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@@ -40,6 +40,7 @@ import net.minecraftforge.common.util.EnumHelper;
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import net.minecraftforge.event.RegistryEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.common.registry.GameRegistry.ObjectHolder;
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import net.minecraftforge.registries.IForgeRegistry;
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/**
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@@ -49,144 +50,145 @@ import net.minecraftforge.registries.IForgeRegistry;
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* @author Electroblob
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* @since Wizardry 2.1
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*/
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@ObjectHolder(Wizardry.MODID)
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@Mod.EventBusSubscriber
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public final class WizardryItems {
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public static final Item magic_crystal = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item magic_wand = new ItemWand(Tier.BASIC, null);
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public static final Item apprentice_wand = new ItemWand(Tier.APPRENTICE, null);
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public static final Item advanced_wand = new ItemWand(Tier.ADVANCED, null);
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public static final Item master_wand = new ItemWand(Tier.MASTER, null);
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public static final Item arcane_tome = new ItemArcaneTome();
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public static final Item wizard_handbook = new ItemWizardHandbook();
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public static final Item spell_book = new ItemSpellBook();
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public static final Item basic_fire_wand = new ItemWand(Tier.BASIC, Element.FIRE);
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public static final Item basic_ice_wand = new ItemWand(Tier.BASIC, Element.ICE);
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public static final Item basic_lightning_wand = new ItemWand(Tier.BASIC, Element.LIGHTNING);
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public static final Item basic_necromancy_wand = new ItemWand(Tier.BASIC, Element.NECROMANCY);
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public static final Item basic_earth_wand = new ItemWand(Tier.BASIC, Element.EARTH);
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public static final Item basic_sorcery_wand = new ItemWand(Tier.BASIC, Element.SORCERY);
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public static final Item basic_healing_wand = new ItemWand(Tier.BASIC, Element.HEALING);
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public static final Item apprentice_fire_wand = new ItemWand(Tier.APPRENTICE, Element.FIRE);
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public static final Item apprentice_ice_wand = new ItemWand(Tier.APPRENTICE, Element.ICE);
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public static final Item apprentice_lightning_wand = new ItemWand(Tier.APPRENTICE, Element.LIGHTNING);
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public static final Item apprentice_necromancy_wand = new ItemWand(Tier.APPRENTICE, Element.NECROMANCY);
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public static final Item apprentice_earth_wand = new ItemWand(Tier.APPRENTICE, Element.EARTH);
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public static final Item apprentice_sorcery_wand = new ItemWand(Tier.APPRENTICE, Element.SORCERY);
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public static final Item apprentice_healing_wand = new ItemWand(Tier.APPRENTICE, Element.HEALING);
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public static final Item advanced_fire_wand = new ItemWand(Tier.ADVANCED, Element.FIRE);
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public static final Item advanced_ice_wand = new ItemWand(Tier.ADVANCED, Element.ICE);
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public static final Item advanced_lightning_wand = new ItemWand(Tier.ADVANCED, Element.LIGHTNING);
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public static final Item advanced_necromancy_wand = new ItemWand(Tier.ADVANCED, Element.NECROMANCY);
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public static final Item advanced_earth_wand = new ItemWand(Tier.ADVANCED, Element.EARTH);
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public static final Item advanced_sorcery_wand = new ItemWand(Tier.ADVANCED, Element.SORCERY);
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public static final Item advanced_healing_wand = new ItemWand(Tier.ADVANCED, Element.HEALING);
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public static final Item master_fire_wand = new ItemWand(Tier.MASTER, Element.FIRE);
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public static final Item master_ice_wand = new ItemWand(Tier.MASTER, Element.ICE);
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public static final Item master_lightning_wand = new ItemWand(Tier.MASTER, Element.LIGHTNING);
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public static final Item master_necromancy_wand = new ItemWand(Tier.MASTER, Element.NECROMANCY);
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public static final Item master_earth_wand = new ItemWand(Tier.MASTER, Element.EARTH);
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public static final Item master_sorcery_wand = new ItemWand(Tier.MASTER, Element.SORCERY);
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public static final Item master_healing_wand = new ItemWand(Tier.MASTER, Element.HEALING);
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public static final Item spectral_sword = new ItemSpectralSword(ToolMaterial.IRON);
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public static final Item spectral_pickaxe = new ItemSpectralPickaxe(ToolMaterial.IRON);
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public static final Item spectral_bow = new ItemSpectralBow();
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public static final Item mana_flask = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item storage_upgrade = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item siphon_upgrade = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item condenser_upgrade = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item range_upgrade = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item duration_upgrade = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item cooldown_upgrade = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item blast_upgrade = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item attunement_upgrade = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item magic_silk = new Item().setCreativeTab(WizardryTabs.WIZARDRY);
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public static final Item.ToolMaterial MAGICAL = EnumHelper.addToolMaterial("MAGICAL", 3, 1000, 8.0f, 4.0f, 0);
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public static final Item flaming_axe = new ItemFlamingAxe(MAGICAL);
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public static final Item frost_axe = new ItemFrostAxe(MAGICAL);
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public static final Item firebomb = new ItemFirebomb();
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public static final Item poison_bomb = new ItemPoisonBomb();
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public static final Item blank_scroll = new ItemBlankScroll();
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public static final Item scroll = new ItemScroll();
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// The only way to get these is in dungeon chests (They are legendary, after all. Wizards don't just have them.
