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package electroblob.wizardry.registry;
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import java.util.ArrayList;
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import java.util.List;
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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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import electroblob.wizardry.entity.EntityArc;
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import electroblob.wizardry.entity.EntityMeteor;
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import electroblob.wizardry.entity.EntityShield;
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import electroblob.wizardry.entity.construct.EntityArrowRain;
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import electroblob.wizardry.entity.construct.EntityBlackHole;
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import electroblob.wizardry.entity.construct.EntityBlizzard;
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import electroblob.wizardry.entity.construct.EntityBubble;
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import electroblob.wizardry.entity.construct.EntityDecay;
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import electroblob.wizardry.entity.construct.EntityEarthquake;
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import electroblob.wizardry.entity.construct.EntityFireRing;
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import electroblob.wizardry.entity.construct.EntityFireSigil;
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import electroblob.wizardry.entity.construct.EntityForcefield;
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import electroblob.wizardry.entity.construct.EntityFrostSigil;
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import electroblob.wizardry.entity.construct.EntityHailstorm;
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import electroblob.wizardry.entity.construct.EntityHammer;
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import electroblob.wizardry.entity.construct.EntityHealAura;
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import electroblob.wizardry.entity.construct.EntityIceSpike;
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import electroblob.wizardry.entity.construct.EntityLightningPulse;
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import electroblob.wizardry.entity.construct.EntityLightningSigil;
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import electroblob.wizardry.entity.construct.EntityTornado;
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import electroblob.wizardry.entity.living.EntityBlazeMinion;
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import electroblob.wizardry.entity.living.EntityDecoy;
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import electroblob.wizardry.entity.living.EntityEvilWizard;
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import electroblob.wizardry.entity.living.EntityIceGiant;
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import electroblob.wizardry.entity.living.EntityIceWraith;
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import electroblob.wizardry.entity.living.EntityLightningWraith;
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import electroblob.wizardry.entity.living.EntityMagicSlime;
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import electroblob.wizardry.entity.living.EntityPhoenix;
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import electroblob.wizardry.entity.living.EntityShadowWraith;
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import electroblob.wizardry.entity.living.EntitySilverfishMinion;
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import electroblob.wizardry.entity.living.EntitySkeletonMinion;
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import electroblob.wizardry.entity.living.EntitySpiderMinion;
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import electroblob.wizardry.entity.living.EntitySpiritHorse;
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import electroblob.wizardry.entity.living.EntitySpiritWolf;
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import electroblob.wizardry.entity.living.EntityStormElemental;
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import electroblob.wizardry.entity.living.EntityWizard;
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import electroblob.wizardry.entity.living.EntityZombieMinion;
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import electroblob.wizardry.entity.projectile.EntityDarknessOrb;
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import electroblob.wizardry.entity.projectile.EntityDart;
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import electroblob.wizardry.entity.projectile.EntityFirebolt;
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import electroblob.wizardry.entity.projectile.EntityFirebomb;
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import electroblob.wizardry.entity.projectile.EntityForceArrow;
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import electroblob.wizardry.entity.projectile.EntityForceOrb;
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import electroblob.wizardry.entity.projectile.EntityIceCharge;
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import electroblob.wizardry.entity.projectile.EntityIceLance;
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import electroblob.wizardry.entity.projectile.EntityIceShard;
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import electroblob.wizardry.entity.projectile.EntityLightningArrow;
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import electroblob.wizardry.entity.projectile.EntityLightningDisc;
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import electroblob.wizardry.entity.projectile.EntityMagicMissile;
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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.EntitySpark;
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import electroblob.wizardry.entity.projectile.EntitySparkBomb;
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import electroblob.wizardry.entity.projectile.EntityThunderbolt;
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import electroblob.wizardry.loot.RandomSpell;
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import electroblob.wizardry.loot.WizardSpell;
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import electroblob.wizardry.tileentity.TileEntityArcaneWorkbench;
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import electroblob.wizardry.tileentity.TileEntityMagicLight;
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import electroblob.wizardry.tileentity.TileEntityPlayerSave;
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import electroblob.wizardry.tileentity.TileEntityStatue;
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import electroblob.wizardry.tileentity.TileEntityTimer;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.EnumCreatureType;
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import net.minecraft.init.Biomes;
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import net.minecraft.init.Blocks;
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import net.minecraft.init.Items;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.world.biome.Biome;
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import net.minecraft.world.storage.loot.LootTableList;
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import net.minecraft.world.storage.loot.functions.LootFunctionManager;
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import net.minecraftforge.fml.common.registry.EntityRegistry;
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import net.minecraftforge.fml.common.registry.GameRegistry;
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import net.minecraftforge.oredict.OreDictionary;
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/**
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* Class responsible for registering all the things that don't have (or need) instances: entities, loot tables,
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* recipes, etc.
