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
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@@ -77,6 +77,7 @@ public final class WizardryBlocks {
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public static final Block dark_oak_lectern = placeholder();
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public static final Block receptacle = placeholder();
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public static final Block imbuement_altar = placeholder();
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/**
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* Sets both the registry and unlocalised names of the given block, then registers it with the given registry. Use
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@@ -101,6 +102,7 @@ public final class WizardryBlocks {
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IForgeRegistry<Block> registry = event.getRegistry();
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// TODO: Put everything in block classes wherever possible
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registerBlock(registry, "arcane_workbench", new BlockArcaneWorkbench().setHardness(1.0F).setCreativeTab(WizardryTabs.WIZARDRY));
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registerBlock(registry, "crystal_ore", new BlockCrystalOre(Material.ROCK).setHardness(3.0F).setCreativeTab(WizardryTabs.WIZARDRY));
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registerBlock(registry, "crystal_flower", new BlockCrystalFlower(Material.PLANTS).setHardness(0.0F).setCreativeTab(WizardryTabs.WIZARDRY));
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@@ -139,6 +141,7 @@ public final class WizardryBlocks {
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registerBlock(registry, "dark_oak_lectern", new BlockLectern());
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registerBlock(registry, "receptacle", new BlockReceptacle());
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registerBlock(registry, "imbuement_altar", new BlockImbuementAltar());
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}
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@@ -155,5 +158,6 @@ public final class WizardryBlocks {
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GameRegistry.registerTileEntity(TileEntityBookshelf.class, new ResourceLocation(Wizardry.MODID, "bookshelf"));
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GameRegistry.registerTileEntity(TileEntityLectern.class, new ResourceLocation(Wizardry.MODID, "lectern"));
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GameRegistry.registerTileEntity(TileEntityReceptacle.class, new ResourceLocation(Wizardry.MODID, "receptacle"));
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GameRegistry.registerTileEntity(TileEntityImbuementAltar.class, new ResourceLocation(Wizardry.MODID, "imbuement_altar"));
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}
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}
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