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@@ -8,6 +8,7 @@ import electroblob.wizardry.entity.projectile.EntityPoisonBomb;
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import electroblob.wizardry.entity.projectile.EntitySmokeBomb;
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import electroblob.wizardry.entity.projectile.EntitySparkBomb;
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import electroblob.wizardry.item.*;
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import electroblob.wizardry.item.ItemWizardArmour.ArmourClass;
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import electroblob.wizardry.misc.BehaviourSpellDispense;
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import electroblob.wizardry.registry.WizardryTabs.CreativeTabListed;
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import electroblob.wizardry.registry.WizardryTabs.CreativeTabSorted;
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@@ -18,7 +19,6 @@ import net.minecraft.dispenser.BehaviorProjectileDispense;
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import net.minecraft.dispenser.IPosition;
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import net.minecraft.entity.IProjectile;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.inventory.EntityEquipmentSlot.Type;
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import net.minecraft.item.EnumRarity;
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import net.minecraft.item.Item;
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import net.minecraft.item.Item.ToolMaterial;
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@@ -33,14 +33,10 @@ 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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import org.apache.commons.lang3.tuple.ImmutablePair;
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import org.apache.commons.lang3.tuple.Pair;
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import javax.annotation.Nonnull;
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import java.util.Arrays;
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import java.util.HashMap;
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import java.util.Locale;
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import java.util.Map;
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/**
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* Class responsible for defining, storing and registering all of wizardry's items. Also registers the ItemBlocks for
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@@ -62,8 +58,15 @@ public final class WizardryItems {
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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}, 15, WizardrySounds.ITEM_ARMOUR_EQUIP_SILK, 0.0F);
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// The parameter textureName is incorrectly-named, it's actually the name field in ArmorMaterial
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public static final ArmorMaterial SILK = EnumHelper.addArmorMaterial("SILK", "silk",
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15, new int[]{2, 4, 5, 2}, 15, WizardrySounds.ITEM_ARMOUR_EQUIP_SILK, 0.0F);
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public static final ArmorMaterial SAGE = EnumHelper.addArmorMaterial("SAGE", "sage",
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15, new int[]{2, 5, 6, 3}, 25, WizardrySounds.ITEM_ARMOUR_EQUIP_SAGE, 0.0F);
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public static final ArmorMaterial BATTLEMAGE = EnumHelper.addArmorMaterial("BATTLEMAGE", "battlemage",
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15, new int[]{3, 6, 8, 3}, 15, WizardrySounds.ITEM_ARMOUR_EQUIP_BATTLEMAGE, 1.0F);
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public static final ArmorMaterial WARLOCK = EnumHelper.addArmorMaterial("WARLOCK", "warlock",
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20, new int[]{2, 4, 5, 2}, 15, WizardrySounds.ITEM_ARMOUR_EQUIP_WARLOCK, 0.0F);
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}
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@@ -148,7 +151,9 @@ public final class WizardryItems {
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public static final Item frost_axe = placeholder();
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public static final Item identification_scroll = placeholder();
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public static final Item armour_upgrade = placeholder();
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public static final Item resplendent_thread = placeholder();
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public static final Item crystal_silver_plating = placeholder();
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public static final Item ethereal_crystalweave = placeholder();
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public static final Item astral_diamond = placeholder();
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public static final Item purifying_elixir = placeholder();
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@@ -199,6 +204,126 @@ public final class WizardryItems {
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public static final Item wizard_leggings_healing = placeholder();
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public static final Item wizard_boots_healing = placeholder();
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public static final Item sage_hat = placeholder();
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public static final Item sage_robe = placeholder();
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public static final Item sage_leggings = placeholder();
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public static final Item sage_boots = placeholder();
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public static final Item sage_hat_fire = placeholder();
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public static final Item sage_robe_fire = placeholder();
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public static final Item sage_leggings_fire = placeholder();
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public static final Item sage_boots_fire = placeholder();
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public static final Item sage_hat_ice = placeholder();
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public static final Item sage_robe_ice = placeholder();
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public static final Item sage_leggings_ice = placeholder();
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public static final Item sage_boots_ice = placeholder();
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public static final Item sage_hat_lightning = placeholder();
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public static final Item sage_robe_lightning = placeholder();
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public static final Item sage_leggings_lightning = placeholder();
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public static final Item sage_boots_lightning = placeholder();
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public static final Item sage_hat_necromancy = placeholder();
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public static final Item sage_robe_necromancy = placeholder();
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public static final Item sage_leggings_necromancy = placeholder();
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public static final Item sage_boots_necromancy = placeholder();
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public static final Item sage_hat_earth = placeholder();
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public static final Item sage_robe_earth = placeholder();
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public static final Item sage_leggings_earth = placeholder();
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public static final Item sage_boots_earth = placeholder();
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public static final Item sage_hat_sorcery = placeholder();
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public static final Item sage_robe_sorcery = placeholder();
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public static final Item sage_leggings_sorcery = placeholder();
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public static final Item sage_boots_sorcery = placeholder();
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public static final Item sage_hat_healing = placeholder();
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public static final Item sage_robe_healing = placeholder();
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public static final Item sage_leggings_healing = placeholder();
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public static final Item sage_boots_healing = placeholder();
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public static final Item battlemage_helmet = placeholder();
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public static final Item battlemage_chestplate = placeholder();
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public static final Item battlemage_leggings = placeholder();
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public static final Item battlemage_boots = placeholder();
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public static final Item battlemage_helmet_fire = placeholder();