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// Also if they were sold you could buy four from the same wizard - and that's no fun at all!)
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public static final Item armour_upgrade = new ItemArmourUpgrade();
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public static final ArmorMaterial SILK = EnumHelper.addArmorMaterial("SILK",
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"wizardry/textures/armour/wizard_armour", 15, new int[]{0, 0, 0, 0}, 0,
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SoundEvents.ITEM_ARMOR_EQUIP_LEATHER, 0.0F);
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// Saw a post somewhere that said you have to put these in the init methods rather than defining them as constants.
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// I *think* that's because the post was for a newer Minecraft version, where custom armour has its own renderer or
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// something, meaning it would be done a lot like the entity rendering registry in ClientProxy. This is all working
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// fine it seems, so I'm not going to fiddle with it, but it might be useful to know if I update versions again.
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public static final Item wizard_hat = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.HEAD, null);
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public static final Item wizard_robe = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.CHEST, null);
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public static final Item wizard_leggings = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.LEGS, null);
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public static final Item wizard_boots = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.FEET, null);
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/** Keeping the material fields in here means {@code @ObjectHolder} ignores them. In actual fact, I could have just
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* made them private since wizardry only uses them within this class, but in case someone needs them elsewhere I've
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* used this trick instead to keep them public. */
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public static final class Materials {
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public static final Item wizard_hat_fire = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.HEAD, Element.FIRE);
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public static final Item wizard_robe_fire = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.CHEST, Element.FIRE);
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public static final Item wizard_leggings_fire = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.LEGS, Element.FIRE);
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public static final Item wizard_boots_fire = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.FEET, Element.FIRE);
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public static final Item wizard_hat_ice = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.HEAD, Element.ICE);
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public static final Item wizard_robe_ice = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.CHEST, Element.ICE);
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public static final Item wizard_leggings_ice = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.LEGS, Element.ICE);
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public static final Item wizard_boots_ice = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.FEET, Element.ICE);
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public static final Item wizard_hat_lightning = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.HEAD, Element.LIGHTNING);
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public static final Item wizard_robe_lightning = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.CHEST, Element.LIGHTNING);
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public static final Item wizard_leggings_lightning = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.LEGS, Element.LIGHTNING);
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public static final Item wizard_boots_lightning = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.FEET, Element.LIGHTNING);
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public static final Item wizard_hat_necromancy = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.HEAD, Element.NECROMANCY);
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public static final Item wizard_robe_necromancy = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.CHEST, Element.NECROMANCY);
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public static final Item wizard_leggings_necromancy = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.LEGS, Element.NECROMANCY);
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public static final Item wizard_boots_necromancy = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.FEET, Element.NECROMANCY);
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public static final Item wizard_hat_earth = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.HEAD, Element.EARTH);
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public static final Item wizard_robe_earth = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.CHEST, Element.EARTH);
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public static final Item wizard_leggings_earth = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.LEGS, Element.EARTH);
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public static final Item wizard_boots_earth = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.FEET, Element.EARTH);
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public static final Item wizard_hat_sorcery = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.HEAD, Element.SORCERY);
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public static final Item wizard_robe_sorcery = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.CHEST, Element.SORCERY);
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public static final Item wizard_leggings_sorcery = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.LEGS, Element.SORCERY);
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public static final Item wizard_boots_sorcery = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.FEET, Element.SORCERY);
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public static final Item wizard_hat_healing = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.HEAD, Element.HEALING);
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public static final Item wizard_robe_healing = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.CHEST, Element.HEALING);
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public static final Item wizard_leggings_healing = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.LEGS, Element.HEALING);
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public static final Item wizard_boots_healing = new ItemWizardArmour(SILK, 1, EntityEquipmentSlot.FEET, Element.HEALING);
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public static final Item spectral_helmet = new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.HEAD);
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public static final Item spectral_chestplate = new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.CHEST);
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public static final Item spectral_leggings = new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.LEGS);
