720 lines
44 KiB
Java
720 lines
44 KiB
Java
package electroblob.wizardry.registry;
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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.projectile.EntityFirebomb;
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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.EntitySparkBomb;
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import electroblob.wizardry.item.*;
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import electroblob.wizardry.misc.BehaviourSpellDispense;
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import electroblob.wizardry.registry.WizardryTabs.CreativeTabListed;
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import electroblob.wizardry.registry.WizardryTabs.CreativeTabSorted;
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import net.minecraft.block.Block;
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import net.minecraft.block.BlockDispenser;
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import net.minecraft.dispenser.BehaviorProjectileDispense;
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import net.minecraft.dispenser.IPosition;
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import net.minecraft.entity.IProjectile;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.inventory.EntityEquipmentSlot.Type;
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import net.minecraft.item.EnumRarity;
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import net.minecraft.item.Item;
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import net.minecraft.item.Item.ToolMaterial;
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import net.minecraft.item.ItemArmor.ArmorMaterial;
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import net.minecraft.item.ItemBlock;
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import net.minecraft.item.ItemStack;
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import net.minecraft.world.World;
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import net.minecraftforge.common.util.EnumHelper;
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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.GameRegistry.ObjectHolder;
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import net.minecraftforge.registries.IForgeRegistry;
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import org.apache.commons.lang3.tuple.ImmutablePair;
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import org.apache.commons.lang3.tuple.Pair;
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import javax.annotation.Nonnull;
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import java.util.HashMap;
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import java.util.Map;
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/**
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* Class responsible for defining, storing and registering all of wizardry's items. Also registers the ItemBlocks for
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* wizardry's blocks.
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*
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* @author Electroblob
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* @since Wizardry 2.1
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*/
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@ObjectHolder(Wizardry.MODID)
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@Mod.EventBusSubscriber
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public final class WizardryItems {
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private WizardryItems(){} // No instances!
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/** Keeping the material fields in here means {@code @ObjectHolder} ignores them. In actual fact, I could have just
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* made them private since wizardry only uses them within this class, but in case someone needs them elsewhere I've
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* used this trick instead to keep them public. */
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public static final class Materials {
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public static final ToolMaterial MAGICAL = EnumHelper.addToolMaterial("MAGICAL", 3, 1000, 8.0f, 4.0f, 0);
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public static final ArmorMaterial SILK = EnumHelper.addArmorMaterial("SILK", "wizardry/textures/armour/wizard_armour",
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15, new int[]{0, 0, 0, 0}, 15, WizardrySounds.ITEM_ARMOUR_EQUIP_SILK, 0.0F);
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}
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@Nonnull
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@SuppressWarnings("ConstantConditions")
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private static <T> T placeholder(){ return null; }
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// This is the most concise way I can think of to register the items. Really, I'd prefer it if there was only one
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// point where all the items were listed, but that's not possible within the current system unless you use an array,
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// which means you lose the individual fields...
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public static final Item magic_crystal = placeholder();
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public static final Item grand_crystal = placeholder();
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public static final Item crystal_shard = placeholder();
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public static final Item wizard_handbook = placeholder();
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public static final Item arcane_tome = placeholder();
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public static final Item spell_book = placeholder();
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public static final Item scroll = placeholder();
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public static final Item magic_wand = placeholder();
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public static final Item apprentice_wand = placeholder();
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public static final Item advanced_wand = placeholder();
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public static final Item master_wand = placeholder();
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public static final Item novice_fire_wand = placeholder();
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public static final Item novice_ice_wand = placeholder();
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public static final Item novice_lightning_wand = placeholder();
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public static final Item novice_necromancy_wand = placeholder();
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public static final Item novice_earth_wand = placeholder();
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public static final Item novice_sorcery_wand = placeholder();
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public static final Item novice_healing_wand = placeholder();
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public static final Item apprentice_fire_wand = placeholder();
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public static final Item apprentice_ice_wand = placeholder();
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public static final Item apprentice_lightning_wand = placeholder();
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public static final Item apprentice_necromancy_wand = placeholder();
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public static final Item apprentice_earth_wand = placeholder();
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public static final Item apprentice_sorcery_wand = placeholder();
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public static final Item apprentice_healing_wand = placeholder();
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public static final Item advanced_fire_wand = placeholder();
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public static final Item advanced_ice_wand = placeholder();
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public static final Item advanced_lightning_wand = placeholder();
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public static final Item advanced_necromancy_wand = placeholder();
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public static final Item advanced_earth_wand = placeholder();
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public static final Item advanced_sorcery_wand = placeholder();