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public static final Item battlemage_chestplate_fire = placeholder();
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public static final Item battlemage_leggings_fire = placeholder();
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public static final Item battlemage_boots_fire = placeholder();
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public static final Item battlemage_helmet_ice = placeholder();
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public static final Item battlemage_chestplate_ice = placeholder();
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public static final Item battlemage_leggings_ice = placeholder();
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public static final Item battlemage_boots_ice = placeholder();
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public static final Item battlemage_helmet_lightning = placeholder();
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public static final Item battlemage_chestplate_lightning = placeholder();
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public static final Item battlemage_leggings_lightning = placeholder();
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public static final Item battlemage_boots_lightning = placeholder();
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public static final Item battlemage_helmet_necromancy = placeholder();
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public static final Item battlemage_chestplate_necromancy = placeholder();
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public static final Item battlemage_leggings_necromancy = placeholder();
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public static final Item battlemage_boots_necromancy = placeholder();
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public static final Item battlemage_helmet_earth = placeholder();
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public static final Item battlemage_chestplate_earth = placeholder();
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public static final Item battlemage_leggings_earth = placeholder();
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public static final Item battlemage_boots_earth = placeholder();
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public static final Item battlemage_helmet_sorcery = placeholder();
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public static final Item battlemage_chestplate_sorcery = placeholder();
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public static final Item battlemage_leggings_sorcery = placeholder();
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public static final Item battlemage_boots_sorcery = placeholder();
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public static final Item battlemage_helmet_healing = placeholder();
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public static final Item battlemage_chestplate_healing = placeholder();
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public static final Item battlemage_leggings_healing = placeholder();
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public static final Item battlemage_boots_healing = placeholder();
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public static final Item warlock_hood = placeholder();
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public static final Item warlock_robe = placeholder();
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public static final Item warlock_leggings = placeholder();
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public static final Item warlock_boots = placeholder();
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public static final Item warlock_hood_fire = placeholder();
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public static final Item warlock_robe_fire = placeholder();
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public static final Item warlock_leggings_fire = placeholder();
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public static final Item warlock_boots_fire = placeholder();
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public static final Item warlock_hood_ice = placeholder();
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public static final Item warlock_robe_ice = placeholder();
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public static final Item warlock_leggings_ice = placeholder();
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public static final Item warlock_boots_ice = placeholder();
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public static final Item warlock_hood_lightning = placeholder();
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public static final Item warlock_robe_lightning = placeholder();
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public static final Item warlock_leggings_lightning = placeholder();
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public static final Item warlock_boots_lightning = placeholder();
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public static final Item warlock_hood_necromancy = placeholder();
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public static final Item warlock_robe_necromancy = placeholder();
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public static final Item warlock_leggings_necromancy = placeholder();
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public static final Item warlock_boots_necromancy = placeholder();
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public static final Item warlock_hood_earth = placeholder();
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public static final Item warlock_robe_earth = placeholder();
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public static final Item warlock_leggings_earth = placeholder();
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public static final Item warlock_boots_earth = placeholder();
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public static final Item warlock_hood_sorcery = placeholder();
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public static final Item warlock_robe_sorcery = placeholder();
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public static final Item warlock_leggings_sorcery = placeholder();
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public static final Item warlock_boots_sorcery = placeholder();
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public static final Item warlock_hood_healing = placeholder();
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public static final Item warlock_robe_healing = placeholder();
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public static final Item warlock_leggings_healing = placeholder();
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public static final Item warlock_boots_healing = placeholder();
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public static final Item spectral_helmet = placeholder();
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public static final Item spectral_chestplate = placeholder();
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public static final Item spectral_leggings = placeholder();
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@@ -285,46 +410,44 @@ public final class WizardryItems {
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public static final Item charm_mount_teleporting = placeholder();
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public static final Item charm_feeding = placeholder();
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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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/**
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* Helper method to return the appropriate wand based on tier and element. As of Wizardry 2.1, this uses the
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* immutable map stored in {@link WizardryItems#WAND_MAP}. Currently used for upgrading wands, for chest generation
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* and to iterate through wands for charging recipes.
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* Helper method to return the appropriate wand based on tier and element. As of Wizardry 4.3.3, this delegates to
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* the cleaner replacement method {@link ItemWand#getWand(Tier, Element)}, which accesses the item registry
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* dynamically by generating the registry name on the fly.
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*
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* @param tier The tier of the wand required.
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* @param element The element of the wand required. Null will be converted to {@link Element#MAGIC}.
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* @return The wand item which corresponds to the given tier and element, or null if no such item exists.
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* @throws NullPointerException if the given tier is null.
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* @deprecated This is being phased out; it is now only used for wizard gear and trades. To add an item to
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* charging recipes, use {@link WizardryRecipes#addToManaFlaskCharging(Item)}.