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public static final Item spectral_boots = new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.FEET);
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public static final Map<EntityEquipmentSlot, Item> SPECTRAL_ARMOUR_MAP = ImmutableMap.of(
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EntityEquipmentSlot.HEAD, spectral_helmet, EntityEquipmentSlot.CHEST, spectral_chestplate,
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EntityEquipmentSlot.LEGS, spectral_leggings, EntityEquipmentSlot.FEET, spectral_boots);
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public static final ToolMaterial MAGICAL = EnumHelper.addToolMaterial("MAGICAL", 3, 1000, 8.0f, 4.0f, 0);
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public static final ArmorMaterial SILK = EnumHelper.addArmorMaterial("SILK", "wizardry/textures/armour/wizard_armour",
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15, new int[]{0, 0, 0, 0}, 0, WizardrySounds.ITEM_ARMOUR_EQUIP_SILK, 0.0F);
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}
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public static final Item smoke_bomb = new ItemSmokeBomb();
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// This is the most concise way I can think of to register the items. Really, I'd prefer it if there was only one
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// point where all the items were listed, but that's not possible within the current system unless you use an array,
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// which means you lose the individual fields...
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public static final Item identification_scroll = new ItemIdentificationScroll();
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public static final Item magic_crystal = null;
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public static final Item magic_wand = null;
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public static final Item apprentice_wand = null;
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public static final Item advanced_wand = null;
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public static final Item master_wand = null;
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public static final Item arcane_tome = null;
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public static final Item wizard_handbook = null;
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public static final Item spell_book = null;
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public static final Item basic_fire_wand = null;
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public static final Item basic_ice_wand = null;
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public static final Item basic_lightning_wand = null;
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public static final Item basic_necromancy_wand = null;
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public static final Item basic_earth_wand = null;
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public static final Item basic_sorcery_wand = null;
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public static final Item basic_healing_wand = null;
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public static final Item apprentice_fire_wand = null;
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public static final Item apprentice_ice_wand = null;
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public static final Item apprentice_lightning_wand = null;
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public static final Item apprentice_necromancy_wand = null;
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public static final Item apprentice_earth_wand = null;
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public static final Item apprentice_sorcery_wand = null;
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public static final Item apprentice_healing_wand = null;
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public static final Item advanced_fire_wand = null;
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public static final Item advanced_ice_wand = null;
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public static final Item advanced_lightning_wand = null;
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public static final Item advanced_necromancy_wand = null;
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public static final Item advanced_earth_wand = null;
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public static final Item advanced_sorcery_wand = null;
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public static final Item advanced_healing_wand = null;
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public static final Item master_fire_wand = null;
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public static final Item master_ice_wand = null;
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public static final Item master_lightning_wand = null;
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public static final Item master_necromancy_wand = null;
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public static final Item master_earth_wand = null;
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public static final Item master_sorcery_wand = null;
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public static final Item master_healing_wand = null;
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public static final Item spectral_sword = null;
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public static final Item spectral_pickaxe = null;
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public static final Item spectral_bow = null;
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public static final Item medium_mana_flask = null;
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public static final Item storage_upgrade = null;
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public static final Item siphon_upgrade = null;
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public static final Item condenser_upgrade = null;
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public static final Item range_upgrade = null;
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public static final Item duration_upgrade = null;
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public static final Item cooldown_upgrade = null;
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public static final Item blast_upgrade = null;
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public static final Item attunement_upgrade = null;
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public static final Item magic_silk = null;
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public static final Item flaming_axe = null;
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public static final Item frost_axe = null;
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public static final Item firebomb = null;
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public static final Item poison_bomb = null;
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public static final Item blank_scroll = null;
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public static final Item scroll = null;
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public static final Item armour_upgrade = null;
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public static final Item wizard_hat = null;
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public static final Item wizard_robe = null;
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public static final Item wizard_leggings = null;
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public static final Item wizard_boots = null;
