)
- `com.hypixel.hytale.server.core.inventory` (ItemStack)
## Asset Types
Hytale provides several asset types:
| Asset Type | Description |
|------------|-------------|
| `Item` | Represents an item that can be held or stored |
| `BlockType` | Defines a type of block in the world |
| `EntityType` | Defines an entity type |
## Working with Items
### Getting an Item
```java
import com.hypixel.hytale.server.core.asset.type.item.config.Item;
// Get an item by identifier
Item sword = Item.getAssetMap().getAsset("hytale:iron_sword");
// Check if item exists
if (sword != null) {
// Use the item
}
```
### Creating ItemStacks
```java
import com.hypixel.hytale.server.core.inventory.ItemStack;
// Create an ItemStack with quantity
ItemStack stack = new ItemStack("hytale:iron_sword", 5);
// Or with just the item ID (quantity defaults to 1)
ItemStack singleItem = new ItemStack("hytale:iron_sword");
// Access properties
String itemId = stack.getItemId();
int quantity = stack.getQuantity();
```
## Working with Blocks
### Getting a BlockType
```java
import com.hypixel.hytale.server.core.asset.type.blocktype.config.BlockType;
BlockType stone = BlockType.getAssetMap().getAsset("hytale:stone");
```
### Block in World
```java
// Get block at position
World world = player.getWorld();
BlockType blockType = world.getBlockType(x, y, z);
// Set block at position
world.setBlock(x, y, z, "hytale:stone");
```
## Asset Registry
Register custom assets through your plugin:
```java
@Override
public void start() {
// Register custom assets
getAssetRegistry().register(myCustomAsset);
}
```
## Asset Identifiers
Assets are identified by namespaced identifiers:
```
namespace:path
Examples:
- hytale:stone
- myplugin:custom_sword
- myplugin:blocks/special_block
```
Your plugin's namespace is typically derived from your manifest's group and name.
## Asset Packs
Plugins can include embedded asset packs. Set `includesAssetPack: true` in your manifest:
```json
{
"name": "MyPlugin",
"version": "1.0.0",
"group": "com.example",
"main": "com.example.myplugin.MyPlugin",
"includesAssetPack": true
}
```
Asset pack files should be structured in your JAR:
```
assets/
└── myplugin/
├── items/
│ └── custom_sword.json
└── blocks/
└── custom_block.json
```
## Best Practices
{{< callout type="tip" >}}
- Cache asset references when possible to avoid repeated lookups
- Always null-check when retrieving assets by identifier
- Use meaningful namespaced identifiers for your custom assets
{{< /callout >}}