251 lines
13 KiB
Java
251 lines
13 KiB
Java
package electroblob.wizardry;
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import org.apache.logging.log4j.Logger;
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import electroblob.wizardry.command.CommandCastSpell;
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import electroblob.wizardry.command.CommandDiscoverSpell;
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import electroblob.wizardry.command.CommandSetAlly;
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import electroblob.wizardry.command.CommandViewAllies;
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import electroblob.wizardry.packet.WizardryPacketHandler;
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import electroblob.wizardry.registry.WizardryAdvancementTriggers;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardryRegistry;
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import electroblob.wizardry.registry.WizardryTabs;
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import net.minecraft.item.Item;
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import net.minecraft.nbt.NBTBase;
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import net.minecraft.util.EnumFacing;
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import net.minecraftforge.common.MinecraftForge;
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import net.minecraftforge.common.capabilities.Capability;
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import net.minecraftforge.common.capabilities.Capability.IStorage;
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import net.minecraftforge.common.capabilities.CapabilityManager;
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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.Mod.EventHandler;
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import net.minecraftforge.fml.common.Mod.Instance;
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import net.minecraftforge.fml.common.SidedProxy;
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import net.minecraftforge.fml.common.event.FMLInitializationEvent;
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import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
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import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;
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import net.minecraftforge.fml.common.event.FMLServerStartingEvent;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.common.network.NetworkRegistry;
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import net.minecraftforge.fml.common.registry.GameRegistry;
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@Mod(modid = Wizardry.MODID, name = Wizardry.NAME, version = Wizardry.VERSION, guiFactory = "electroblob.wizardry.WizardryGuiFactory")
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public class Wizardry {
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/** Wizardry's mod ID. */
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public static final String MODID = "ebwizardry";
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/** Wizardry's mod name, in readable form. */
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public static final String NAME = "Electroblob's Wizardry";
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/**
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* The version number for this version of wizardry. The following system is used for version numbers:
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* <p>
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* <center><b>[major Minecraft version].[major mod version].[minor mod version/patch]
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* <p>
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* </center></b> The major mod version is consistent across Minecraft versions, i.e. Wizardry 1.1 has the same
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* features as Wizardry 2.1, but they are for different versions of Minecraft and have separate minor versioning.
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* 1.x.x represents Minecraft 1.7.x versions, 2.x.x represents Minecraft 1.10.x versions, 3.x.x represents Minecraft
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* 1.11.x versions, and so on.
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*/
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public static final String VERSION = "4.2.0";
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// IDEA: Improve the algorithm that finds a place to summon creatures to take walls into account.
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// IDEA: Replace all uses of Math.cos and Math.sin with MathHelper versions
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// IDEA: Triggering of inbuilt Forge events in relevant places?
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/* Minor bugs that need fixing at some point:
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* - Player skin hat layer shows through wizard hats - Wizard armour breaks rather than just running out of mana (I
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* can't seem to replicate this bug, but I have had it happen to me before...)
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* - Shift-clicking a stack of special upgrades when in the arcane workbench causes the whole stack to be
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* transferred when it should be just one (this is a bug with vanilla as well - try putting a stack of bottles into
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* a brewing stand). I have at least made it so only one gets used now, so it has no impact on the game.
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* - When a spell is on cooldown, you can't break blocks when holding a wand. */
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// TODO: So somehow I have managed to overlook the fact that health is actually a float. What this means is that
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// I can make the healing spells use damage multipliers - hurrah!
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// TODO: Switch from IInventory to IItemHandler (Or don't. It's only useful for automation really.)
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// TODO: Rearrange the config gui and file
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// Updating:
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// TODO: Make sure all obf reflection names are still correct
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// TODO: Go through each of the summoned creatures and check there are no extra vanilla methods to override
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// TODO: Check whether Minecraft has added some methods that do the same job as my utilities, particularly in
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// relation to itemstacks, hotbar, armour slots and inventory slots.
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// TODO: Add wizard towers to the /locate command
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// TODO: Fix cascading worldgen lag and backport (offset area into loaded chunks, possibly use WorldGenMinable)
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// TODO: Change evil wizard sounds again to use illager sounds?