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* @author Electroblob
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* @since Wizardry 1.0
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*/
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public final class WizardryRegistry {
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// NOTE: In 1.12, recipes have a registry (they can still stay here though since we don't keep references to them)
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/** Called from the preInit method in the main mod class to register the custom dungeon loot. */
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public static void registerLoot(){
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/* Loot tables work as follows:
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* Minecraft goes through each pool in turn. For each pool, it does a certain number or rolls, which can either
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* be set to always be one number or a random number from a range. Each roll, it generates one stack of a single
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* random entry in that pool, weighted according to the weights of the entries. Functions allow properties of
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* that stack (stack size, damage, nbt) to be set, and even allow it to be replaced dynamically with a
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* completely different item (though there's very little point in doing that as it could be achieved just as
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* easily with more entries, which makes me think it would be bad practice).
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* You can also use conditions to control whether an entry or pool is used at all, which is mostly for mob drops
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* under specific conditions, but one of them is simply a random chance, meaning you could use it to make a pool
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* that only gets rolled sometimes.
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* All in all, this can get rather confusing, because stackable items can have 5 stages of randomness applied
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* to them at once: a random chance for the pool, a random number of rolls for the pool, the weighted random
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* chance of choosing that particular entry, a random chance for that entry, and a random stack size, and that's
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* before you take functions into account.
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*
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* ...oh, and entries can be entire loot tables in themselves, allowing for potentially infinite levels of
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* randomness. Yeah.
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*
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* Translating to the new system:
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* ChestGenHooks.SOME_NAME -> loot table json file
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* ??? -> loot pool (I don't think it was split up like this before)
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* ChestGenHooks.addItem() -> entry in a loot pool
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* Stack sizes in WeightedRandomChestContent -> set_count function for entries
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* Weight in WeightedRandomChestContent -> weight of entries
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* Custom WeightedRandomChestContent implementations -> custom loot functions, but only for complex/dynamic
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* stuff - things that serve to allow the chance for a category of items (like armour) to be specified but still
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* have a random chance for which exact item you get should be done with nested loot tables.
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*/
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// Always registers the loot tables, but only injects the additions into vanilla if the appropriate option is
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// enabled in the config (see WizardryEventHandler).
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LootFunctionManager.registerFunction(new RandomSpell.Serializer());
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LootFunctionManager.registerFunction(new WizardSpell.Serializer());
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LootTableList.register(new ResourceLocation(Wizardry.MODID, "chests/wizard_tower"));
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LootTableList.register(new ResourceLocation(Wizardry.MODID, "chests/dungeon_additions"));
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LootTableList.register(new ResourceLocation(Wizardry.MODID, "subsets/novice_wands"));
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LootTableList.register(new ResourceLocation(Wizardry.MODID, "subsets/wizard_armour"));
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LootTableList.register(new ResourceLocation(Wizardry.MODID, "subsets/arcane_tomes"));
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LootTableList.register(new ResourceLocation(Wizardry.MODID, "subsets/wand_upgrades"));
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LootTableList.register(new ResourceLocation(Wizardry.MODID, "entities/evil_wizard"));
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// TODO: At the moment this is not used anywhere because I can't find a way to add it to all mobs.
