Difference between revisions of "Slot Data"
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Each of the inner, untagged COMPOUNDs represents an enchantment, with its ID[http://www.minecraftwiki.net/wiki/Enchantment#Enchantment_Types] and level given as child SHORT elements. | Each of the inner, untagged COMPOUNDs represents an enchantment, with its ID[http://www.minecraftwiki.net/wiki/Enchantment#Enchantment_Types] and level given as child SHORT elements. | ||
− | + | See [[NBT]] for more information about the NBT format. | |
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== Examples == | == Examples == |
Revision as of 01:29, 16 November 2015
The slot data structure is how Minecraft represents an item and its associated data in the minecraft protocol
Format
The structure consists of at least a short, which gives the item/block ID [1]. A value of -1
signifies that the slot is empty, and no further data follows.
If the block ID is not -1
, three more fields follow. These fields are a byte (item count), a short (item damage) and another byte.
If the byte is 0
, there is no NBT data, and no further data follows. Otherwise the byte is the start of the nbt blob
The format of this data is as follows:
COMPOUND: ''
LIST: 'ench'
COMPOUND
SHORT: 'id'
SHORT: 'lvl'
END
COMPOUND
...etc
END
END
Each of the inner, untagged COMPOUNDs represents an enchantment, with its ID[2] and level given as child SHORT elements.
See NBT for more information about the NBT format.
Examples
ff ff | empty slot
01 16 01 00 00 00 | a diamond pickaxe
01 16 01 00 00 01 04 CA FE BA BE | a diamond pickaxe with (made-up) NBT data