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// TODO: Chnage all instanceof checks on split entity variant classes (zombie, skeleton, etc.) to their abstract
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// base classes where appropriate
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// TODO: Have particles obey Minecraft's particle setting where appropriate
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// (see https://github.com/RootsTeam/Embers/blob/master/src/main/java/teamroots/embers/particle/ParticleUtil.java)
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// NOTE: Add melee upgrades to loot tables when they are added.
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/** Static instance of the {@link Settings} object for Wizardry. */
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public static final Settings settings = new Settings();
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/** Static instance of the {@link Logger} object for Wizardry. */
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public static Logger logger;
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// private static Pattern entityNamePattern;
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// EventManager
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WizardryWorldGenerator generator = new WizardryWorldGenerator();
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// The instance of wizardry that Forge uses.
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@Instance(Wizardry.MODID)
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public static Wizardry instance;
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// Location of the proxy code, used by Forge.
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@SidedProxy(clientSide = "electroblob.wizardry.client.ClientProxy", serverSide = "electroblob.wizardry.CommonProxy")
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public static CommonProxy proxy;
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@EventHandler
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public void preInit(FMLPreInitializationEvent event){
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logger = event.getModLog();
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settings.initConfig(event);
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// Yes - by the looks of it, having an interface is completely unnecessary in this case.
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CapabilityManager.INSTANCE.register(WizardData.class, new IStorage<WizardData>(){
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// These methods are only called by Capability.writeNBT() or Capability.readNBT(), which in turn are
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// NEVER CALLED. Unless I'm missing some reflective invocation, that means this entire class serves only
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// to allow capabilities to be saved and loaded manually. What that would be useful for I don't know.
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// (If an API forces most users to write redundant code for no reason, it's not user friendly, is it?)
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// ... well, that's my rant for today!
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@Override
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public NBTBase writeNBT(Capability<WizardData> capability, WizardData instance, EnumFacing side){
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return null;
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}
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@Override
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public void readNBT(Capability<WizardData> capability, WizardData instance, EnumFacing side, NBTBase nbt){
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}
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}, WizardData::new);
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WizardryRegistry.registerTileEntities();
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WizardryRegistry.registerEntities();
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// The check for the generateLoot setting is now done within this method.
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WizardryRegistry.registerLoot();
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WizardryAdvancementTriggers.register();
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// Moved to preInit, because apparently it has to be here now.
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proxy.registerRenderers();
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// It seems this also has to be here
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proxy.registerKeyBindings();
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}
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@EventHandler
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public void init(FMLInitializationEvent event){
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settings.initConfigExtras();
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// Event Handlers
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GameRegistry.registerWorldGenerator(generator, 0);
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MinecraftForge.EVENT_BUS.register(new WizardryKeyHandler());
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MinecraftForge.EVENT_BUS.register(instance);
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proxy.registerSpellHUD(); // This can't easily be converted to use the new @Mod.EventBusSubscriber system
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NetworkRegistry.INSTANCE.registerGuiHandler(this, new WizardryGuiHandler());
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WizardryPacketHandler.initPackets();
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proxy.initGuiBits();
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}
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@EventHandler
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public void postInit(FMLPostInitializationEvent event){
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// This needs to be here or it won't necessarily include all the mods' entities.
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// TODO: Re-implement this when the Forge bug is fixed.
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/* Doesn't seem to be doing anything... String entityNames = ""; for(Object name :
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* EntityList.classToStringMapping.values()){ if(name instanceof String){ entityNames = entityNames + name +
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* '|'; } } // Cuts off the last '|' entityNames = entityNames.substring(0, entityNames.length()-1);
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* entityNamePattern = Pattern.compile(entityNames); */
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proxy.initialiseLayers();
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WizardryTabs.sort();
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}
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@EventHandler
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public void serverStarting(FMLServerStartingEvent event){
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event.registerServerCommand(new CommandCastSpell());
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event.registerServerCommand(new CommandSetAlly());
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event.registerServerCommand(new CommandViewAllies());
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event.registerServerCommand(new CommandDiscoverSpell());
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}
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@SubscribeEvent
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public void onConfigChanged(net.minecraftforge.fml.client.event.ConfigChangedEvent.OnConfigChangedEvent event){
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if(event.getModID().equals(Wizardry.MODID)){
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settings.saveConfigChanges();
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// All of the synchronised settings require a world restart anyway so this doesn't need syncing.
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}
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}
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// 2.1 changed some item ids, so this fixes them for existing worlds
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// Nobody updates minecraft versions when using mods, but I may as well leave this here just in case.