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//LootTableList.register(new ResourceLocation(Wizardry.MODID, "entities/mob_additions"));
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}
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/** Called from the preInit method in the main mod class to register all the tile entities. */
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public static void registerTileEntities(){
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GameRegistry.registerTileEntity(TileEntityArcaneWorkbench.class, Wizardry.MODID + "ArcaneWorkbenchTileEntity");
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GameRegistry.registerTileEntity(TileEntityStatue.class, Wizardry.MODID + "PetrifiedStoneTileEntity");
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GameRegistry.registerTileEntity(TileEntityMagicLight.class, Wizardry.MODID + "MagicLightTileEntity");
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GameRegistry.registerTileEntity(TileEntityTimer.class, Wizardry.MODID + "TimerTileEntity");
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GameRegistry.registerTileEntity(TileEntityPlayerSave.class, Wizardry.MODID + "TileEntityPlayerSave");
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}
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/** Not actually the frequency at all; smaller numbers are more frequent. Vanilla uses 3 I think. */
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private static final int LIVING_UPDATE_INTERVAL = 3;
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/** Not actually the frequency at all; smaller numbers are more frequent. */
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private static final int PROJECTILE_UPDATE_INTERVAL = 10;
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/** Called from the preInit method in the main mod class to register all the entities. */
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public static void registerEntities(Wizardry wizardry){
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int id = 0; // Incrementable index for the mod specific entity id.
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EntityRegistry.registerModEntity(EntityZombieMinion.class, "zombie_minion", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityMagicMissile.class, "magic_missile", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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// TODO: This should be a particle
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EntityRegistry.registerModEntity(EntityArc.class, "arc", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntitySkeletonMinion.class, "skeleton_minion", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntitySparkBomb.class, "spark_bomb", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntitySpiritWolf.class, "spirit_wolf", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityIceShard.class, "ice_shard", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityBlazeMinion.class, "blaze_minion", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityIceWraith.class, "ice_wraith", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityLightningWraith.class, "lightning_wraith", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityBlackHole.class, "black_hole", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityShield.class, "shield", id++, wizardry, 128, 1, true);
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EntityRegistry.registerModEntity(EntityMeteor.class, "meteor", id++, wizardry, 128, 5, true);
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EntityRegistry.registerModEntity(EntityBlizzard.class, "blizzard", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityWizard.class, "wizard", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityBubble.class, "bubble", id++, wizardry, 128, 3, false);
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EntityRegistry.registerModEntity(EntityTornado.class, "tornado", id++, wizardry, 128, 1, false);
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EntityRegistry.registerModEntity(EntityHammer.class, "lightning_hammer", id++, wizardry, 128, 1, true);
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EntityRegistry.registerModEntity(EntityFirebomb.class, "firebomb", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityForceOrb.class, "force_orb", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityArrowRain.class, "arrow_rain", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntitySpark.class, "spark", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityShadowWraith.class, "shadow_wraith", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityDarknessOrb.class, "darkness_orb", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntitySpiderMinion.class, "spider_minion", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityHealAura.class, "healing_aura", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityFireSigil.class, "fire_sigil", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityFrostSigil.class, "frost_sigil", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityLightningSigil.class, "lightning_sigil", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityLightningArrow.class, "lightning_arrow", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityFirebolt.class, "firebolt", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityPoisonBomb.class, "poison_bomb", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityIceCharge.class, "ice_charge", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityForceArrow.class, "force_arrow", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityDart.class, "dart", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityMagicSlime.class, "magic_slime", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityForcefield.class, "forcefield", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityFireRing.class, "ring_of_fire", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityLightningDisc.class, "lightning_disc", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityThunderbolt.class, "thunderbolt", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityIceGiant.class, "ice_giant", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntitySpiritHorse.class, "spirit_horse", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityPhoenix.class, "phoenix", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntitySilverfishMinion.class, "silverfish_minion", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityDecay.class, "decay", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityStormElemental.class, "storm_elemental", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityEarthquake.class, "earthquake", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntityIceLance.class, "ice_lance", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityHailstorm.class, "hailstorm", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerModEntity(EntitySmokeBomb.class, "smoke_bomb", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityEvilWizard.class, "evil_wizard", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityDecoy.class, "decoy", id++, wizardry, 128, LIVING_UPDATE_INTERVAL, true);
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EntityRegistry.registerModEntity(EntityIceSpike.class, "ice_spike", id++, wizardry, 128, 1, true);
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// TODO: This should be a particle.
