323 lines
22 KiB
Java
323 lines
22 KiB
Java
package electroblob.wizardry.registry;
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import java.util.List;
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import com.google.common.collect.Lists;
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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.EntityWitherSkeletonMinion;
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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.Entity;
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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.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.item.crafting.IRecipe;
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import net.minecraft.item.crafting.Ingredient;
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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.event.RegistryEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.common.registry.EntityRegistry;
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import net.minecraftforge.fml.common.registry.ForgeRegistries;
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import net.minecraftforge.fml.common.registry.GameRegistry;
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import net.minecraftforge.oredict.OreDictionary;
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import net.minecraftforge.oredict.ShapedOreRecipe;
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import net.minecraftforge.oredict.ShapelessOreRecipe;
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import net.minecraftforge.registries.IForgeRegistry;
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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, recipes,
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* etc.
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*
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* @author Electroblob
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* @since Wizardry 1.0
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*/
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@Mod.EventBusSubscriber
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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: Minecraft goes through each pool in turn. For each pool, it does a certain
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* number or rolls, which can either be set to always be one number or a random number from a range. Each roll,
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* it generates one stack of a single random entry in that pool, weighted according to the weights of the
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* entries. Functions allow properties of that stack (stack size, damage, nbt) to be set, and even allow it to
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* be replaced dynamically with a completely different item (though there's very little point in doing that as
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* it could be achieved just as easily with more entries, which makes me think it would be bad practice). You
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* 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. All in all, this can get rather confusing, because stackable items can have
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* 5 stages of randomness applied to them at once: a random chance for the pool, a random number of rolls for
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* the pool, the weighted random chance of choosing that particular entry, a random chance for that entry, and a
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* random stack size, and that's 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: ChestGenHooks.SOME_NAME -> loot table json file ??? -> loot pool (I don't
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* think it was split up like this before) ChestGenHooks.addItem() -> entry in a loot pool Stack sizes in
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* WeightedRandomChestContent -> set_count function for entries Weight in WeightedRandomChestContent -> weight
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* of entries Custom WeightedRandomChestContent implementations -> custom loot functions, but only for
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* complex/dynamic stuff - things that serve to allow the chance for a category of items (like armour) to be
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* specified but still have a random chance for which exact item you get should be done with nested loot
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* tables. */
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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(){
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int id = 0; // Incrementable index for the mod specific entity id.
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registerEntity(EntityZombieMinion.class, "zombie_minion", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityMagicMissile.class, "magic_missile", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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// TODO: This should be a particle
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registerEntity(EntityArc.class, "arc", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntitySkeletonMinion.class, "skeleton_minion", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntitySparkBomb.class, "spark_bomb", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntitySpiritWolf.class, "spirit_wolf", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityIceShard.class, "ice_shard", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityBlazeMinion.class, "blaze_minion", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityIceWraith.class, "ice_wraith", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityLightningWraith.class, "lightning_wraith", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityBlackHole.class, "black_hole", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityShield.class, "shield", id++, 128, 1, true);
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registerEntity(EntityMeteor.class, "meteor", id++, 128, 5, true);
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registerEntity(EntityBlizzard.class, "blizzard", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntityAndEgg(EntityWizard.class, "wizard", id++, 128, LIVING_UPDATE_INTERVAL, true, 0x19295e, 0xee9312);
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registerEntity(EntityBubble.class, "bubble", id++, 128, 3, false);
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registerEntity(EntityTornado.class, "tornado", id++, 128, 1, false);
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registerEntity(EntityHammer.class, "lightning_hammer", id++, 128, 1, true);
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registerEntity(EntityFirebomb.class, "firebomb", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityForceOrb.class, "force_orb", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityArrowRain.class, "arrow_rain", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntitySpark.class, "spark", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityShadowWraith.class, "shadow_wraith", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityDarknessOrb.class, "darkness_orb", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntitySpiderMinion.class, "spider_minion", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityHealAura.class, "healing_aura", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityFireSigil.class, "fire_sigil", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityFrostSigil.class, "frost_sigil", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityLightningSigil.class, "lightning_sigil", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityLightningArrow.class, "lightning_arrow", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityFirebolt.class, "firebolt", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityPoisonBomb.class, "poison_bomb", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityIceCharge.class, "ice_charge", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityForceArrow.class, "force_arrow", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityDart.class, "dart", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityMagicSlime.class, "magic_slime", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityForcefield.class, "forcefield", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityFireRing.class, "ring_of_fire", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityLightningDisc.class, "lightning_disc", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityThunderbolt.class, "thunderbolt", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityIceGiant.class, "ice_giant", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntitySpiritHorse.class, "spirit_horse", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityPhoenix.class, "phoenix", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntitySilverfishMinion.class, "silverfish_minion", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityDecay.class, "decay", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityStormElemental.class, "storm_elemental", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityEarthquake.class, "earthquake", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityIceLance.class, "ice_lance", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntity(EntityHailstorm.class, "hailstorm", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntitySmokeBomb.class, "smoke_bomb", id++, 128, PROJECTILE_UPDATE_INTERVAL, true);
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registerEntityAndEgg(EntityEvilWizard.class, "evil_wizard", id++, 128, LIVING_UPDATE_INTERVAL, true, 0x290404, 0xee9312);
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registerEntity(EntityDecoy.class, "decoy", id++, 128, LIVING_UPDATE_INTERVAL, true);
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registerEntity(EntityIceSpike.class, "ice_spike", id++, 128, 1, true);
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// TODO: This should be a particle.