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public static final Item wizard_hat_fire = null;
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public static final Item wizard_robe_fire = null;
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public static final Item wizard_leggings_fire = null;
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public static final Item wizard_boots_fire = null;
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public static final Item wizard_hat_ice = null;
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public static final Item wizard_robe_ice = null;
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public static final Item wizard_leggings_ice = null;
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public static final Item wizard_boots_ice = null;
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public static final Item wizard_hat_lightning = null;
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public static final Item wizard_robe_lightning = null;
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public static final Item wizard_leggings_lightning = null;
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public static final Item wizard_boots_lightning = null;
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public static final Item wizard_hat_necromancy = null;
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public static final Item wizard_robe_necromancy = null;
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public static final Item wizard_leggings_necromancy = null;
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public static final Item wizard_boots_necromancy = null;
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public static final Item wizard_hat_earth = null;
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public static final Item wizard_robe_earth = null;
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public static final Item wizard_leggings_earth = null;
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public static final Item wizard_boots_earth = null;
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public static final Item wizard_hat_sorcery = null;
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public static final Item wizard_robe_sorcery = null;
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public static final Item wizard_leggings_sorcery = null;
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public static final Item wizard_boots_sorcery = null;
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public static final Item wizard_hat_healing = null;
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public static final Item wizard_robe_healing = null;
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public static final Item wizard_leggings_healing = null;
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public static final Item wizard_boots_healing = null;
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public static final Item spectral_helmet = null;
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public static final Item spectral_chestplate = null;
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public static final Item spectral_leggings = null;
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public static final Item spectral_boots = null;
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public static final Item smoke_bomb = null;
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public static final Item identification_scroll = null;
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private static final Map<Pair<Tier, Element>, Item> WAND_MAP = new HashMap<>();
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private static final Map<Pair<EntityEquipmentSlot, Element>, Item> ARMOUR_MAP = new HashMap<>();
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@@ -303,23 +305,60 @@ public final class WizardryItems {
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/**
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* Sets both the registry and unlocalised names of the given item, then registers it with the given registry. Use
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* this instead of {@link Item#setRegistryName(String)} and {@link Item#setUnlocalizedName(String)} during
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* construction, for convenience and consistency.
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* construction, for convenience and consistency. As of wizardry 4.2, this also automatically adds it to the order
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* list for its creative tab if that tab is a {@link CreativeTabListed}, meaning the order can be defined simply
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* by the order in which the items are registered in this class.
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*
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* @param registry The registry to register the given item to.
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* @param item The item to register.
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* @param name The name of the item, without the mod ID or the .name stuff. The registry name will be
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* {@code ebwizardry:[name]}. The unlocalised name will be {@code item.ebwizardry:[name].name}.
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* @param item The item to register.
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*/
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public static void registerItem(IForgeRegistry<Item> registry, Item item, String name){
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// It now makes sense to have the name first, since it's shorter than an entire item declaration.
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public static void registerItem(IForgeRegistry<Item> registry, String name, Item item){
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registerItem(registry, name, item, false);
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}
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/**
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* Sets both the registry and unlocalised names of the given item, then registers it with the given registry. Use
|
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|
|
|
* this instead of {@link Item#setRegistryName(String)} and {@link Item#setUnlocalizedName(String)} during
|
|
|
|
|
* construction, for convenience and consistency. As of wizardry 4.2, this also automatically adds it to the order
|
|
|
|
|
* list for its creative tab if that tab is a {@link CreativeTabListed}, meaning the order can be defined simply
|
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|
* by the order in which the items are registered in this class.
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*
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* @param registry The registry to register the given item to.
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* @param name The name of the item, without the mod ID or the .name stuff. The registry name will be
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|
* {@code ebwizardry:[name]}. The unlocalised name will be {@code item.ebwizardry:[name].name}.
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* @param item The item to register.
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* @param setTabIcon True to set this item as the icon for its creative tab.
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*/
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// It now makes sense to have the name first, since it's shorter than an entire item declaration.