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public static final Item advanced_healing_wand = placeholder();
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public static final Item master_fire_wand = placeholder();
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public static final Item master_ice_wand = placeholder();
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public static final Item master_lightning_wand = placeholder();
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public static final Item master_necromancy_wand = placeholder();
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public static final Item master_earth_wand = placeholder();
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public static final Item master_sorcery_wand = placeholder();
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public static final Item master_healing_wand = placeholder();
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public static final Item spectral_sword = placeholder();
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public static final Item spectral_pickaxe = placeholder();
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public static final Item spectral_bow = placeholder();
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public static final Item blank_scroll = placeholder();
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public static final Item magic_silk = placeholder();
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public static final Item small_mana_flask = placeholder();
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public static final Item medium_mana_flask = placeholder();
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public static final Item large_mana_flask = placeholder();
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public static final Item storage_upgrade = placeholder();
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public static final Item siphon_upgrade = placeholder();
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public static final Item condenser_upgrade = placeholder();
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public static final Item range_upgrade = placeholder();
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public static final Item duration_upgrade = placeholder();
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public static final Item cooldown_upgrade = placeholder();
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public static final Item blast_upgrade = placeholder();
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public static final Item attunement_upgrade = placeholder();
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public static final Item melee_upgrade = placeholder();
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public static final Item flaming_axe = placeholder();
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public static final Item frost_axe = placeholder();
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public static final Item identification_scroll = placeholder();
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public static final Item armour_upgrade = placeholder();
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public static final Item astral_diamond = placeholder();
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public static final Item purifying_elixir = placeholder();
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public static final Item firebomb = placeholder();
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public static final Item poison_bomb = placeholder();
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public static final Item smoke_bomb = placeholder();
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public static final Item spark_bomb = placeholder();
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public static final Item wizard_hat = placeholder();
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public static final Item wizard_robe = placeholder();
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public static final Item wizard_leggings = placeholder();
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public static final Item wizard_boots = placeholder();
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public static final Item wizard_hat_fire = placeholder();
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public static final Item wizard_robe_fire = placeholder();
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public static final Item wizard_leggings_fire = placeholder();
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public static final Item wizard_boots_fire = placeholder();
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public static final Item wizard_hat_ice = placeholder();
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public static final Item wizard_robe_ice = placeholder();
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public static final Item wizard_leggings_ice = placeholder();
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public static final Item wizard_boots_ice = placeholder();
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public static final Item wizard_hat_lightning = placeholder();
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public static final Item wizard_robe_lightning = placeholder();
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public static final Item wizard_leggings_lightning = placeholder();
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public static final Item wizard_boots_lightning = placeholder();
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public static final Item wizard_hat_necromancy = placeholder();
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public static final Item wizard_robe_necromancy = placeholder();
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public static final Item wizard_leggings_necromancy = placeholder();
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public static final Item wizard_boots_necromancy = placeholder();
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public static final Item wizard_hat_earth = placeholder();
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public static final Item wizard_robe_earth = placeholder();
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public static final Item wizard_leggings_earth = placeholder();
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public static final Item wizard_boots_earth = placeholder();
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public static final Item wizard_hat_sorcery = placeholder();
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public static final Item wizard_robe_sorcery = placeholder();
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public static final Item wizard_leggings_sorcery = placeholder();
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public static final Item wizard_boots_sorcery = placeholder();
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public static final Item wizard_hat_healing = placeholder();
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public static final Item wizard_robe_healing = placeholder();
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public static final Item wizard_leggings_healing = placeholder();
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public static final Item wizard_boots_healing = placeholder();
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public static final Item spectral_helmet = placeholder();
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public static final Item spectral_chestplate = placeholder();
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public static final Item spectral_leggings = placeholder();
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public static final Item spectral_boots = placeholder();
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public static final Item lightning_hammer = placeholder();
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public static final Item ring_condensing = placeholder();
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public static final Item ring_siphoning = placeholder();
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public static final Item ring_battlemage = placeholder();
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public static final Item ring_combustion = placeholder();
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public static final Item ring_fire_melee = placeholder();
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public static final Item ring_fire_biome = placeholder();
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public static final Item ring_disintegration = placeholder();
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public static final Item ring_ice_melee = placeholder();