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registerEntity(EntityLightningPulse.class, "lightning_pulse", id++, 128, PROJECTILE_UPDATE_INTERVAL, false);
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registerEntity(EntityWitherSkeletonMinion.class, "wither_skeleton_minion", id++, 128, LIVING_UPDATE_INTERVAL, true);
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// TODO: May need fixing
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List<Biome> biomes = Lists.newArrayList();
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for (Biome biome : ForgeRegistries.BIOMES.getValuesCollection()) {
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biomes.add(biome);
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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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/** Private helper method for registering entities; keeps things neater. For some reason, Forge 1.11.2 wants a
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* ResourceLocation and a string name... probably because it's transitioning to the registry system. */
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private static void registerEntity(Class<? extends Entity> entityClass, String name, int id, int trackingRange, int updateFrequency, boolean sendsVelocityUpdates){
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ResourceLocation registryName = new ResourceLocation(Wizardry.MODID, name);
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EntityRegistry.registerModEntity(registryName, entityClass, registryName.toString(), id, Wizardry.instance, trackingRange, updateFrequency, sendsVelocityUpdates);
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}
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/** Private helper method for registering entities with eggs; keeps things neater. For some reason, Forge 1.11.2
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* wants a ResourceLocation and a string name... probably because it's transitioning to the registry system. */
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private static void registerEntityAndEgg(Class<? extends Entity> entityClass, String name, int id, int trackingRange, int updateFrequency, boolean sendsVelocityUpdates, int eggColour, int spotColour){
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ResourceLocation registryName = new ResourceLocation(Wizardry.MODID, name);
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EntityRegistry.registerModEntity(registryName, entityClass, registryName.toString(), id, Wizardry.instance, trackingRange, updateFrequency, sendsVelocityUpdates);
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EntityRegistry.registerEgg(registryName, eggColour, spotColour);
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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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@SubscribeEvent
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public static void registerRecipes(RegistryEvent.Register<IRecipe> event){
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IForgeRegistry<IRecipe> registry = event.getRegistry();
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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 spellBookStack = new ItemStack(WizardryItems.spell_book, 1, Spells.magic_missile.id());
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Ingredient crystalFlowerStack = Ingredient.fromStacks(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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Ingredient crystalBlockStack = Ingredient.fromStacks(new ItemStack(WizardryBlocks.crystal_block));
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ItemStack manaFlaskStack = new ItemStack(WizardryItems.mana_flask);
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Ingredient bottleStack = Ingredient.fromStacks(new ItemStack(Items.GLASS_BOTTLE));
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Ingredient gunpowderStack = Ingredient.fromStacks(new ItemStack(Items.GUNPOWDER));
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Ingredient blazePowderStack = Ingredient.fromStacks(new ItemStack(Items.BLAZE_POWDER));
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Ingredient spiderEyeStack = Ingredient.fromStacks(new ItemStack(Items.SPIDER_EYE));
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// Coal or charcoal is equally fine, hence the wildcard value
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Ingredient coalStack = Ingredient.fromStacks(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 scrollStack = new ItemStack(WizardryItems.blank_scroll);
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Ingredient paperStack = Ingredient.fromStacks(new ItemStack(Items.PAPER));
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Ingredient stringStack = Ingredient.fromStacks(new ItemStack(Items.STRING));
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registry.register(new ShapedOreRecipe(null, magicWandStack, " x", " y ", "z ", 'x', magicCrystalStack, 'y', stickStack, 'z', goldNuggetStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/magic_wand")));
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registry.register(new ShapedOreRecipe(null, spellBookStack, " x ", "xyx", " x ", 'x', magicCrystalStack, 'y', bookStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/spellbook")));
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registry.register(new ShapelessOreRecipe(null, magicCrystalStack1, crystalFlowerStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/magic_crystal_1")));
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registry.register(new ShapelessOreRecipe(null, magicCrystalStack2, crystalBlockStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/magic_crystal_2")));
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if(Wizardry.settings.firebombIsCraftable) registry.register(new ShapelessOreRecipe(null, firebombStack, bottleStack, gunpowderStack, blazePowderStack, blazePowderStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/fire_bomb")));
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if(Wizardry.settings.poisonBombIsCraftable) registry.register(new ShapelessOreRecipe(null, poisonBombStack, bottleStack, gunpowderStack, spiderEyeStack, spiderEyeStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/poison_bomb")));
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if(Wizardry.settings.smokeBombIsCraftable) registry.register(new ShapelessOreRecipe(null, smokeBombStack, bottleStack, gunpowderStack, coalStack, coalStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/smoke_bomb")));
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if(Wizardry.settings.useAlternateScrollRecipe){
|
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registry.register(new ShapelessOreRecipe(null, scrollStack, paperStack, stringStack, magicCrystalStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/blank_scroll")));
|
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}else{
|
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registry.register(new ShapelessOreRecipe(null, scrollStack, paperStack, stringStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/blank_scroll")));
|
|
}
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|
|
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// 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);
|
|
registry.register(new ShapelessOreRecipe(null, miscWandStack, miscWandStack, manaFlaskStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/flask_wand_" + element.getUnlocalisedName() + "_" + tier.getUnlocalisedName())));
|
|
}
|
|
}
|
|
|
|
|
|
ItemStack miscArmourStack;
|
|
|
|
for(Element element : Element.values()){
|
|
for(EntityEquipmentSlot slot : WizardryUtilities.ARMOUR_SLOTS){
|
|
miscArmourStack = new ItemStack(WizardryUtilities.getArmour(element, slot), 1, OreDictionary.WILDCARD_VALUE);
|
|
registry.register(new ShapelessOreRecipe(null, miscArmourStack, miscArmourStack, manaFlaskStack).setRegistryName(new ResourceLocation(Wizardry.MODID, "recipes/flask_armour_" + element.getUnlocalisedName() + "_" + slot.getName())));
|
|
}
|
|
}
|
|
}
|
|
|
|
}
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