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EntityRegistry.registerModEntity(EntityLightningPulse.class, "lightning_pulse", id++, wizardry, 128, PROJECTILE_UPDATE_INTERVAL, false);
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EntityRegistry.registerEgg(EntityWizard.class, 0x19295e, 0xee9312);
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EntityRegistry.registerEgg(EntityEvilWizard.class, 0x290404, 0xee9312);
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// TODO: May need fixing
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List<Biome> biomes = new ArrayList<Biome>();
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for(Biome biome : Biome.EXPLORATION_BIOMES_LIST){
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if(biome != null){
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biomes.add(biome);
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}
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}
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biomes.remove(Biomes.MUSHROOM_ISLAND);
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biomes.remove(Biomes.MUSHROOM_ISLAND_SHORE);
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// For reference: 5, 1, 1 are the parameters for the witch in vanilla.
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EntityRegistry.addSpawn(EntityEvilWizard.class, 3, 1, 1, EnumCreatureType.MONSTER, biomes.toArray(new Biome[biomes.size()]));
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}
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/** Called from the init method in the main mod class to register all the recipes. */
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public static void registerRecipes(){
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ItemStack magicCrystalStack = new ItemStack(WizardryItems.magic_crystal);
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ItemStack magicWandStack = new ItemStack(WizardryItems.magic_wand, 1, Tier.BASIC.maxCharge);
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ItemStack goldNuggetStack = new ItemStack(Items.GOLD_NUGGET);
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ItemStack stickStack = new ItemStack(Items.STICK);
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ItemStack bookStack = new ItemStack(Items.BOOK);
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ItemStack stringStack = new ItemStack(Items.STRING);
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ItemStack spellBookStack = new ItemStack(WizardryItems.spell_book, 1, Spells.magic_missile.id());
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ItemStack arcaneWorkbenchStack = new ItemStack(WizardryBlocks.arcane_workbench);
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ItemStack stoneStack = new ItemStack(Blocks.STONE);
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ItemStack lapisBlockStack = new ItemStack(Blocks.LAPIS_BLOCK);
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ItemStack purpleCarpetStack = new ItemStack(Blocks.CARPET, 1, 10);
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ItemStack wizardHandbookStack = new ItemStack(WizardryItems.wizard_handbook);
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ItemStack crystalFlowerStack = new ItemStack(WizardryBlocks.crystal_flower);
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ItemStack magicCrystalStack1 = new ItemStack(WizardryItems.magic_crystal, 2);
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ItemStack magicCrystalStack2 = new ItemStack(WizardryItems.magic_crystal, 9);
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ItemStack crystalBlockStack = new ItemStack(WizardryBlocks.crystal_block);
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ItemStack manaFlaskStack = new ItemStack(WizardryItems.mana_flask);
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ItemStack bottleStack = new ItemStack(Items.GLASS_BOTTLE);
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ItemStack gunpowderStack = new ItemStack(Items.GUNPOWDER);
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ItemStack blazePowderStack = new ItemStack(Items.BLAZE_POWDER);
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ItemStack spiderEyeStack = new ItemStack(Items.SPIDER_EYE);
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// Coal or charcoal is equally fine, hence the wildcard value
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ItemStack coalStack = new ItemStack(Items.COAL, 1, OreDictionary.WILDCARD_VALUE);
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ItemStack firebombStack = new ItemStack(WizardryItems.firebomb, 3);