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public static final Item ring_ice_biome = placeholder();
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public static final Item ring_arcane_frost = placeholder();
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public static final Item ring_shattering = placeholder();
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public static final Item ring_lightning_melee = placeholder();
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public static final Item ring_storm = placeholder();
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public static final Item ring_seeking = placeholder();
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public static final Item ring_hammer = placeholder();
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public static final Item ring_soulbinding = placeholder();
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public static final Item ring_leeching = placeholder();
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public static final Item ring_necromancy_melee = placeholder();
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public static final Item ring_mind_control = placeholder();
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public static final Item ring_poison = placeholder();
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public static final Item ring_earth_melee = placeholder();
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public static final Item ring_earth_biome = placeholder();
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public static final Item ring_full_moon = placeholder();
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public static final Item ring_extraction = placeholder();
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public static final Item ring_mana_return = placeholder();
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public static final Item ring_blockwrangler = placeholder();
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public static final Item ring_conjurer = placeholder();
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public static final Item ring_defender = placeholder();
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public static final Item ring_paladin = placeholder();
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public static final Item ring_interdiction = placeholder();
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public static final Item amulet_arcane_defence = placeholder();
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public static final Item amulet_warding = placeholder();
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public static final Item amulet_wisdom = placeholder();
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public static final Item amulet_fire_protection = placeholder();
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public static final Item amulet_fire_cloaking = placeholder();
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public static final Item amulet_ice_immunity = placeholder();
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public static final Item amulet_ice_protection = placeholder();
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public static final Item amulet_potential = placeholder();
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public static final Item amulet_channeling = placeholder();
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public static final Item amulet_lich = placeholder();
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public static final Item amulet_wither_immunity = placeholder();
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public static final Item amulet_glide = placeholder();
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public static final Item amulet_banishing = placeholder();
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public static final Item amulet_anchoring = placeholder();
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public static final Item amulet_recovery = placeholder();
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public static final Item amulet_transience = placeholder();
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public static final Item amulet_resurrection = placeholder();
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public static final Item amulet_auto_shield = placeholder();
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public static final Item charm_haggler = placeholder();
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public static final Item charm_experience_tome = placeholder();
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public static final Item charm_auto_smelt = placeholder();
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public static final Item charm_lava_walking = placeholder();
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public static final Item charm_storm = placeholder();
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public static final Item charm_minion_health = placeholder();
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public static final Item charm_minion_variants = placeholder();
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public static final Item charm_flight = placeholder();
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public static final Item charm_growth = placeholder();
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public static final Item charm_abseiling = placeholder();
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public static final Item charm_silk_touch = placeholder();
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public static final Item charm_stop_time = placeholder();
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public static final Item charm_light = placeholder();
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public static final Item charm_transportation = placeholder();
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public static final Item charm_feeding = placeholder();
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private static final Map<Pair<Tier, Element>, Item> WAND_MAP = new HashMap<>();
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private static final Map<Pair<EntityEquipmentSlot, Element>, Item> ARMOUR_MAP = new HashMap<>();
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/**
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* Helper method to return the appropriate wand based on tier and element. As of Wizardry 2.1, this uses the
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* immutable map stored in {@link WizardryItems#WAND_MAP}. Currently used for upgrading wands, for chest generation
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* and to iterate through wands for charging recipes.
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*
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* @param tier The tier of the wand required.
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* @param element The element of the wand required. Null will be converted to {@link Element#MAGIC}.
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* @return The wand item which corresponds to the given tier and element, or null if no such item exists.
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* @throws NullPointerException if the given tier is null.
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* @deprecated This is being phased out; it is now only used for wizard gear and trades. To add an item to
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* charging recipes, use {@link WizardryRecipes#addToManaFlaskCharging(Item)}.
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*/
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@Deprecated
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public static Item getWand(Tier tier, Element element){
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if(tier == null) throw new NullPointerException("The given tier cannot be null.");
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if(element == null) element = Element.MAGIC;
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return WAND_MAP.get(ImmutablePair.of(tier, element));
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}
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/**
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* Helper method to return the appropriate armour item based on element and slot. As of Wizardry 2.1, this uses the
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* immutable map stored in {@link WizardryItems#ARMOUR_MAP}. Currently used to iterate through armour for
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* registering charging recipes and for chest generation.
