Initial 1.11.2 update
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@@ -6,6 +6,8 @@ import java.util.Map;
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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 com.google.common.collect.ImmutableMap;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.constants.Tier;
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@@ -45,6 +47,7 @@ import net.minecraftforge.fml.common.registry.IForgeRegistry;
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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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* wizardry's blocks.
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*
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* @author Electroblob
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* @since Wizardry 2.1
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*/
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@@ -131,8 +134,10 @@ public final class WizardryItems {
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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", "wizardry/textures/armour/wizard_armour",
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15, new int[]{2, 5, 4, 2}, 0, SoundEvents.ITEM_ARMOR_EQUIP_LEATHER, 0.0F);
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public static final ArmorMaterial SILK = EnumHelper.addArmorMaterial("SILK",
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"wizardry/textures/armour/wizard_armour", 15, new int[]{2, 5, 4, 2}, 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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@@ -182,6 +187,10 @@ public final class WizardryItems {
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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 Item smoke_bomb = new ItemSmokeBomb();
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public static final Item identification_scroll = new ItemIdentificationScroll();
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@@ -189,8 +198,8 @@ public final class WizardryItems {
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public static final Map<Pair<Tier, Element>, Item> WAND_MAP = new HashMap<>();
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public static final Map<Pair<EntityEquipmentSlot, Element>, Item> ARMOUR_MAP = new HashMap<>();
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static {
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static{
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WAND_MAP.put(ImmutablePair.of(Tier.BASIC, Element.MAGIC), magic_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.BASIC, Element.FIRE), basic_fire_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.BASIC, Element.ICE), basic_ice_wand);
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@@ -223,7 +232,7 @@ public final class WizardryItems {
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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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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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@@ -262,10 +271,11 @@ public final class WizardryItems {
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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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*
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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 wizardry:[name]}. The unlocalised name will be {@code item.wizardry:[name].name}.
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* {@code wizardry:[name]}. The unlocalised name will be {@code item.wizardry:[name].name}.
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*/
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public static void registerItem(IForgeRegistry<Item> registry, Item item, String name){
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item.setRegistryName(Wizardry.MODID, name);
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