Difference between revisions of "Slot Data"
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Thinkofdeath (talk | contribs) |
m (Fixing example for NBT data) |
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Line 30: | Line 30: | ||
<code> | <code> | ||
ff ff | empty slot | ff ff | empty slot | ||
− | 01 16 01 00 00 | + | 01 16 01 00 00 00 | a diamond pickaxe |
− | 01 16 01 00 00 | + | 01 16 01 00 00 01 04 CA FE BA BE | a diamond pickaxe with (made-up) NBT data |
</code> | </code> | ||
[[Category:Protocol Details]] | [[Category:Protocol Details]] | ||
[[Category:Minecraft Modern]] | [[Category:Minecraft Modern]] |
Revision as of 18:36, 6 February 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.
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