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* @deprecated This is being phased out; it is now only used for wizard gear and trades. To add an item to charging
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* recipes, use {@link WizardryRecipes#addToManaFlaskCharging(Item)}. If you absolutely must use this method, usages
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* may be replaced with {@link ItemWand#getWand(Tier, Element)}. However, this should only be done in cases where it
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* is appropriate to ignore all wands that are not in the base mod.
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*/
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@Deprecated
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public static Item getWand(Tier tier, Element element){
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if(tier == null) throw new NullPointerException("The given tier cannot be null.");
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if(element == null) element = Element.MAGIC;
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return WAND_MAP.get(ImmutablePair.of(tier, element));
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return ItemWand.getWand(tier, element); // Delegate to replacement method
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}
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/**
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* Helper method to return the appropriate armour item based on element and slot. As of Wizardry 2.1, this uses the
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* immutable map stored in {@link WizardryItems#ARMOUR_MAP}. Currently used to iterate through armour for
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* registering charging recipes and for chest generation.
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* Helper method to return the appropriate armour item based on element and slot. As of Wizardry 4.3.3, this
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* delegates to the cleaner replacement method {@link ItemWizardArmour#getArmour(Element, ArmourClass, EntityEquipmentSlot)},
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* which accesses the item registry dynamically by generating the registry name on the fly.
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* <p></p>
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* <i>This method only returns the original, basic armour set ({@link ArmourClass#WIZARD}).</i>
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*
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* @param element The EnumElement of the armour required. Null will be converted to {@link Element#MAGIC}.
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* @param slot EntityEquipmentSlot of the armour piece required
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* @return The armour item which corresponds to the given element and slot, or null if no such item exists.
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* @throws IllegalArgumentException if the given slot is not an armour slot.
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* @deprecated This is being phased out; it is now only used for wizard gear and trades. To add an item to
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* charging recipes, use {@link WizardryRecipes#addToManaFlaskCharging(Item)}.
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* charging recipes, use {@link WizardryRecipes#addToManaFlaskCharging(Item)}. If you absolutely must use this
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* method, usages may be replaced with {@link ItemWand#getWand(Tier, Element)}. However, this should only be done in
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* cases where it is appropriate to ignore all armour that is not in the base mod.
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*/
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@Deprecated
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public static Item getArmour(Element element, EntityEquipmentSlot slot){
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if(slot == null || slot.getSlotType() != Type.ARMOR)
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throw new IllegalArgumentException("Must be a valid armour slot");
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if(element == null) element = Element.MAGIC;
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return ARMOUR_MAP.get(ImmutablePair.of(slot, element));
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return ItemWizardArmour.getArmour(element, ArmourClass.WIZARD, slot); // Delegate to replacement method
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}
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/**
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@@ -444,218 +567,340 @@ public final class WizardryItems {
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// Items
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registerItem(registry, "magic_crystal", new ItemCrystal());
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registerItem(registry, "magic_crystal", new ItemCrystal());
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registerItem(registry, "crystal_shard", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
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registerItem(registry, "grand_crystal", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
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registerItem(registry, "crystal_shard", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
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registerItem(registry, "grand_crystal", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
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registerItem(registry, "wizard_handbook", new ItemWizardHandbook(), true);
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registerItem(registry, "arcane_tome", new ItemArcaneTome());
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registerItem(registry, "spell_book", new ItemSpellBook(), true);
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registerItem(registry, "scroll", new ItemScroll());
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registerItem(registry, "ruined_spell_book", new Item().setCreativeTab(WizardryTabs.WIZARDRY).setMaxStackSize(16));
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registerItem(registry, "wizard_handbook", new ItemWizardHandbook(), true);
|
|
|
|
|
registerItem(registry, "arcane_tome", new ItemArcaneTome());
|
|
|
|
|
registerItem(registry, "spell_book", new ItemSpellBook(), true);
|
|
|
|
|
registerItem(registry, "scroll", new ItemScroll());
|
|
|
|
|
registerItem(registry, "ruined_spell_book", new Item().setCreativeTab(WizardryTabs.WIZARDRY).setMaxStackSize(16));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "magic_wand", new ItemWand(Tier.NOVICE, null));
|
|
|
|
|
registerItem(registry, "apprentice_wand", new ItemWand(Tier.APPRENTICE, null));
|
|
|
|
|
registerItem(registry, "advanced_wand", new ItemWand(Tier.ADVANCED, null));
|
|
|
|
|
registerItem(registry, "master_wand", new ItemWand(Tier.MASTER, null));
|
|
|
|
|
registerItem(registry, "magic_wand", new ItemWand(Tier.NOVICE, null));
|
|
|
|
|
registerItem(registry, "apprentice_wand", new ItemWand(Tier.APPRENTICE, null));
|
|
|
|
|
registerItem(registry, "advanced_wand", new ItemWand(Tier.ADVANCED, null));
|
|
|
|
|
registerItem(registry, "master_wand", new ItemWand(Tier.MASTER, null));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "novice_fire_wand", new ItemWand(Tier.NOVICE, Element.FIRE));
|
|
|
|
|
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));
|
|
|
|
|
registerItem(registry, "novice_fire_wand", new ItemWand(Tier.NOVICE, Element.FIRE));
|
|
|
|
|
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));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "novice_ice_wand", new ItemWand(Tier.NOVICE, 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, "novice_ice_wand", new ItemWand(Tier.NOVICE, 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, "novice_lightning_wand", new ItemWand(Tier.NOVICE, 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, "novice_lightning_wand", new ItemWand(Tier.NOVICE, 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, "novice_necromancy_wand", new ItemWand(Tier.NOVICE, 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, "novice_necromancy_wand", new ItemWand(Tier.NOVICE, 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, "novice_earth_wand", new ItemWand(Tier.NOVICE, 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, "novice_earth_wand", new ItemWand(Tier.NOVICE, 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, "novice_sorcery_wand", new ItemWand(Tier.NOVICE, 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, "novice_sorcery_wand", new ItemWand(Tier.NOVICE, 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, "novice_healing_wand", new ItemWand(Tier.NOVICE, 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, "novice_healing_wand", new ItemWand(Tier.NOVICE, 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, "spectral_sword", new ItemSpectralSword(ToolMaterial.IRON));