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|
public static void registerItem(IForgeRegistry<Item> registry, String name, Item item, boolean setTabIcon){
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|
item.setRegistryName(Wizardry.MODID, name);
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item.setUnlocalizedName(item.getRegistryName().toString());
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|
registry.register(item);
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|
|
if(setTabIcon && item.getCreativeTab() instanceof CreativeTabSorted){
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|
((CreativeTabSorted)item.getCreativeTab()).setIconItem(new ItemStack(item));
|
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|
}
|
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|
|
if(item.getCreativeTab() instanceof CreativeTabListed){
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|
|
((CreativeTabListed)item.getCreativeTab()).order.add(item);
|
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|
|
}
|
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|
}
|
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|
|
/** Registers an ItemBlock afor the given block, with the same registry name as that block. */
|
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|
|
|
/** Registers an ItemBlock for the given block, with the same registry name as that block. As of wizardry 4.2, this
|
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|
|
* also automatically adds it to the order list for its creative tab if that tab is a {@link CreativeTabListed},
|
|
|
|
|
* meaning the order can be defined simply by the order in which the items are registered in this class. */
|
|
|
|
|
private static void registerItemBlock(IForgeRegistry<Item> registry, Block block){
|
|
|
|
|
// We don't need to keep a reference to the ItemBlock, so this can all be done in one line.
|
|
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|
|
registry.register(new ItemBlock(block).setRegistryName(block.getRegistryName()));
|
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|
|
// We don't need to keep a reference to the ItemBlock
|
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|
|
Item itemblock = new ItemBlock(block).setRegistryName(block.getRegistryName());
|
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|
|
registry.register(itemblock);
|
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|
|
if(block.getCreativeTabToDisplayOn() instanceof CreativeTabListed){
|
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|
|
((CreativeTabListed)block.getCreativeTabToDisplayOn()).order.add(itemblock);
|
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|
|
|
}
|
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|
|
}
|
|
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|
|
}
|
|
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|
|
|
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|
|
@SubscribeEvent
|
|
|
|
@@ -336,126 +375,134 @@ public final class WizardryItems {
|
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|
|
registerItemBlock(registry, WizardryBlocks.crystal_block);
|
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|
|
// Items
|
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|
registerItem(registry, "magic_crystal", new ItemCrystal());
|
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|
|
registerItem(registry, magic_crystal, "magic_crystal");
|
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|
|
registerItem(registry, "magic_wand", new ItemWand(Tier.BASIC, null));
|
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|
|
registerItem(registry, "apprentice_wand", new ItemWand(Tier.APPRENTICE, null));
|
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|
|
registerItem(registry, "advanced_wand", new ItemWand(Tier.ADVANCED, null));
|
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|
|
registerItem(registry, "master_wand", new ItemWand(Tier.MASTER, null));
|
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|
registerItem(registry, magic_wand, "magic_wand");
|
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|
registerItem(registry, apprentice_wand, "apprentice_wand");
|
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|
registerItem(registry, advanced_wand, "advanced_wand");
|
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|
|
registerItem(registry, master_wand, "master_wand");
|
|
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|
|
registerItem(registry, "arcane_tome", new ItemArcaneTome());
|
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|
|
registerItem(registry, "wizard_handbook", new ItemWizardHandbook(), true);
|
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|
|
registerItem(registry, "spell_book", new ItemSpellBook(), true);
|
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|
registerItem(registry, spell_book, "spell_book");
|
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|
|
registerItem(registry, arcane_tome, "arcane_tome");
|
|
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|
|
registerItem(registry, wizard_handbook, "wizard_handbook");
|
|
|
|
|
registerItem(registry, "basic_fire_wand", new ItemWand(Tier.BASIC, Element.FIRE));
|
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|
|
registerItem(registry, "apprentice_fire_wand", new ItemWand(Tier.APPRENTICE, Element.FIRE));
|
|
|
|
|
registerItem(registry, "advanced_fire_wand", new ItemWand(Tier.ADVANCED, Element.FIRE));
|
|
|
|
|
registerItem(registry, "master_fire_wand", new ItemWand(Tier.MASTER, Element.FIRE));
|
|
|
|
|
|
|
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|
|
registerItem(registry, "basic_ice_wand", new ItemWand(Tier.BASIC, Element.ICE));
|
|
|
|
|
registerItem(registry, "apprentice_ice_wand", new ItemWand(Tier.APPRENTICE, Element.ICE));
|
|
|
|
|
registerItem(registry, "advanced_ice_wand", new ItemWand(Tier.ADVANCED, Element.ICE));
|
|
|
|
|
