299510e663
- Added 3 new armour variants - the sage, the battlemage and the warlock - each in the 8 elemental varieties - Added resplendent thread, crystal silver plating and ethereal crystalweave, used to upgrade regular armour into class armour - Added the new armour upgrades to loot tables - Added recipes for the new armour to JEI, along with info pages for the 3 upgrade items - Added advancements for the new armour classes - Removed legendary wizard armour - Removed arcane seal of protection - Removed the 'legendary' advancement
193 lines
15 KiB
Java
193 lines
15 KiB
Java
package electroblob.wizardry.registry;
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import electroblob.wizardry.Wizardry;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.SoundCategory;
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import net.minecraft.util.SoundEvent;
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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 java.util.ArrayList;
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import java.util.List;
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/**
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* Class responsible for defining, storing and registering all of wizardry's sound events.
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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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@Mod.EventBusSubscriber
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public final class WizardrySounds {
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private WizardrySounds(){} // No instances!
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/** Sound category for all spell-related sounds. This includes inanimate magical entities, but not minions.
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* @see electroblob.wizardry.util.CustomSoundCategory */
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public static SoundCategory SPELLS;
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private static final List<SoundEvent> sounds = new ArrayList<>();
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public static final SoundEvent BLOCK_ARCANE_WORKBENCH_SPELLBIND = createSound("block.arcane_workbench.bind_spell");
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public static final SoundEvent BLOCK_PEDESTAL_ACTIVATE = createSound("block.pedestal.activate");
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public static final SoundEvent BLOCK_PEDESTAL_CONQUER = createSound("block.pedestal.conquer");
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public static final SoundEvent BLOCK_LECTERN_LOCATE_SPELL = createSound("block.lectern.locate_spell");
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public static final SoundEvent BLOCK_RECEPTACLE_IGNITE = createSound("block.receptacle.ignite");
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public static final SoundEvent BLOCK_IMBUEMENT_ALTAR_IMBUE = createSound("block.imbuement_altar.imbue");
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public static final SoundEvent ITEM_WAND_SWITCH_SPELL = createSound("item.wand.switch_spell");
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public static final SoundEvent ITEM_WAND_LEVELUP = createSound("item.wand.levelup");
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public static final SoundEvent ITEM_WAND_MELEE = createSound("item.wand.melee");
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public static final SoundEvent ITEM_WAND_CHARGEUP = createSound("item.wand.chargeup");
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public static final SoundEvent ITEM_ARMOUR_EQUIP_SILK = createSound("item.armour.equip_silk");
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public static final SoundEvent ITEM_ARMOUR_EQUIP_SAGE = createSound("item.armour.equip_sage");
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public static final SoundEvent ITEM_ARMOUR_EQUIP_BATTLEMAGE = createSound("item.armour.equip_battlemage");
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public static final SoundEvent ITEM_ARMOUR_EQUIP_WARLOCK = createSound("item.armour.equip_warlock");
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public static final SoundEvent ITEM_PURIFYING_ELIXIR_DRINK = createSound("item.purifying_elixir.drink");
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public static final SoundEvent ITEM_MANA_FLASK_USE = createSound("item.mana_flask.use");
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public static final SoundEvent ITEM_MANA_FLASK_RECHARGE = createSound("item.mana_flask.recharge");
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public static final SoundEvent ITEM_FLAMECATCHER_SHOOT = createSound("item.flamecatcher.shoot");
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public static final SoundEvent ITEM_FLAMECATCHER_FLAME = createSound("item.flamecatcher.flame");
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public static final SoundEvent ENTITY_BLACK_HOLE_AMBIENT = createSound("entity.black_hole.ambient");
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public static final SoundEvent ENTITY_BLACK_HOLE_VANISH = createSound("entity.black_hole.vanish");
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public static final SoundEvent ENTITY_BLACK_HOLE_BREAK_BLOCK = createSound("entity.black_hole.break_block");
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public static final SoundEvent ENTITY_BLIZZARD_AMBIENT = createSound("entity.blizzard.ambient");
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public static final SoundEvent ENTITY_BOULDER_ROLL = createSound("entity.boulder.roll");
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public static final SoundEvent ENTITY_BOULDER_LAND = createSound("entity.boulder.land");
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public static final SoundEvent ENTITY_BOULDER_HIT = createSound("entity.boulder.hit");