|
|
|
|
|
registerItem(registry, "spectral_pickaxe", new ItemSpectralPickaxe(ToolMaterial.IRON));
|
|
|
|
|
registerItem(registry, "spectral_bow", new ItemSpectralBow());
|
|
|
|
|
registerItem(registry, "spectral_sword", new ItemSpectralSword(ToolMaterial.IRON));
|
|
|
|
|
registerItem(registry, "spectral_pickaxe", new ItemSpectralPickaxe(ToolMaterial.IRON));
|
|
|
|
|
registerItem(registry, "spectral_bow", new ItemSpectralBow());
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "blank_scroll", new ItemBlankScroll());
|
|
|
|
|
registerItem(registry, "magic_silk", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "blank_scroll", new ItemBlankScroll());
|
|
|
|
|
registerItem(registry, "magic_silk", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "small_mana_flask", new ItemManaFlask(ItemManaFlask.Size.SMALL));
|
|
|
|
|
registerItem(registry, "medium_mana_flask", new ItemManaFlask(ItemManaFlask.Size.MEDIUM));
|
|
|
|
|
registerItem(registry, "large_mana_flask", new ItemManaFlask(ItemManaFlask.Size.LARGE));
|
|
|
|
|
registerItem(registry, "small_mana_flask", new ItemManaFlask(ItemManaFlask.Size.SMALL));
|
|
|
|
|
registerItem(registry, "medium_mana_flask", new ItemManaFlask(ItemManaFlask.Size.MEDIUM));
|
|
|
|
|
registerItem(registry, "large_mana_flask", new ItemManaFlask(ItemManaFlask.Size.LARGE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "storage_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "siphon_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "condenser_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "range_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "duration_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "cooldown_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "blast_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "attunement_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "melee_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "storage_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "siphon_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "condenser_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "range_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "duration_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "cooldown_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "blast_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "attunement_upgrade", new ItemWandUpgrade());
|
|
|
|
|
registerItem(registry, "melee_upgrade", new ItemWandUpgrade());
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "flaming_axe", new ItemFlamingAxe(Materials.MAGICAL));
|
|
|
|
|
registerItem(registry, "frost_axe", new ItemFrostAxe(Materials.MAGICAL));
|
|
|
|
|
registerItem(registry, "flaming_axe", new ItemFlamingAxe(Materials.MAGICAL));
|
|
|
|
|
registerItem(registry, "frost_axe", new ItemFrostAxe(Materials.MAGICAL));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "identification_scroll", new ItemIdentificationScroll());
|
|
|
|
|
registerItem(registry, "armour_upgrade", new ItemArmourUpgrade());
|
|
|
|
|
registerItem(registry, "astral_diamond", new Item(){ @Override public EnumRarity getRarity(ItemStack stack){ return EnumRarity.RARE; }}.setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "purifying_elixir", new ItemPurifyingElixir());
|
|
|
|
|
registerItem(registry, "identification_scroll", new ItemIdentificationScroll());
|
|
|
|
|
registerItem(registry, "resplendent_thread", new ItemArmourUpgrade());
|
|
|
|
|
registerItem(registry, "crystal_silver_plating", new ItemArmourUpgrade());
|
|
|
|
|
registerItem(registry, "ethereal_crystalweave", new ItemArmourUpgrade());
|
|
|
|
|
registerItem(registry, "astral_diamond", new Item(){ @Override public EnumRarity getRarity(ItemStack stack){ return EnumRarity.RARE; }}.setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
|
registerItem(registry, "purifying_elixir", new ItemPurifyingElixir());
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "firebomb", new ItemFirebomb());
|
|
|
|
|
registerItem(registry, "poison_bomb", new ItemPoisonBomb());
|
|
|
|
|
registerItem(registry, "smoke_bomb", new ItemSmokeBomb());
|
|
|
|
|
registerItem(registry, "spark_bomb", new ItemSparkBomb());
|
|
|
|
|
registerItem(registry, "firebomb", new ItemFirebomb());
|
|
|
|
|
registerItem(registry, "poison_bomb", new ItemPoisonBomb());
|
|
|
|
|
registerItem(registry, "smoke_bomb", new ItemSmokeBomb());
|
|
|
|
|
registerItem(registry, "spark_bomb", new ItemSparkBomb());
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "spectral_dust", new ItemSpectralDust());
|
|
|
|
|
registerItem(registry, "spectral_dust", new ItemSpectralDust());
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "wizard_hat", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, null), true);
|
|
|
|
|
registerItem(registry, "wizard_robe", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, null));
|
|
|
|
|
registerItem(registry, "wizard_leggings", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, null));
|
|
|
|
|
registerItem(registry, "wizard_boots", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, null));
|
|
|
|
|
registerItem(registry, "wizard_hat", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.HEAD, null), true);
|
|
|
|
|
registerItem(registry, "wizard_robe", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.CHEST, null));
|
|
|
|
|
registerItem(registry, "wizard_leggings", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.LEGS, null));
|
|
|
|
|
registerItem(registry, "wizard_boots", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.FEET, null));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "wizard_hat_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.FIRE));
|
|
|
|
|
registerItem(registry, "wizard_robe_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.FIRE));
|
|
|
|
|
registerItem(registry, "wizard_leggings_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.FIRE));
|
|
|
|
|
registerItem(registry, "wizard_boots_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.FIRE));
|
|
|
|
|
registerItem(registry, "wizard_hat_fire", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.HEAD, Element.FIRE));
|
|
|
|
|
registerItem(registry, "wizard_robe_fire", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.CHEST, Element.FIRE));
|
|
|
|
|
registerItem(registry, "wizard_leggings_fire", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.LEGS, Element.FIRE));
|
|
|
|
|
registerItem(registry, "wizard_boots_fire", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.FEET, Element.FIRE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "wizard_hat_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.ICE));
|
|
|
|
|
registerItem(registry, "wizard_robe_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.ICE));
|
|
|
|
|
registerItem(registry, "wizard_leggings_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.ICE));
|
|
|
|
|
registerItem(registry, "wizard_boots_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.ICE));
|
|
|
|
|
registerItem(registry, "wizard_hat_ice", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.HEAD, Element.ICE));
|
|
|
|
|
registerItem(registry, "wizard_robe_ice", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.CHEST, Element.ICE));
|
|
|
|
|
registerItem(registry, "wizard_leggings_ice", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.LEGS, Element.ICE));
|
|
|
|
|