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*
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* @param element The EnumElement of the armour required. Null will be converted to {@link Element#MAGIC}.
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* @param slot EntityEquipmentSlot of the armour piece required
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* @return The armour item which corresponds to the given element and slot, or null if no such item exists.
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* @throws IllegalArgumentException if the given slot is not an armour slot.
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* @deprecated This is being phased out; it is now only used for wizard gear and trades. To add an item to
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* charging recipes, use {@link WizardryRecipes#addToManaFlaskCharging(Item)}.
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*/
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@Deprecated
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public static Item getArmour(Element element, EntityEquipmentSlot slot){
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if(slot == null || slot.getSlotType() != Type.ARMOR)
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throw new IllegalArgumentException("Must be a valid armour slot");
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if(element == null) element = Element.MAGIC;
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return ARMOUR_MAP.get(ImmutablePair.of(slot, element));
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}
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/**
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* Sets both the registry and unlocalised names of the given item, then registers it with the given registry. Use
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* this instead of {@link Item#setRegistryName(String)} and {@link Item#setTranslationKey(String)} during
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* construction, for convenience and consistency. As of wizardry 4.2, this also automatically adds it to the order
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* list for its creative tab if that tab is a {@link CreativeTabListed}, meaning the order can be defined simply
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* by the order in which the items are registered in this class.
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*
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* @param registry The registry to register the given item to.
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* @param name The name of the item, without the mod ID or the .name stuff. The registry name will be
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* {@code ebwizardry:[name]}. The unlocalised name will be {@code item.ebwizardry:[name].name}.
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* @param item The item to register.
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*/
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// It now makes sense to have the name first, since it's shorter than an entire item declaration.
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public static void registerItem(IForgeRegistry<Item> registry, String name, Item item){
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registerItem(registry, name, item, false);
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}
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/**
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* Sets both the registry and unlocalised names of the given item, then registers it with the given registry. Use
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* this instead of {@link Item#setRegistryName(String)} and {@link Item#setTranslationKey(String)} during
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* construction, for convenience and consistency. As of wizardry 4.2, this also automatically adds it to the order
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* list for its creative tab if that tab is a {@link CreativeTabListed}, meaning the order can be defined simply
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* by the order in which the items are registered in this class.
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*
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* @param registry The registry to register the given item to.
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* @param name The name of the item, without the mod ID or the .name stuff. The registry name will be
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* {@code ebwizardry:[name]}. The unlocalised name will be {@code item.ebwizardry:[name].name}.
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* @param item The item to register.
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* @param setTabIcon True to set this item as the icon for its creative tab.
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*/
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// It now makes sense to have the name first, since it's shorter than an entire item declaration.
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public static void registerItem(IForgeRegistry<Item> registry, String name, Item item, boolean setTabIcon){
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item.setRegistryName(Wizardry.MODID, name);
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item.setTranslationKey(item.getRegistryName().toString());
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registry.register(item);
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if(setTabIcon && item.getCreativeTab() instanceof CreativeTabSorted){
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((CreativeTabSorted)item.getCreativeTab()).setIconItem(new ItemStack(item));
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}
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if(item.getCreativeTab() instanceof CreativeTabListed){
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((CreativeTabListed)item.getCreativeTab()).order.add(item);
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}
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}