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ItemStack poisonBombStack = new ItemStack(WizardryItems.poison_bomb, 3);
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ItemStack smokeBombStack = new ItemStack(WizardryItems.smoke_bomb, 3);
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ItemStack transportationStoneStack = new ItemStack(WizardryBlocks.transportation_stone, 2);
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ItemStack silkStack = new ItemStack(WizardryItems.magic_silk);
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ItemStack silkStack1 = new ItemStack(WizardryItems.magic_silk, 2);
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ItemStack hatStack = new ItemStack(WizardryItems.wizard_hat);
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ItemStack robeStack = new ItemStack(WizardryItems.wizard_robe);
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ItemStack leggingsStack = new ItemStack(WizardryItems.wizard_leggings);
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ItemStack bootsStack = new ItemStack(WizardryItems.wizard_boots);
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ItemStack scrollStack = new ItemStack(WizardryItems.blank_scroll);
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ItemStack paperStack = new ItemStack(Items.PAPER);
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GameRegistry.addRecipe(magicWandStack, " x", " y ", "z ", 'x', magicCrystalStack, 'y', stickStack, 'z', goldNuggetStack);
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GameRegistry.addRecipe(spellBookStack, " x ", "xyx", " x ", 'x', magicCrystalStack, 'y', bookStack);
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GameRegistry.addRecipe(arcaneWorkbenchStack, "vwv", "xyx", "zzz", 'v', goldNuggetStack, 'w', purpleCarpetStack, 'x', magicCrystalStack, 'y', lapisBlockStack, 'z', stoneStack);
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GameRegistry.addRecipe(manaFlaskStack, "yyy", "yxy", "yyy", 'x', bottleStack, 'y', magicCrystalStack);
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GameRegistry.addRecipe(transportationStoneStack, " x ", "xyx", " x ", 'x', stoneStack, 'y', magicCrystalStack);
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||||
GameRegistry.addRecipe(hatStack, "yyy", "y y", 'y', silkStack);
|
||||
GameRegistry.addRecipe(robeStack, "y y", "yyy", "yyy", 'y', silkStack);
|
||||
GameRegistry.addRecipe(leggingsStack, "yyy", "y y", "y y", 'y', silkStack);
|
||||
GameRegistry.addRecipe(bootsStack, "y y", "y y", 'y', silkStack);
|
||||
GameRegistry.addRecipe(silkStack1, " x ", "xyx", " x ", 'x', stringStack, 'y', magicCrystalStack);
|
||||
GameRegistry.addRecipe(crystalBlockStack, "zzz", "zzz", "zzz", 'z', magicCrystalStack);
|
||||
|
||||
GameRegistry.addShapelessRecipe(wizardHandbookStack, bookStack, magicCrystalStack);
|
||||
GameRegistry.addShapelessRecipe(magicCrystalStack1, crystalFlowerStack);
|
||||
GameRegistry.addShapelessRecipe(magicCrystalStack2, crystalBlockStack);
|
||||
if(Wizardry.settings.firebombIsCraftable) GameRegistry.addShapelessRecipe(firebombStack, bottleStack, gunpowderStack, blazePowderStack, blazePowderStack);
|
||||
if(Wizardry.settings.poisonBombIsCraftable) GameRegistry.addShapelessRecipe(poisonBombStack, bottleStack, gunpowderStack, spiderEyeStack, spiderEyeStack);
|
||||
if(Wizardry.settings.smokeBombIsCraftable) GameRegistry.addShapelessRecipe(smokeBombStack, bottleStack, gunpowderStack, coalStack, coalStack);
|
||||
if(Wizardry.settings.useAlternateScrollRecipe){
|
||||
GameRegistry.addShapelessRecipe(scrollStack, paperStack, stringStack, magicCrystalStack);
|
||||
}else{
|
||||
GameRegistry.addShapelessRecipe(scrollStack, paperStack, stringStack);
|
||||
}
|
||||
|
||||
// Mana flask recipes
|
||||
ItemStack miscWandStack;
|
||||
|
||||
for(Element element : Element.values()){
|
||||
for(Tier tier : Tier.values()){
|
||||
miscWandStack = new ItemStack(WizardryUtilities.getWand(tier, element), 1, OreDictionary.WILDCARD_VALUE);
|
||||
GameRegistry.addShapelessRecipe(miscWandStack, miscWandStack, manaFlaskStack);
|
||||
}
|
||||
}
|
||||
|
||||
ItemStack miscArmourStack;
|
||||
|
||||
for(Element element : Element.values()){
|
||||
for(EntityEquipmentSlot slot : WizardryUtilities.ARMOUR_SLOTS){
|
||||
miscArmourStack = new ItemStack(WizardryUtilities.getArmour(element, slot), 1, OreDictionary.WILDCARD_VALUE);
|
||||
GameRegistry.addShapelessRecipe(miscArmourStack, miscArmourStack, manaFlaskStack);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user