registerItem(registry, "wizard_boots_ice", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.FEET, Element.ICE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "wizard_hat_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "wizard_robe_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "wizard_leggings_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "wizard_boots_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "wizard_hat_lightning", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.HEAD, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "wizard_robe_lightning", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.CHEST, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "wizard_leggings_lightning", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.LEGS, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "wizard_boots_lightning", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.FEET, Element.LIGHTNING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "wizard_hat_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "wizard_robe_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "wizard_leggings_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "wizard_boots_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "wizard_hat_necromancy", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.HEAD, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "wizard_robe_necromancy", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.CHEST, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "wizard_leggings_necromancy", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.LEGS, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "wizard_boots_necromancy", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.FEET, Element.NECROMANCY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "wizard_hat_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.EARTH));
|
|
|
|
|
registerItem(registry, "wizard_robe_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.EARTH));
|
|
|
|
|
registerItem(registry, "wizard_leggings_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.EARTH));
|
|
|
|
|
registerItem(registry, "wizard_boots_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.EARTH));
|
|
|
|
|
registerItem(registry, "wizard_hat_earth", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.HEAD, Element.EARTH));
|
|
|
|
|
registerItem(registry, "wizard_robe_earth", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.CHEST, Element.EARTH));
|
|
|
|
|
registerItem(registry, "wizard_leggings_earth", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.LEGS, Element.EARTH));
|
|
|
|
|
registerItem(registry, "wizard_boots_earth", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.FEET, Element.EARTH));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "wizard_hat_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "wizard_robe_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "wizard_leggings_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "wizard_boots_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "wizard_hat_sorcery", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.HEAD, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "wizard_robe_sorcery", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.CHEST, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "wizard_leggings_sorcery", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.LEGS, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "wizard_boots_sorcery", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.FEET, Element.SORCERY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "wizard_hat_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.HEALING));
|
|
|
|
|
registerItem(registry, "wizard_robe_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.HEALING));
|
|
|
|
|
registerItem(registry, "wizard_leggings_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.HEALING));
|
|
|
|
|
registerItem(registry, "wizard_boots_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.HEALING));
|
|
|
|
|
registerItem(registry, "wizard_hat_healing", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.HEAD, Element.HEALING));
|
|
|
|
|
registerItem(registry, "wizard_robe_healing", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.CHEST, Element.HEALING));
|
|
|
|
|
registerItem(registry, "wizard_leggings_healing", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.LEGS, Element.HEALING));
|
|
|
|
|
registerItem(registry, "wizard_boots_healing", new ItemWizardArmour(ArmourClass.WIZARD, EntityEquipmentSlot.FEET, Element.HEALING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "spectral_helmet", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.HEAD));
|
|
|
|
|
registerItem(registry, "spectral_chestplate", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.CHEST));
|
|
|
|
|
registerItem(registry, "spectral_leggings", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.LEGS));
|
|
|
|
|
registerItem(registry, "spectral_boots", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.FEET));
|
|
|
|
|
registerItem(registry, "sage_hat", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.HEAD, null));
|
|
|
|
|
registerItem(registry, "sage_robe", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.CHEST, null));
|
|
|
|
|
registerItem(registry, "sage_leggings", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.LEGS, null));
|
|
|
|
|
registerItem(registry, "sage_boots", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.FEET, null));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "lightning_hammer", new ItemLightningHammer());
|
|
|
|
|
registerItem(registry, "flamecatcher", new ItemFlamecatcher());
|
|
|
|
|
registerItem(registry, "sage_hat_fire", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.HEAD, Element.FIRE));
|
|
|
|
|
registerItem(registry, "sage_robe_fire", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.CHEST, Element.FIRE));
|
|
|
|
|
registerItem(registry, "sage_leggings_fire", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.LEGS, Element.FIRE));
|
|
|
|
|
registerItem(registry, "sage_boots_fire", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.FEET, Element.FIRE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "ring_condensing", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_siphoning", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_battlemage", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_combustion", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_fire_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_fire_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_disintegration", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_meteor", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_ice_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_ice_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_arcane_frost", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_shattering", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_lightning_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_storm", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_seeking", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_hammer", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_stormcloud", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_soulbinding", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_leeching", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_necromancy_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_mind_control", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_poison", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_earth_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_earth_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_full_moon", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_evoker", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_extraction", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_mana_return", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_blockwrangler", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_conjurer", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_defender", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_paladin", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_interdiction", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "sage_hat_ice", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.HEAD, Element.ICE));
|
|
|
|
|
registerItem(registry, "sage_robe_ice", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.CHEST, Element.ICE));
|
|
|
|
|
registerItem(registry, "sage_leggings_ice", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.LEGS, Element.ICE));
|
|
|
|
|