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/** Registers an ItemBlock for the given block, with the same registry name as that block. As of wizardry 4.2, this
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* also automatically adds it to the order list for its creative tab if that tab is a {@link CreativeTabListed},
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* meaning the order can be defined simply by the order in which the items are registered in this class. */
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private static void registerItemBlock(IForgeRegistry<Item> registry, Block block){
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// We don't need to keep a reference to the ItemBlock
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Item itemblock = new ItemBlock(block).setRegistryName(block.getRegistryName());
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registry.register(itemblock);
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if(block.getCreativeTab() instanceof CreativeTabListed){
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((CreativeTabListed)block.getCreativeTab()).order.add(itemblock);
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}
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}
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private static void registerMultiTexturedItemBlock(IForgeRegistry<Item> registry, Block block, boolean separateNames){
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// We don't need to keep a reference to the ItemBlock
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Item itemblock = new ItemBlockMultiTexturedElemental(block, separateNames).setRegistryName(block.getRegistryName());
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registry.register(itemblock);
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if(block.getCreativeTab() instanceof CreativeTabListed){
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((CreativeTabListed)block.getCreativeTab()).order.add(itemblock);
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}
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}
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@SubscribeEvent
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public static void register(RegistryEvent.Register<Item> event){
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IForgeRegistry<Item> registry = event.getRegistry();
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// ItemBlocks
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// Not all blocks need an ItemBlock
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registerItemBlock(registry, WizardryBlocks.arcane_workbench);
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registerItemBlock(registry, WizardryBlocks.crystal_ore);
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registerItemBlock(registry, WizardryBlocks.crystal_flower);
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registerItemBlock(registry, WizardryBlocks.transportation_stone);
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registerMultiTexturedItemBlock(registry, WizardryBlocks.crystal_block, true);
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registerMultiTexturedItemBlock(registry, WizardryBlocks.runestone, false);
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registerMultiTexturedItemBlock(registry, WizardryBlocks.runestone_pedestal, false);
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// Items
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registerItem(registry, "magic_crystal", new ItemCrystal());
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registerItem(registry, "crystal_shard", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
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registerItem(registry, "grand_crystal", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
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registerItem(registry, "wizard_handbook", new ItemWizardHandbook(), true);
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registerItem(registry, "arcane_tome", new ItemArcaneTome());
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registerItem(registry, "spell_book", new ItemSpellBook(), true);
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registerItem(registry, "scroll", new ItemScroll());
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registerItem(registry, "magic_wand", new ItemWand(Tier.NOVICE, null));
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registerItem(registry, "apprentice_wand", new ItemWand(Tier.APPRENTICE, null));
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registerItem(registry, "advanced_wand", new ItemWand(Tier.ADVANCED, null));
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registerItem(registry, "master_wand", new ItemWand(Tier.MASTER, null));
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registerItem(registry, "novice_fire_wand", new ItemWand(Tier.NOVICE, Element.FIRE));
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registerItem(registry, "apprentice_fire_wand", new ItemWand(Tier.APPRENTICE, Element.FIRE));
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registerItem(registry, "advanced_fire_wand", new ItemWand(Tier.ADVANCED, Element.FIRE));
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registerItem(registry, "master_fire_wand", new ItemWand(Tier.MASTER, Element.FIRE));
|
|
|
|
registerItem(registry, "novice_ice_wand", new ItemWand(Tier.NOVICE, Element.ICE));
|
|
registerItem(registry, "apprentice_ice_wand", new ItemWand(Tier.APPRENTICE, Element.ICE));
|
|
registerItem(registry, "advanced_ice_wand", new ItemWand(Tier.ADVANCED, Element.ICE));
|
|
registerItem(registry, "master_ice_wand", new ItemWand(Tier.MASTER, Element.ICE));
|
|
|
|
registerItem(registry, "novice_lightning_wand", new ItemWand(Tier.NOVICE, Element.LIGHTNING));
|
|
registerItem(registry, "apprentice_lightning_wand", new ItemWand(Tier.APPRENTICE, Element.LIGHTNING));
|
|
registerItem(registry, "advanced_lightning_wand", new ItemWand(Tier.ADVANCED, Element.LIGHTNING));
|
|
registerItem(registry, "master_lightning_wand", new ItemWand(Tier.MASTER, Element.LIGHTNING));
|
|
|
|
registerItem(registry, "novice_necromancy_wand", new ItemWand(Tier.NOVICE, Element.NECROMANCY));
|
|
registerItem(registry, "apprentice_necromancy_wand", new ItemWand(Tier.APPRENTICE, Element.NECROMANCY));
|
|
