Add imbuement altar

- Adds imbuement altar block and associated tile entity
- Adds basic functionality for imbuing wizard armour (other stuff to be decided)
- Incorporates imbuement altar into glowing overlay model event (this could do with being tidied up and generalised)
- Adds a TESR for the ray effect (based on some of the oldest code in the entire mod, which definitely needs improving!)
- Adds a simple sound effect for the imbuement process, needs upgrading to a ticked sound later
This commit is contained in:
Electroblob77
2020-06-17 23:44:02 +01:00
parent 99d0d115c7
commit 8e8e249426
25 changed files with 619 additions and 7 deletions
@@ -89,6 +89,7 @@ public final class WizardryModels {
registerItemModel(Item.getItemFromBlock(WizardryBlocks.dark_oak_lectern));
registerItemModel(Item.getItemFromBlock(WizardryBlocks.receptacle));
registerItemModel(Item.getItemFromBlock(WizardryBlocks.imbuement_altar));
// Items
@@ -314,7 +315,8 @@ public final class WizardryModels {
IBakedModel original = event.getModelRegistry().getObject(location);
if(location.getPath().contains("runestone") || location.getPath().contains("runestone_pedestal")){
if(location.getPath().contains("runestone") || location.getPath().contains("runestone_pedestal")
|| location.getPath().endsWith("imbuement_altar")){ // Ends with to exclude inactive version
event.getModelRegistry().putObject(location, new BakedModelGlowingOverlay(original, "overlay"));
}else if(location.getPath().contains("spectral_block")){
event.getModelRegistry().putObject(location, new BakedModelGlowingOverlay(original, "spectral_block"));