- Added 3 new armour variants - the sage, the battlemage and the warlock - each in the 8 elemental varieties
- Added resplendent thread, crystal silver plating and ethereal crystalweave, used to upgrade regular armour into class armour
- Added the new armour upgrades to loot tables
- Added recipes for the new armour to JEI, along with info pages for the 3 upgrade items
- Added advancements for the new armour classes
- Removed legendary wizard armour
- Removed arcane seal of protection
- Removed the 'legendary' advancement
- Adds two variants of library ruins: surface (generates in forested biomes) and underground (generates everywhere)
- Adds loot table support to bookshelves
- Adds antique atlas markers for library ruins
- Adds bookshelves and lecterns to the wood type template processor
- Makes bookshelves and lecterns rotate correctly in structure templates
- Generalises most of the methods in WorldGenSurfaceStructure to a new superclass WorldGenWizardryStructure
- Modifies the bookshelf model and blockstate to choose a texture dynamically based on the book item
- Changes bookshelf slots to accept all books from wizardry and vanilla minecraft by default
- Adds a couple of hooks to allow addons to register their own book items and model textures
- Adds a config option to allow modpack makers to add more book items
- Hooks into ModelRenderer by wrapping it in an extended version that allows modification of angles after the model has set them
- Is compatible with pretty much everything, yay (even modded armour!)
- Adds property overrides to ItemWand so that gets animated too
- Adds a system for generating override models from a template at runtime so I don't have to duplicate all the wand models
- Tweaks particles and ray spells so they line up with the end of the newly-animated wand
- Fixes a long-standing bug where wand usage actions would stop immediately for all non-continuous spells
- Spell properties files can now be overridden globally in config/ebwizardry/spells
- Spell properties files can now be overridden for specific worlds in [world save]/data/spells
- Moved the main config file to the new ebwizardry folder because it makes more sense for it to be there now
- Probably broke something in the process
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
- Replaces the old hardcoded drawing methods with a new json-based system with support for multiple inbuilt and resource pack-defined skins.
- Adds a config option for choosing the spell HUD skin, along with a custom config GUI screen allowing the user to select from a list of available skins with a preview of the currently selected skin.
- Replaces the HUD texture file with a spell_hud subfolder, containing all the necessary textures and json files for the 12 inbuilt skins.
- Adds a subtle sound effect and scroling animation when switching spells
- Reorganises the control event code into a single handler class and converts this class and the spell HUD class to static event handlers.
- Fixes the HUD position option which got broken in the previous spell HUD commit
Adds ParticleBuilder to replace the particle spawning methods in the proxies, and changes all particle spawning to use the builder except for in the spell classes, which are to be reorganised first.