registerItem(registry, "advanced_necromancy_wand", new ItemWand(Tier.ADVANCED, Element.NECROMANCY));
|
|
registerItem(registry, "master_necromancy_wand", new ItemWand(Tier.MASTER, Element.NECROMANCY));
|
|
|
|
registerItem(registry, "novice_earth_wand", new ItemWand(Tier.NOVICE, Element.EARTH));
|
|
registerItem(registry, "apprentice_earth_wand", new ItemWand(Tier.APPRENTICE, Element.EARTH));
|
|
registerItem(registry, "advanced_earth_wand", new ItemWand(Tier.ADVANCED, Element.EARTH));
|
|
registerItem(registry, "master_earth_wand", new ItemWand(Tier.MASTER, Element.EARTH));
|
|
|
|
registerItem(registry, "novice_sorcery_wand", new ItemWand(Tier.NOVICE, Element.SORCERY));
|
|
registerItem(registry, "apprentice_sorcery_wand", new ItemWand(Tier.APPRENTICE, Element.SORCERY));
|
|
registerItem(registry, "advanced_sorcery_wand", new ItemWand(Tier.ADVANCED, Element.SORCERY));
|
|
registerItem(registry, "master_sorcery_wand", new ItemWand(Tier.MASTER, Element.SORCERY));
|
|
|
|
registerItem(registry, "novice_healing_wand", new ItemWand(Tier.NOVICE, Element.HEALING));
|
|
registerItem(registry, "apprentice_healing_wand", new ItemWand(Tier.APPRENTICE, Element.HEALING));
|
|
registerItem(registry, "advanced_healing_wand", new ItemWand(Tier.ADVANCED, Element.HEALING));
|
|
registerItem(registry, "master_healing_wand", new ItemWand(Tier.MASTER, Element.HEALING));
|
|
|
|
registerItem(registry, "spectral_sword", new ItemSpectralSword(ToolMaterial.IRON));
|
|
registerItem(registry, "spectral_pickaxe", new ItemSpectralPickaxe(ToolMaterial.IRON));
|
|
registerItem(registry, "spectral_bow", new ItemSpectralBow());
|
|
|
|
registerItem(registry, "blank_scroll", new ItemBlankScroll());
|
|
registerItem(registry, "magic_silk", new Item().setCreativeTab(WizardryTabs.WIZARDRY));
|
|
|
|
registerItem(registry, "small_mana_flask", new ItemManaFlask(ItemManaFlask.Size.SMALL));
|
|
registerItem(registry, "medium_mana_flask", new ItemManaFlask(ItemManaFlask.Size.MEDIUM));
|
|
registerItem(registry, "large_mana_flask", new ItemManaFlask(ItemManaFlask.Size.LARGE));
|
|
|
|
registerItem(registry, "storage_upgrade", new ItemWandUpgrade());
|
|
registerItem(registry, "siphon_upgrade", new ItemWandUpgrade());
|
|
registerItem(registry, "condenser_upgrade", new ItemWandUpgrade());
|
|
registerItem(registry, "range_upgrade", new ItemWandUpgrade());
|
|
registerItem(registry, "duration_upgrade", new ItemWandUpgrade());
|
|
registerItem(registry, "cooldown_upgrade", new ItemWandUpgrade());
|
|
registerItem(registry, "blast_upgrade", new ItemWandUpgrade());
|
|
registerItem(registry, "attunement_upgrade", new ItemWandUpgrade());
|
|
registerItem(registry, "melee_upgrade", new ItemWandUpgrade());
|
|
|
|
registerItem(registry, "flaming_axe", new ItemFlamingAxe(Materials.MAGICAL));
|
|
registerItem(registry, "frost_axe", new ItemFrostAxe(Materials.MAGICAL));
|
|
|
|
registerItem(registry, "identification_scroll", new ItemIdentificationScroll());
|
|
registerItem(registry, "armour_upgrade", new ItemArmourUpgrade());
|
|
registerItem(registry, "astral_diamond", new Item(){ @Override public EnumRarity getRarity(ItemStack stack){ return EnumRarity.RARE; }}.setCreativeTab(WizardryTabs.WIZARDRY));
|
|
registerItem(registry, "purifying_elixir", new ItemPurifyingElixir());
|
|
|
|
registerItem(registry, "firebomb", new ItemFirebomb());
|
|
registerItem(registry, "poison_bomb", new ItemPoisonBomb());
|
|
registerItem(registry, "smoke_bomb", new ItemSmokeBomb());
|
|
registerItem(registry, "spark_bomb", new ItemSparkBomb());
|
|
|
|
registerItem(registry, "wizard_hat", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, null), true);
|
|
registerItem(registry, "wizard_robe", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, null));
|
|
registerItem(registry, "wizard_leggings", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, null));
|
|
registerItem(registry, "wizard_boots", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, null));
|
|
|
|
registerItem(registry, "wizard_hat_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.FIRE));
|
|
registerItem(registry, "wizard_robe_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.FIRE));
|
|
registerItem(registry, "wizard_leggings_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.FIRE));
|
|
registerItem(registry, "wizard_boots_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.FIRE));
|
|
|
|
registerItem(registry, "wizard_hat_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.ICE));
|
|
registerItem(registry, "wizard_robe_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.ICE));
|
|
registerItem(registry, "wizard_leggings_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.ICE));
|
|
registerItem(registry, "wizard_boots_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.ICE));
|
|
|
|
registerItem(registry, "wizard_hat_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.LIGHTNING));
|
|
registerItem(registry, "wizard_robe_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.LIGHTNING));
|
|
registerItem(registry, "wizard_leggings_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.LIGHTNING));
|
|
registerItem(registry, "wizard_boots_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.LIGHTNING));
|
|
|
|
registerItem(registry, "wizard_hat_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.NECROMANCY));
|
|
registerItem(registry, "wizard_robe_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.NECROMANCY));
|
|
registerItem(registry, "wizard_leggings_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.NECROMANCY));
|
|
registerItem(registry, "wizard_boots_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.NECROMANCY));
|
|
|
|
registerItem(registry, "wizard_hat_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.EARTH));
|
|
registerItem(registry, "wizard_robe_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.EARTH));
|
|
registerItem(registry, "wizard_leggings_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.EARTH));
|
|
registerItem(registry, "wizard_boots_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.EARTH));
|
|
|
|
registerItem(registry, "wizard_hat_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.SORCERY));
|
|
registerItem(registry, "wizard_robe_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.SORCERY));
|
|
registerItem(registry, "wizard_leggings_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.SORCERY));
|
|