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public static final SoundEvent ENTITY_BOULDER_BREAK_BLOCK = createSound("entity.boulder.break_block");
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public static final SoundEvent ENTITY_BUBBLE_POP = createSound("entity.bubble.pop");
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public static final SoundEvent ENTITY_DECAY_AMBIENT = createSound("entity.decay.ambient");
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public static final SoundEvent ENTITY_ENTRAPMENT_AMBIENT = createSound("entity.entrapment.ambient");
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public static final SoundEvent ENTITY_ENTRAPMENT_VANISH = createSound("entity.entrapment.vanish");
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public static final SoundEvent ENTITY_FIRE_RING_AMBIENT = createSound("entity.fire_ring.ambient");
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public static final SoundEvent ENTITY_FIRE_SIGIL_TRIGGER = createSound("entity.fire_sigil.trigger");
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public static final SoundEvent ENTITY_FORCEFIELD_AMBIENT = createSound("entity.forcefield.ambient");
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public static final SoundEvent ENTITY_FORCEFIELD_DEFLECT = createSound("entity.forcefield.deflect");
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public static final SoundEvent ENTITY_FROST_SIGIL_TRIGGER = createSound("entity.frost_sigil.trigger");
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public static final SoundEvent ENTITY_HAMMER_ATTACK = createSound("entity.hammer.attack");
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public static final SoundEvent ENTITY_HAMMER_EXPLODE = createSound("entity.hammer.explode");
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public static final SoundEvent ENTITY_HAMMER_THROW = createSound("entity.hammer.throw");
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public static final SoundEvent ENTITY_HAMMER_LAND = createSound("entity.hammer.land");
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public static final SoundEvent ENTITY_HEAL_AURA_AMBIENT = createSound("entity.heal_aura.ambient");
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public static final SoundEvent ENTITY_ICE_BARRIER_DEFLECT = createSound("entity.ice_barrier.deflect");
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public static final SoundEvent ENTITY_ICE_BARRIER_EXTEND = createSound("entity.ice_barrier.extend");
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public static final SoundEvent ENTITY_ICE_SPIKE_EXTEND = createSound("entity.ice_spike.extend");
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public static final SoundEvent ENTITY_LIGHTNING_SIGIL_TRIGGER = createSound("entity.lightning_sigil.trigger");
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public static final SoundEvent ENTITY_METEOR_FALLING = createSound("entity.meteor.falling");
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public static final SoundEvent ENTITY_RADIANT_TOTEM_AMBIENT = createSound("entity.radiant_totem.ambient");
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public static final SoundEvent ENTITY_RADIANT_TOTEM_VANISH = createSound("entity.radiant_totem.vanish");
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public static final SoundEvent ENTITY_SHIELD_DEFLECT = createSound("entity.shield.deflect");
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public static final SoundEvent ENTITY_TORNADO_AMBIENT = createSound("entity.tornado.ambient");
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public static final SoundEvent ENTITY_WITHERING_TOTEM_AMBIENT = createSound("entity.withering_totem.ambient");
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public static final SoundEvent ENTITY_WITHERING_TOTEM_EXPLODE = createSound("entity.withering_totem.explode");
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public static final SoundEvent ENTITY_ZOMBIE_SPAWNER_SPAWN = createSound("entity.zombie_spawner.spawn");
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public static final SoundEvent ENTITY_EVIL_WIZARD_AMBIENT = createSound("entity.evil_wizard.ambient");
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public static final SoundEvent ENTITY_EVIL_WIZARD_HURT = createSound("entity.evil_wizard.hurt");
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public static final SoundEvent ENTITY_EVIL_WIZARD_DEATH = createSound("entity.evil_wizard.death");
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public static final SoundEvent ENTITY_ICE_GIANT_ATTACK = createSound("entity.ice_giant.attack");
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public static final SoundEvent ENTITY_ICE_GIANT_DESPAWN = createSound("entity.ice_giant.despawn");
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public static final SoundEvent ENTITY_ICE_WRAITH_AMBIENT = createSound("entity.ice_wraith.ambient");
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public static final SoundEvent ENTITY_MAGIC_SLIME_ATTACK = createSound("entity.magic_slime.attack");
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public static final SoundEvent ENTITY_MAGIC_SLIME_EXPLODE = createSound("entity.magic_slime.explode");
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public static final SoundEvent ENTITY_MAGIC_SLIME_SPLAT = createSound("entity.magic_slime.splat");
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public static final SoundEvent ENTITY_PHOENIX_AMBIENT = createSound("entity.phoenix.ambient");
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public static final SoundEvent ENTITY_PHOENIX_BURN = createSound("entity.phoenix.burn");
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public static final SoundEvent ENTITY_PHOENIX_FLAP = createSound("entity.phoenix.flap");