registerItem(registry, "sage_boots_ice", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.FEET, Element.ICE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "amulet_arcane_defence", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_warding", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_wisdom", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_fire_protection", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_fire_cloaking", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_ice_immunity", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_ice_protection", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_frost_warding", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_potential", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_channeling", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_lich", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_wither_immunity", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_glide", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_banishing", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_anchoring", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_recovery", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_transience", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_resurrection", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_auto_shield", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_absorption", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "sage_hat_lightning", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.HEAD, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "sage_robe_lightning", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.CHEST, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "sage_leggings_lightning", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.LEGS, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "sage_boots_lightning", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.FEET, Element.LIGHTNING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "charm_haggler", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_experience_tome", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_move_speed", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_spell_discovery", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_auto_smelt", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_lava_walking", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_storm", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_minion_health", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_minion_variants", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_undead_helmets", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_hunger_casting", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_flight", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_growth", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_abseiling", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_silk_touch", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_sixth_sense", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_stop_time", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_light", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_transportation", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_black_hole", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_mount_teleporting", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_feeding", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "sage_hat_necromancy", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.HEAD, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "sage_robe_necromancy", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.CHEST, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "sage_leggings_necromancy", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.LEGS, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "sage_boots_necromancy", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.FEET, Element.NECROMANCY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "sage_hat_earth", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.HEAD, Element.EARTH));
|
|
|
|
|
registerItem(registry, "sage_robe_earth", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.CHEST, Element.EARTH));
|
|
|
|
|
registerItem(registry, "sage_leggings_earth", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.LEGS, Element.EARTH));
|
|
|
|
|
registerItem(registry, "sage_boots_earth", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.FEET, Element.EARTH));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "sage_hat_sorcery", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.HEAD, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "sage_robe_sorcery", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.CHEST, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "sage_leggings_sorcery", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.LEGS, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "sage_boots_sorcery", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.FEET, Element.SORCERY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "sage_hat_healing", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.HEAD, Element.HEALING));
|
|
|
|
|
registerItem(registry, "sage_robe_healing", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.CHEST, Element.HEALING));
|
|
|
|
|
registerItem(registry, "sage_leggings_healing", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.LEGS, Element.HEALING));
|
|
|
|
|
registerItem(registry, "sage_boots_healing", new ItemWizardArmour(ArmourClass.SAGE, EntityEquipmentSlot.FEET, Element.HEALING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "battlemage_helmet", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.HEAD, null));
|
|
|
|
|
registerItem(registry, "battlemage_chestplate", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.CHEST, null));
|
|
|
|
|
registerItem(registry, "battlemage_leggings", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.LEGS, null));
|
|
|
|
|
registerItem(registry, "battlemage_boots", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.FEET, null));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "battlemage_helmet_fire", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.HEAD, Element.FIRE));
|
|
|
|
|
registerItem(registry, "battlemage_chestplate_fire", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.CHEST, Element.FIRE));
|
|
|
|
|
registerItem(registry, "battlemage_leggings_fire", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.LEGS, Element.FIRE));
|
|
|
|
|
registerItem(registry, "battlemage_boots_fire", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.FEET, Element.FIRE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "battlemage_helmet_ice", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.HEAD, Element.ICE));
|
|
|
|
|
registerItem(registry, "battlemage_chestplate_ice", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.CHEST, Element.ICE));
|
|
|
|
|
registerItem(registry, "battlemage_leggings_ice", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.LEGS, Element.ICE));
|
|
|
|
|
registerItem(registry, "battlemage_boots_ice", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.FEET, Element.ICE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "battlemage_helmet_lightning", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.HEAD, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "battlemage_chestplate_lightning", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.CHEST, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "battlemage_leggings_lightning", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.LEGS, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "battlemage_boots_lightning", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.FEET, Element.LIGHTNING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "battlemage_helmet_necromancy", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.HEAD, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "battlemage_chestplate_necromancy", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.CHEST, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "battlemage_leggings_necromancy", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.LEGS, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "battlemage_boots_necromancy", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.FEET, Element.NECROMANCY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "battlemage_helmet_earth", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.HEAD, Element.EARTH));
|
|
|
|
|
registerItem(registry, "battlemage_chestplate_earth", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.CHEST, Element.EARTH));
|
|
|
|
|
registerItem(registry, "battlemage_leggings_earth", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.LEGS, Element.EARTH));
|
|
|
|
|