registerItem(registry, "wizard_boots_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.SORCERY));
|
|
|
|
registerItem(registry, "wizard_hat_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.HEALING));
|
|
registerItem(registry, "wizard_robe_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.HEALING));
|
|
registerItem(registry, "wizard_leggings_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.HEALING));
|
|
registerItem(registry, "wizard_boots_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.HEALING));
|
|
|
|
registerItem(registry, "spectral_helmet", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.HEAD));
|
|
registerItem(registry, "spectral_chestplate", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.CHEST));
|
|
registerItem(registry, "spectral_leggings", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.LEGS));
|
|
registerItem(registry, "spectral_boots", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.FEET));
|
|
|
|
registerItem(registry, "lightning_hammer", new ItemLightningHammer());
|
|
|
|
registerItem(registry, "ring_condensing", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_siphoning", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_battlemage", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_combustion", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_fire_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_fire_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_disintegration", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_ice_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_ice_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_arcane_frost", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_shattering", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_lightning_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_storm", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_seeking", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_hammer", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_soulbinding", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_leeching", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_necromancy_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_mind_control", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_poison", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_earth_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_earth_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_full_moon", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_extraction", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_mana_return", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_blockwrangler", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_conjurer", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_defender", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_paladin", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING));
|
|
registerItem(registry, "ring_interdiction", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING));
|
|
|
|
registerItem(registry, "amulet_arcane_defence", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_warding", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_wisdom", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_fire_protection", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_fire_cloaking", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_ice_immunity", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_ice_protection", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_potential", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_channeling", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_lich", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_wither_immunity", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_glide", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_banishing", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_anchoring", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_recovery", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_transience", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_resurrection", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET));
|
|
registerItem(registry, "amulet_auto_shield", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET));
|
|
|
|
registerItem(registry, "charm_haggler", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_experience_tome", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_auto_smelt", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_lava_walking", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_storm", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_minion_health", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_minion_variants", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_flight", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_growth", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_abseiling", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_silk_touch", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_stop_time", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_light", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_transportation", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM));
|
|
registerItem(registry, "charm_feeding", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM));
|
|
|
|
}
|
|
|
|
/** Called from init() in the main mod class to register wizardry's dispenser behaviours. */
|
|
public static void registerDispenseBehaviours(){
|
|
|
|
BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(firebomb, new BehaviorProjectileDispense(){
|
|
|
|
@Override
|
|
protected IProjectile getProjectileEntity(World world, IPosition position, ItemStack stack){
|
|
EntityFirebomb entity = new EntityFirebomb(world);
|
|
entity.setPosition(position.getX(), position.getY(), position.getZ());
|
|
return entity;
|
|
}
|
|
|
|
});
|
|
|
|
BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(poison_bomb, new BehaviorProjectileDispense(){
|
|
|
|
@Override
|
|
protected IProjectile getProjectileEntity(World world, IPosition position, ItemStack stack){
|
|
EntityPoisonBomb entity = new EntityPoisonBomb(world);
|
|
entity.setPosition(position.getX(), position.getY(), position.getZ());
|
|
return entity;
|
|
}
|
|
|
|
});
|
|
|
|
BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(smoke_bomb, new BehaviorProjectileDispense(){