registerItem(registry, "master_ice_wand", new ItemWand(Tier.MASTER, Element.ICE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "basic_lightning_wand", new ItemWand(Tier.BASIC, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "apprentice_lightning_wand", new ItemWand(Tier.APPRENTICE, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "advanced_lightning_wand", new ItemWand(Tier.ADVANCED, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "master_lightning_wand", new ItemWand(Tier.MASTER, Element.LIGHTNING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "basic_necromancy_wand", new ItemWand(Tier.BASIC, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "apprentice_necromancy_wand", new ItemWand(Tier.APPRENTICE, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "advanced_necromancy_wand", new ItemWand(Tier.ADVANCED, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "master_necromancy_wand", new ItemWand(Tier.MASTER, Element.NECROMANCY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "basic_earth_wand", new ItemWand(Tier.BASIC, Element.EARTH));
|
|
|
|
|
registerItem(registry, "apprentice_earth_wand", new ItemWand(Tier.APPRENTICE, Element.EARTH));
|
|
|
|
|
registerItem(registry, "advanced_earth_wand", new ItemWand(Tier.ADVANCED, Element.EARTH));
|
|
|
|
|
registerItem(registry, "master_earth_wand", new ItemWand(Tier.MASTER, Element.EARTH));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "basic_sorcery_wand", new ItemWand(Tier.BASIC, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "apprentice_sorcery_wand", new ItemWand(Tier.APPRENTICE, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "advanced_sorcery_wand", new ItemWand(Tier.ADVANCED, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "master_sorcery_wand", new ItemWand(Tier.MASTER, Element.SORCERY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "basic_healing_wand", new ItemWand(Tier.BASIC, Element.HEALING));
|
|
|
|
|
registerItem(registry, "apprentice_healing_wand", new ItemWand(Tier.APPRENTICE, Element.HEALING));
|
|
|
|
|
registerItem(registry, "advanced_healing_wand", new ItemWand(Tier.ADVANCED, Element.HEALING));
|
|
|
|
|
registerItem(registry, "master_healing_wand", new ItemWand(Tier.MASTER, Element.HEALING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, basic_fire_wand, "basic_fire_wand");
|
|
|
|
|
registerItem(registry, basic_ice_wand, "basic_ice_wand");
|
|
|
|
|
registerItem(registry, basic_lightning_wand, "basic_lightning_wand");
|
|
|
|
|
registerItem(registry, basic_necromancy_wand, "basic_necromancy_wand");
|
|
|
|
|
registerItem(registry, basic_earth_wand, "basic_earth_wand");
|
|
|
|
|
registerItem(registry, basic_sorcery_wand, "basic_sorcery_wand");
|
|
|
|
|
registerItem(registry, basic_healing_wand, "basic_healing_wand");
|
|
|
|
|
registerItem(registry, "spectral_sword", new ItemSpectralSword(ToolMaterial.IRON));
|
|
|
|
|
registerItem(registry, "spectral_pickaxe", new ItemSpectralPickaxe(ToolMaterial.IRON));
|
|
|
|
|
registerItem(registry, "spectral_bow", new ItemSpectralBow());
|
|
|
|
|
|
|
|
|
|
registerItem(registry, apprentice_fire_wand, "apprentice_fire_wand");
|
|
|
|
|
registerItem(registry, apprentice_ice_wand, "apprentice_ice_wand");
|
|
|
|
|
registerItem(registry, apprentice_lightning_wand, "apprentice_lightning_wand");
|
|
|
|
|
registerItem(registry, apprentice_necromancy_wand, "apprentice_necromancy_wand");
|
|
|
|
|
registerItem(registry, apprentice_earth_wand, "apprentice_earth_wand");
|
|
|
|
|
registerItem(registry, apprentice_sorcery_wand, "apprentice_sorcery_wand");
|
|
|
|
|
registerItem(registry, apprentice_healing_wand, "apprentice_healing_wand");
|
|
|
|
|
registerItem(registry, "medium_mana_flask", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, advanced_fire_wand, "advanced_fire_wand");
|
|
|
|
|
registerItem(registry, advanced_ice_wand, "advanced_ice_wand");
|
|
|
|
|
registerItem(registry, advanced_lightning_wand, "advanced_lightning_wand");
|
|
|
|
|
registerItem(registry, advanced_necromancy_wand, "advanced_necromancy_wand");
|
|
|
|
|
registerItem(registry, advanced_earth_wand, "advanced_earth_wand");
|
|
|
|
|
registerItem(registry, advanced_sorcery_wand, "advanced_sorcery_wand");
|
|
|
|
|
registerItem(registry, advanced_healing_wand, "advanced_healing_wand");
|
|
|
|
|
registerItem(registry, "storage_upgrade", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "siphon_upgrade", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "condenser_upgrade", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "range_upgrade", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "duration_upgrade", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "cooldown_upgrade", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "blast_upgrade", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "attunement_upgrade", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, master_fire_wand, "master_fire_wand");
|
|
|
|
|
registerItem(registry, master_ice_wand, "master_ice_wand");
|
|
|
|
|
registerItem(registry, master_lightning_wand, "master_lightning_wand");
|
|
|
|
|
registerItem(registry, master_necromancy_wand, "master_necromancy_wand");
|
|
|
|
|
registerItem(registry, master_earth_wand, "master_earth_wand");
|
|
|
|
|
registerItem(registry, master_sorcery_wand, "master_sorcery_wand");
|
|
|
|
|
registerItem(registry, master_healing_wand, "master_healing_wand");
|
|
|
|
|
registerItem(registry, "magic_silk", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, spectral_sword, "spectral_sword");
|
|
|
|
|
registerItem(registry, spectral_pickaxe, "spectral_pickaxe");
|
|
|
|
|
registerItem(registry, spectral_bow, "spectral_bow");
|
|
|
|
|
registerItem(registry, "flaming_axe", new ItemFlamingAxe(Materials.MAGICAL));
|
|
|
|
|
registerItem(registry, "frost_axe", new ItemFrostAxe(Materials.MAGICAL));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, mana_flask, "mana_flask");
|
|
|
|
|
registerItem(registry, "firebomb", new ItemFirebomb());
|
|
|
|
|
registerItem(registry, "poison_bomb", new ItemPoisonBomb());
|
|
|
|
|
|
|
|
|
|
registerItem(registry, storage_upgrade, "storage_upgrade");
|
|
|
|
|
registerItem(registry, siphon_upgrade, "siphon_upgrade");
|
|
|
|
|
registerItem(registry, condenser_upgrade, "condenser_upgrade");
|
|
|
|
|