registerItem(registry, "battlemage_boots_earth", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.FEET, Element.EARTH));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "battlemage_helmet_sorcery", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.HEAD, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "battlemage_chestplate_sorcery", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.CHEST, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "battlemage_leggings_sorcery", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.LEGS, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "battlemage_boots_sorcery", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.FEET, Element.SORCERY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "battlemage_helmet_healing", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.HEAD, Element.HEALING));
|
|
|
|
|
registerItem(registry, "battlemage_chestplate_healing", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.CHEST, Element.HEALING));
|
|
|
|
|
registerItem(registry, "battlemage_leggings_healing", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.LEGS, Element.HEALING));
|
|
|
|
|
registerItem(registry, "battlemage_boots_healing", new ItemWizardArmour(ArmourClass.BATTLEMAGE, EntityEquipmentSlot.FEET, Element.HEALING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "warlock_hood", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.HEAD, null));
|
|
|
|
|
registerItem(registry, "warlock_robe", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.CHEST, null));
|
|
|
|
|
registerItem(registry, "warlock_leggings", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.LEGS, null));
|
|
|
|
|
registerItem(registry, "warlock_boots", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.FEET, null));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "warlock_hood_fire", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.HEAD, Element.FIRE));
|
|
|
|
|
registerItem(registry, "warlock_robe_fire", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.CHEST, Element.FIRE));
|
|
|
|
|
registerItem(registry, "warlock_leggings_fire", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.LEGS, Element.FIRE));
|
|
|
|
|
registerItem(registry, "warlock_boots_fire", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.FEET, Element.FIRE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "warlock_hood_ice", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.HEAD, Element.ICE));
|
|
|
|
|
registerItem(registry, "warlock_robe_ice", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.CHEST, Element.ICE));
|
|
|
|
|
registerItem(registry, "warlock_leggings_ice", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.LEGS, Element.ICE));
|
|
|
|
|
registerItem(registry, "warlock_boots_ice", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.FEET, Element.ICE));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "warlock_hood_lightning", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.HEAD, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "warlock_robe_lightning", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.CHEST, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "warlock_leggings_lightning", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.LEGS, Element.LIGHTNING));
|
|
|
|
|
registerItem(registry, "warlock_boots_lightning", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.FEET, Element.LIGHTNING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "warlock_hood_necromancy", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.HEAD, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "warlock_robe_necromancy", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.CHEST, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "warlock_leggings_necromancy", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.LEGS, Element.NECROMANCY));
|
|
|
|
|
registerItem(registry, "warlock_boots_necromancy", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.FEET, Element.NECROMANCY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "warlock_hood_earth", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.HEAD, Element.EARTH));
|
|
|
|
|
registerItem(registry, "warlock_robe_earth", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.CHEST, Element.EARTH));
|
|
|
|
|
registerItem(registry, "warlock_leggings_earth", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.LEGS, Element.EARTH));
|
|
|
|
|
registerItem(registry, "warlock_boots_earth", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.FEET, Element.EARTH));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "warlock_hood_sorcery", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.HEAD, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "warlock_robe_sorcery", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.CHEST, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "warlock_leggings_sorcery", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.LEGS, Element.SORCERY));
|
|
|
|
|
registerItem(registry, "warlock_boots_sorcery", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.FEET, Element.SORCERY));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "warlock_hood_healing", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.HEAD, Element.HEALING));
|
|
|
|
|
registerItem(registry, "warlock_robe_healing", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.CHEST, Element.HEALING));
|
|
|
|
|
registerItem(registry, "warlock_leggings_healing", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.LEGS, Element.HEALING));
|
|
|
|
|
registerItem(registry, "warlock_boots_healing", new ItemWizardArmour(ArmourClass.WARLOCK, EntityEquipmentSlot.FEET, Element.HEALING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "spectral_helmet", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.HEAD));
|
|
|
|
|
registerItem(registry, "spectral_chestplate", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.CHEST));
|
|
|
|
|
registerItem(registry, "spectral_leggings", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.LEGS));
|
|
|
|
|
registerItem(registry, "spectral_boots", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.FEET));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "lightning_hammer", new ItemLightningHammer());
|
|
|
|
|
registerItem(registry, "flamecatcher", new ItemFlamecatcher());
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "ring_condensing", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_siphoning", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_battlemage", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_combustion", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_fire_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_fire_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_disintegration", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_meteor", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_ice_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_ice_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_arcane_frost", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_shattering", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_lightning_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_storm", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_seeking", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_hammer", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_stormcloud", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_soulbinding", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_leeching", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_necromancy_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_mind_control", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_poison", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_earth_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_earth_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_full_moon", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_evoker", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_extraction", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_mana_return", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_blockwrangler", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_conjurer", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_defender", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_paladin", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
|
|
|