|
|
|
|
@Override
|
|
protected IProjectile getProjectileEntity(World world, IPosition position, ItemStack stack){
|
|
EntitySmokeBomb entity = new EntitySmokeBomb(world);
|
|
entity.setPosition(position.getX(), position.getY(), position.getZ());
|
|
return entity;
|
|
}
|
|
|
|
});
|
|
|
|
BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(spark_bomb, new BehaviorProjectileDispense(){
|
|
|
|
@Override
|
|
protected IProjectile getProjectileEntity(World world, IPosition position, ItemStack stack){
|
|
EntitySparkBomb entity = new EntitySparkBomb(world);
|
|
entity.setPosition(position.getX(), position.getY(), position.getZ());
|
|
return entity;
|
|
}
|
|
|
|
});
|
|
|
|
BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(scroll, new BehaviourSpellDispense());
|
|
|
|
}
|
|
|
|
public static void populateWandMap(){
|
|
|
|
WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.MAGIC), magic_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.FIRE), novice_fire_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.ICE), novice_ice_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.LIGHTNING), novice_lightning_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.NECROMANCY), novice_necromancy_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.EARTH), novice_earth_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.SORCERY), novice_sorcery_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.HEALING), novice_healing_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.MAGIC), apprentice_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.FIRE), apprentice_fire_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.ICE), apprentice_ice_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.LIGHTNING), apprentice_lightning_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.NECROMANCY), apprentice_necromancy_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.EARTH), apprentice_earth_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.SORCERY), apprentice_sorcery_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.HEALING), apprentice_healing_wand);
|
|
WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.MAGIC), advanced_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.FIRE), advanced_fire_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.ICE), advanced_ice_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.LIGHTNING), advanced_lightning_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.NECROMANCY), advanced_necromancy_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.EARTH), advanced_earth_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.SORCERY), advanced_sorcery_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.HEALING), advanced_healing_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.MAGIC), master_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.FIRE), master_fire_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.ICE), master_ice_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.LIGHTNING), master_lightning_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.NECROMANCY), master_necromancy_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.EARTH), master_earth_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.SORCERY), master_sorcery_wand);
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WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.HEALING), master_healing_wand);
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}
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public static void populateArmourMap(){
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.MAGIC), wizard_hat);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.FIRE), wizard_hat_fire);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.ICE), wizard_hat_ice);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.LIGHTNING), wizard_hat_lightning);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.NECROMANCY), wizard_hat_necromancy);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.EARTH), wizard_hat_earth);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.SORCERY), wizard_hat_sorcery);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.HEALING), wizard_hat_healing);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.MAGIC), wizard_robe);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.FIRE), wizard_robe_fire);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.ICE), wizard_robe_ice);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.LIGHTNING), wizard_robe_lightning);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.NECROMANCY), wizard_robe_necromancy);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.EARTH), wizard_robe_earth);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.SORCERY), wizard_robe_sorcery);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.HEALING), wizard_robe_healing);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.MAGIC), wizard_leggings);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.FIRE), wizard_leggings_fire);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.ICE), wizard_leggings_ice);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.LIGHTNING), wizard_leggings_lightning);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.NECROMANCY), wizard_leggings_necromancy);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.EARTH), wizard_leggings_earth);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.SORCERY), wizard_leggings_sorcery);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.HEALING), wizard_leggings_healing);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.MAGIC), wizard_boots);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.FIRE), wizard_boots_fire);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.ICE), wizard_boots_ice);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.LIGHTNING), wizard_boots_lightning);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.NECROMANCY), wizard_boots_necromancy);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.EARTH), wizard_boots_earth);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.SORCERY), wizard_boots_sorcery);
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ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.HEALING), wizard_boots_healing);
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}
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} |