registerItem(registry, range_upgrade, "range_upgrade");
|
|
|
|
|
registerItem(registry, duration_upgrade, "duration_upgrade");
|
|
|
|
|
registerItem(registry, cooldown_upgrade, "cooldown_upgrade");
|
|
|
|
|
registerItem(registry, blast_upgrade, "blast_upgrade");
|
|
|
|
|
registerItem(registry, attunement_upgrade, "attunement_upgrade");
|
|
|
|
|
registerItem(registry, "blank_scroll", new ItemBlankScroll());
|
|
|
|
|
registerItem(registry, "scroll", new ItemScroll());
|
|
|
|
|
|
|
|
|
|
registerItem(registry, flaming_axe, "flaming_axe");
|
|
|
|
|
registerItem(registry, frost_axe, "frost_axe");
|
|
|
|
|
// The only way to get these is in dungeon chests (They are legendary, after all. Wizards don't just have them.
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// Also if they were sold you could buy four from the same wizard - and that's no fun at all!)
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registerItem(registry, "armour_upgrade", new ItemArmourUpgrade());
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registerItem(registry, "wizard_hat", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, null), true);
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registerItem(registry, "wizard_robe", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, null));
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registerItem(registry, "wizard_leggings", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, null));
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registerItem(registry, "wizard_boots", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, null));
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registerItem(registry, firebomb, "firebomb");
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registerItem(registry, poison_bomb, "poison_bomb");
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registerItem(registry, "wizard_hat_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.FIRE));
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registerItem(registry, "wizard_robe_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.FIRE));
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registerItem(registry, "wizard_leggings_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.FIRE));
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registerItem(registry, "wizard_boots_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.FIRE));
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registerItem(registry, blank_scroll, "blank_scroll");
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registerItem(registry, scroll, "scroll");
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registerItem(registry, "wizard_hat_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.ICE));
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registerItem(registry, "wizard_robe_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.ICE));
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registerItem(registry, "wizard_leggings_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.ICE));
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registerItem(registry, "wizard_boots_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.ICE));
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registerItem(registry, armour_upgrade, "armour_upgrade");
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registerItem(registry, "wizard_hat_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.LIGHTNING));
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registerItem(registry, "wizard_robe_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.LIGHTNING));
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registerItem(registry, "wizard_leggings_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.LIGHTNING));
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registerItem(registry, "wizard_boots_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.LIGHTNING));
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registerItem(registry, magic_silk, "magic_silk");
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registerItem(registry, "wizard_hat_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.NECROMANCY));
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registerItem(registry, "wizard_robe_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.NECROMANCY));
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registerItem(registry, "wizard_leggings_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.NECROMANCY));
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registerItem(registry, "wizard_boots_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.NECROMANCY));
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registerItem(registry, wizard_hat, "wizard_hat");
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registerItem(registry, wizard_robe, "wizard_robe");
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registerItem(registry, wizard_leggings, "wizard_leggings");
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registerItem(registry, wizard_boots, "wizard_boots");
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registerItem(registry, "wizard_hat_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.EARTH));
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registerItem(registry, "wizard_robe_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.EARTH));
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registerItem(registry, "wizard_leggings_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.EARTH));
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registerItem(registry, "wizard_boots_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.EARTH));
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registerItem(registry, wizard_hat_fire, "wizard_hat_fire");
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registerItem(registry, wizard_robe_fire, "wizard_robe_fire");
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registerItem(registry, wizard_leggings_fire, "wizard_leggings_fire");
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registerItem(registry, wizard_boots_fire, "wizard_boots_fire");