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public static final SoundEvent ENTITY_PHOENIX_HURT = createSound("entity.phoenix.hurt");
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public static final SoundEvent ENTITY_PHOENIX_DEATH = createSound("entity.phoenix.death");
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public static final SoundEvent ENTITY_REMNANT_AMBIENT = createSound("entity.remnant.ambient");
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public static final SoundEvent ENTITY_REMNANT_HURT = createSound("entity.remnant.hurt");
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public static final SoundEvent ENTITY_REMNANT_DEATH = createSound("entity.remnant.death");
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public static final SoundEvent ENTITY_SHADOW_WRAITH_AMBIENT = createSound("entity.shadow_wraith.ambient");
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public static final SoundEvent ENTITY_SHADOW_WRAITH_NOISE = createSound("entity.shadow_wraith.noise");
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public static final SoundEvent ENTITY_SHADOW_WRAITH_HURT = createSound("entity.shadow_wraith.hurt");
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public static final SoundEvent ENTITY_SHADOW_WRAITH_DEATH = createSound("entity.shadow_wraith.death");
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public static final SoundEvent ENTITY_SPIRIT_HORSE_VANISH = createSound("entity.spirit_horse.vanish");
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public static final SoundEvent ENTITY_SPIRIT_WOLF_VANISH = createSound("entity.spirit_wolf.vanish");
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public static final SoundEvent ENTITY_STORM_ELEMENTAL_AMBIENT = createSound("entity.storm_elemental.ambient");
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public static final SoundEvent ENTITY_STORM_ELEMENTAL_BURN = createSound("entity.storm_elemental.burn");
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public static final SoundEvent ENTITY_STORM_ELEMENTAL_WIND = createSound("entity.storm_elemental.wind");
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public static final SoundEvent ENTITY_STORM_ELEMENTAL_HURT = createSound("entity.storm_elemental.hurt");
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public static final SoundEvent ENTITY_STORM_ELEMENTAL_DEATH = createSound("entity.storm_elemental.death");
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public static final SoundEvent ENTITY_STORMCLOUD_THUNDER = createSound("entity.stormcloud.thunder");
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public static final SoundEvent ENTITY_STORMCLOUD_ATTACK = createSound("entity.stormcloud.attack");
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public static final SoundEvent ENTITY_WIZARD_YES = createSound("entity.wizard.yes");
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public static final SoundEvent ENTITY_WIZARD_NO = createSound("entity.wizard.no");
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public static final SoundEvent ENTITY_WIZARD_AMBIENT = createSound("entity.wizard.ambient");
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public static final SoundEvent ENTITY_WIZARD_TRADING = createSound("entity.wizard.trading");
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public static final SoundEvent ENTITY_WIZARD_HURT = createSound("entity.wizard.hurt");
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public static final SoundEvent ENTITY_WIZARD_DEATH = createSound("entity.wizard.death");
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public static final SoundEvent ENTITY_WIZARD_HOHOHO = createSound("entity.wizard.hohoho");
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public static final SoundEvent ENTITY_DARKNESS_ORB_HIT = createSound("entity.darkness_orb.hit");
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public static final SoundEvent ENTITY_DART_HIT = createSound("entity.dart.hit");
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public static final SoundEvent ENTITY_DART_HIT_BLOCK = createSound("entity.dart.hit_block");
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public static final SoundEvent ENTITY_FIREBOLT_HIT = createSound("entity.firebolt.hit");
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public static final SoundEvent ENTITY_FIREBOMB_THROW = createSound("entity.firebomb.throw");
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public static final SoundEvent ENTITY_FIREBOMB_SMASH = createSound("entity.firebomb.smash");
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public static final SoundEvent ENTITY_FIREBOMB_FIRE = createSound("entity.firebomb.fire");
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public static final SoundEvent ENTITY_FLAMECATCHER_ARROW_HIT = createSound("entity.flamecatcher_arrow.hit");
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public static final SoundEvent ENTITY_FORCE_ARROW_HIT = createSound("entity.force_arrow.hit");
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public static final SoundEvent ENTITY_FORCE_ORB_HIT = createSound("entity.force_orb.hit");
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public static final SoundEvent ENTITY_FORCE_ORB_HIT_BLOCK = createSound("entity.force_orb.hit_block");
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public static final SoundEvent ENTITY_ICEBALL_HIT = createSound("entity.iceball.hit");
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public static final SoundEvent ENTITY_ICE_CHARGE_SMASH = createSound("entity.ice_charge.smash");
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public static final SoundEvent ENTITY_ICE_CHARGE_ICE = createSound("entity.ice_charge.ice");
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public static final SoundEvent ENTITY_ICE_LANCE_SMASH = createSound("entity.ice_lance.smash");