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@SubscribeEvent
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public static void onMissingMappingEvent(RegistryEvent.MissingMappings<Item> event){
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// Just get, not getAll, since the mod id didn't change!
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for(RegistryEvent.MissingMappings.Mapping<Item> mapping : event.getAllMappings()){
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if(mapping.key.getResourceDomain().equals(Wizardry.MODID)){
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Item replacement = null;
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switch(mapping.key.getResourcePath()){
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case "wand_basic": replacement = WizardryItems.magic_wand; break;
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case "wand_basic_fire": replacement = WizardryItems.basic_fire_wand; break;
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case "wand_basic_ice": replacement = WizardryItems.basic_ice_wand; break;
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case "wand_basic_lightning": replacement = WizardryItems.basic_lightning_wand; break;
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case "wand_basic_necromancy": replacement = WizardryItems.basic_necromancy_wand; break;
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case "wand_basic_earth": replacement = WizardryItems.basic_earth_wand; break;
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case "wand_basic_sorcery": replacement = WizardryItems.basic_sorcery_wand; break;
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case "wand_basic_healing": replacement = WizardryItems.basic_healing_wand; break;
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case "wand_apprentice": replacement = WizardryItems.apprentice_wand; break;
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case "wand_apprentice_fire": replacement = WizardryItems.apprentice_fire_wand; break;
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case "wand_apprentice_ice": replacement = WizardryItems.apprentice_ice_wand; break;
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case "wand_apprentice_lightning": replacement = WizardryItems.apprentice_lightning_wand; break;
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case "wand_apprentice_necromancy": replacement = WizardryItems.apprentice_necromancy_wand; break;
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case "wand_apprentice_earth": replacement = WizardryItems.apprentice_earth_wand; break;
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case "wand_apprentice_sorcery": replacement = WizardryItems.apprentice_sorcery_wand; break;
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case "wand_apprentice_healing": replacement = WizardryItems.apprentice_healing_wand; break;
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case "wand_advanced": replacement = WizardryItems.advanced_wand; break;
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case "wand_advanced_fire": replacement = WizardryItems.advanced_fire_wand; break;
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case "wand_advanced_ice": replacement = WizardryItems.advanced_ice_wand; break;
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case "wand_advanced_lightning": replacement = WizardryItems.advanced_lightning_wand; break;
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case "wand_advanced_necromancy": replacement = WizardryItems.advanced_necromancy_wand; break;
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case "wand_advanced_earth": replacement = WizardryItems.advanced_earth_wand; break;
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case "wand_advanced_sorcery": replacement = WizardryItems.advanced_sorcery_wand; break;
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case "wand_advanced_healing": replacement = WizardryItems.advanced_healing_wand; break;
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case "wand_master": replacement = WizardryItems.master_wand; break;
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case "wand_master_fire": replacement = WizardryItems.master_fire_wand; break;
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case "wand_master_ice": replacement = WizardryItems.master_ice_wand; break;
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case "wand_master_lightning": replacement = WizardryItems.master_lightning_wand; break;
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case "wand_master_necromancy": replacement = WizardryItems.master_necromancy_wand; break;
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case "wand_master_earth": replacement = WizardryItems.master_earth_wand; break;
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case "wand_master_sorcery": replacement = WizardryItems.master_sorcery_wand; break;
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case "wand_master_healing": replacement = WizardryItems.master_healing_wand; break;
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case "upgrade_storage": replacement = WizardryItems.storage_upgrade; break;
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case "upgrade_siphon": replacement = WizardryItems.siphon_upgrade; break;
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case "upgrade_condenser": replacement = WizardryItems.condenser_upgrade; break;
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case "upgrade_range": replacement = WizardryItems.range_upgrade; break;
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case "upgrade_duration": replacement = WizardryItems.duration_upgrade; break;
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case "upgrade_cooldown": replacement = WizardryItems.cooldown_upgrade; break;
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case "upgrade_blast": replacement = WizardryItems.blast_upgrade; break;
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case "upgrade_attunement": replacement = WizardryItems.attunement_upgrade; break;
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// If it didn't match any of the ones that changed, do nothing.
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default:
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return;
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}
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// No need to log, Forge does that.
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mapping.remap(replacement);
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}
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}
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}
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} |