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registerItem(registry, "wizard_hat_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.SORCERY));
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registerItem(registry, "wizard_robe_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.SORCERY));
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registerItem(registry, "wizard_leggings_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.SORCERY));
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registerItem(registry, "wizard_boots_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.SORCERY));
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registerItem(registry, wizard_hat_ice, "wizard_hat_ice");
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registerItem(registry, wizard_robe_ice, "wizard_robe_ice");
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registerItem(registry, wizard_leggings_ice, "wizard_leggings_ice");
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registerItem(registry, wizard_boots_ice, "wizard_boots_ice");
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registerItem(registry, "wizard_hat_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.HEALING));
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registerItem(registry, "wizard_robe_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.HEALING));
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registerItem(registry, "wizard_leggings_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.HEALING));
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registerItem(registry, "wizard_boots_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.HEALING));
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registerItem(registry, wizard_hat_lightning, "wizard_hat_lightning");
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registerItem(registry, wizard_robe_lightning, "wizard_robe_lightning");
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registerItem(registry, wizard_leggings_lightning, "wizard_leggings_lightning");
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registerItem(registry, wizard_boots_lightning, "wizard_boots_lightning");
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registerItem(registry, "spectral_helmet", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.HEAD));
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registerItem(registry, "spectral_chestplate", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.CHEST));
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registerItem(registry, "spectral_leggings", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.LEGS));
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registerItem(registry, "spectral_boots", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.FEET));
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registerItem(registry, "smoke_bomb", new ItemSmokeBomb());
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registerItem(registry, wizard_hat_necromancy, "wizard_hat_necromancy");
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registerItem(registry, wizard_robe_necromancy, "wizard_robe_necromancy");
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registerItem(registry, wizard_leggings_necromancy, "wizard_leggings_necromancy");
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registerItem(registry, wizard_boots_necromancy, "wizard_boots_necromancy");
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registerItem(registry, wizard_hat_earth, "wizard_hat_earth");
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registerItem(registry, wizard_robe_earth, "wizard_robe_earth");
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registerItem(registry, wizard_leggings_earth, "wizard_leggings_earth");
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registerItem(registry, wizard_boots_earth, "wizard_boots_earth");
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registerItem(registry, wizard_hat_sorcery, "wizard_hat_sorcery");
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registerItem(registry, wizard_robe_sorcery, "wizard_robe_sorcery");
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registerItem(registry, wizard_leggings_sorcery, "wizard_leggings_sorcery");
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registerItem(registry, wizard_boots_sorcery, "wizard_boots_sorcery");
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registerItem(registry, wizard_hat_healing, "wizard_hat_healing");
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registerItem(registry, wizard_robe_healing, "wizard_robe_healing");
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registerItem(registry, wizard_leggings_healing, "wizard_leggings_healing");
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registerItem(registry, wizard_boots_healing, "wizard_boots_healing");
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registerItem(registry, spectral_helmet, "spectral_helmet");
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registerItem(registry, spectral_chestplate, "spectral_chestplate");
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registerItem(registry, spectral_leggings, "spectral_leggings");
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registerItem(registry, spectral_boots, "spectral_boots");
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registerItem(registry, smoke_bomb, "smoke_bomb");
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registerItem(registry, identification_scroll, "identification_scroll");
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registerItem(registry, "identification_scroll", new ItemIdentificationScroll());
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registerItem(registry, "test_artefact", new ItemArtefact(EnumRarity.UNCOMMON));
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}
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}
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}
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