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public static final SoundEvent ENTITY_ICE_LANCE_HIT = createSound("entity.ice_lance.hit");
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public static final SoundEvent ENTITY_ICE_SHARD_SMASH = createSound("entity.ice_shard.smash");
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public static final SoundEvent ENTITY_ICE_SHARD_HIT = createSound("entity.ice_shard.hit");
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public static final SoundEvent ENTITY_LIGHTNING_ARROW_HIT = createSound("entity.lightning_arrow.hit");
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public static final SoundEvent ENTITY_LIGHTNING_DISC_HIT = createSound("entity.lightning_disc.hit");
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// public static final SoundEvent ENTITY_MAGIC_FIREBALL_HIT = createSound("entity.magic_fireball.hit");
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public static final SoundEvent ENTITY_MAGIC_MISSILE_HIT = createSound("entity.magic_missile.hit");
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public static final SoundEvent ENTITY_POISON_BOMB_THROW = createSound("entity.poison_bomb.throw");
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public static final SoundEvent ENTITY_POISON_BOMB_SMASH = createSound("entity.poison_bomb.smash");
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public static final SoundEvent ENTITY_POISON_BOMB_POISON = createSound("entity.poison_bomb.poison");
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public static final SoundEvent ENTITY_SMOKE_BOMB_THROW = createSound("entity.smoke_bomb.throw");
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public static final SoundEvent ENTITY_SMOKE_BOMB_SMASH = createSound("entity.smoke_bomb.smash");
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public static final SoundEvent ENTITY_SMOKE_BOMB_SMOKE = createSound("entity.smoke_bomb.smoke");
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public static final SoundEvent ENTITY_HOMING_SPARK_HIT = createSound("entity.homing_spark.hit");
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public static final SoundEvent ENTITY_SPARK_BOMB_THROW = createSound("entity.spark_bomb.throw");
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public static final SoundEvent ENTITY_SPARK_BOMB_HIT = createSound("entity.spark_bomb.hit");
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public static final SoundEvent ENTITY_SPARK_BOMB_HIT_BLOCK = createSound("entity.spark_bomb.hit_block");
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public static final SoundEvent ENTITY_SPARK_BOMB_CHAIN = createSound("entity.spark_bomb.chain");
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public static final SoundEvent ENTITY_THUNDERBOLT_HIT = createSound("entity.thunderbolt.hit");
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public static final SoundEvent SPELL_STATIC_AURA_RETALIATE = createSound("spell.static_aura.retaliate");
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public static final SoundEvent SPELL_CURSE_OF_SOULBINDING_RETALIATE = createSound("spell.curse_of_soulbinding.retaliate");
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public static final SoundEvent SPELL_TRANSPORTATION_TRAVEL = createSound("spell.transportation.travel");
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public static final SoundEvent MISC_DISCOVER_SPELL = createSound("misc.discover_spell");
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public static final SoundEvent MISC_BOOK_OPEN = createSound("misc.book_open");
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public static final SoundEvent MISC_PAGE_TURN = createSound("misc.page_turn");
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public static final SoundEvent MISC_FREEZE = createSound("misc.freeze");
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public static final SoundEvent MISC_SPELL_FAIL = createSound("misc.spell_fail");
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// Trick borrowed from the Twilight Forest, makes things neater.
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/** Overload for {@link WizardrySounds#createSound(String, String)} which assigns wizardry's mod ID automatically. */
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public static SoundEvent createSound(String name){
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return createSound(Wizardry.MODID, name);
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}
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/** Creates a sound with the given name, to be read from {@code assets/[modID]/sounds.json}. The sound will be
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* registered automatically later. */
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public static SoundEvent createSound(String modID, String name){
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// All the setRegistryName methods delegate to this one, it doesn't matter which you use.
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SoundEvent sound = new SoundEvent(new ResourceLocation(modID, name)).setRegistryName(name);
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sounds.add(sound);
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return sound;
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}
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// For some reason, sound events seem to work even when they aren't registered, without even so much as a warning.
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@SubscribeEvent
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public static void register(RegistryEvent.Register<SoundEvent> event){
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event.getRegistry().registerAll(sounds.toArray(new SoundEvent[0]));
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}
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} |