registerItem(registry, "ring_interdiction", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "amulet_arcane_defence", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_warding", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_wisdom", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_fire_protection", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_fire_cloaking", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_ice_immunity", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_ice_protection", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_frost_warding", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_potential", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_channeling", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_lich", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_wither_immunity", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_glide", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_banishing", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_anchoring", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_recovery", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_transience", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_resurrection", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_auto_shield", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
|
registerItem(registry, "amulet_absorption", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
|
|
|
|
|
|
|
|
registerItem(registry, "charm_haggler", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_experience_tome", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_move_speed", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_spell_discovery", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_auto_smelt", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_lava_walking", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_storm", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_minion_health", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_minion_variants", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_undead_helmets", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_hunger_casting", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_flight", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_growth", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_abseiling", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_silk_touch", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_sixth_sense", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_stop_time", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_light", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_transportation", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
|
|
|
registerItem(registry, "charm_black_hole", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
|
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registerItem(registry, "charm_mount_teleporting", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
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registerItem(registry, "charm_feeding", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
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}
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@@ -756,76 +1001,4 @@ public final class WizardryItems {
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EnumHelper.addEnum(BannerPattern.class, codeName, new Class[]{String.class, String.class, ItemStack.class}, fileName, hashName, patternItem);
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}
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public static void populateWandMap(){
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WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.MAGIC), magic_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.FIRE), novice_fire_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.ICE), novice_ice_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.LIGHTNING), novice_lightning_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.NECROMANCY), novice_necromancy_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.EARTH), novice_earth_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.SORCERY), novice_sorcery_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.HEALING), novice_healing_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.MAGIC), apprentice_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.FIRE), apprentice_fire_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.ICE), apprentice_ice_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.LIGHTNING), apprentice_lightning_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.NECROMANCY), apprentice_necromancy_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.EARTH), apprentice_earth_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.SORCERY), apprentice_sorcery_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.HEALING), apprentice_healing_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.MAGIC), advanced_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.FIRE), advanced_fire_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.ICE), advanced_ice_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.LIGHTNING), advanced_lightning_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.NECROMANCY), advanced_necromancy_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.EARTH), advanced_earth_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.SORCERY), advanced_sorcery_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.HEALING), advanced_healing_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.MAGIC), master_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.FIRE), master_fire_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.ICE), master_ice_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.LIGHTNING), master_lightning_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.NECROMANCY), master_necromancy_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.EARTH), master_earth_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.SORCERY), master_sorcery_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.HEALING), master_healing_wand);
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}
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public static void populateArmourMap(){
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.MAGIC), wizard_hat);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.FIRE), wizard_hat_fire);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.ICE), wizard_hat_ice);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.LIGHTNING), wizard_hat_lightning);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.NECROMANCY), wizard_hat_necromancy);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.EARTH), wizard_hat_earth);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.SORCERY), wizard_hat_sorcery);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.HEALING), wizard_hat_healing);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.MAGIC), wizard_robe);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.FIRE), wizard_robe_fire);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.ICE), wizard_robe_ice);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.LIGHTNING), wizard_robe_lightning);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.NECROMANCY), wizard_robe_necromancy);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.EARTH), wizard_robe_earth);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.SORCERY), wizard_robe_sorcery);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.HEALING), wizard_robe_healing);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.MAGIC), wizard_leggings);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.FIRE), wizard_leggings_fire);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.ICE), wizard_leggings_ice);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.LIGHTNING), wizard_leggings_lightning);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.NECROMANCY), wizard_leggings_necromancy);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.EARTH), wizard_leggings_earth);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.SORCERY), wizard_leggings_sorcery);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.HEALING), wizard_leggings_healing);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.MAGIC), wizard_boots);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.FIRE), wizard_boots_fire);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.ICE), wizard_boots_ice);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.LIGHTNING), wizard_boots_lightning);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.NECROMANCY), wizard_boots_necromancy);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.EARTH), wizard_boots_earth);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.SORCERY), wizard_boots_sorcery);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.HEALING), wizard_boots_healing);
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}
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}
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