Added additional anointments as well as some misc things

Added several Anointments (still need to list them fully).
Also made it so that the Charges can be thrown.
This commit is contained in:
WayofTime 2021-01-15 10:10:55 -05:00
parent e2ce9a473b
commit 5713d6db2a
42 changed files with 1222 additions and 446 deletions

View file

@ -13,6 +13,7 @@ import wayoftime.bloodmagic.common.block.BloodMagicBlocks;
import wayoftime.bloodmagic.common.item.arc.ItemARCToolBase;
import wayoftime.bloodmagic.common.item.block.ItemBlockAlchemyTable;
import wayoftime.bloodmagic.common.item.block.ItemBlockMimic;
import wayoftime.bloodmagic.common.item.block.ItemBlockShapedCharge;
import wayoftime.bloodmagic.common.item.sigil.ItemSigilAir;
import wayoftime.bloodmagic.common.item.sigil.ItemSigilBloodLight;
import wayoftime.bloodmagic.common.item.sigil.ItemSigilDivination;
@ -97,8 +98,8 @@ public class BloodMagicItems
public static final RegistryObject<Item> NETHE_SOIL_ITEM = ITEMS.register("nether_soil", () -> new BlockItem(BloodMagicBlocks.NETHER_SOIL.get(), new Item.Properties().group(BloodMagic.TAB)));
public static final RegistryObject<Item> GROWING_DOUBT_ITEM = ITEMS.register("growing_doubt", () -> new BlockItem(BloodMagicBlocks.GROWING_DOUBT.get(), new Item.Properties().group(BloodMagic.TAB)));
public static final RegistryObject<Item> SHAPED_CHARGE_ITEM = ITEMS.register("shaped_charge", () -> new BlockItem(BloodMagicBlocks.SHAPED_CHARGE.get(), new Item.Properties().group(BloodMagic.TAB)));
public static final RegistryObject<Item> DEFORESTER_CHARGE_ITEM = ITEMS.register("deforester_charge", () -> new BlockItem(BloodMagicBlocks.DEFORESTER_CHARGE.get(), new Item.Properties().group(BloodMagic.TAB)));
public static final RegistryObject<Item> SHAPED_CHARGE_ITEM = ITEMS.register("shaped_charge", () -> new ItemBlockShapedCharge(BloodMagicBlocks.SHAPED_CHARGE.get(), new Item.Properties().group(BloodMagic.TAB)));
public static final RegistryObject<Item> DEFORESTER_CHARGE_ITEM = ITEMS.register("deforester_charge", () -> new ItemBlockShapedCharge(BloodMagicBlocks.DEFORESTER_CHARGE.get(), new Item.Properties().group(BloodMagic.TAB)));
// TODO: Need to rework the above instantiations for the ItemBlocks so that it's
// done with the Blocks.
@ -224,6 +225,11 @@ public class BloodMagicItems
public static final RegistryObject<Item> FORTUNE_ANOINTMENT = ITEMS.register("fortune_anointment", () -> new ItemAnointmentProvider(BloodMagic.rl("fortune"), 3381504, 1, 256));
public static final RegistryObject<Item> HOLY_WATER_ANOINTMENT = ITEMS.register("holy_water_anointment", () -> new ItemAnointmentProvider(BloodMagic.rl("holy_water"), 0xC6E6FB, 1, 256));
public static final RegistryObject<Item> HIDDEN_KNOWLEDGE_ANOINTMENT = ITEMS.register("hidden_knowledge_anointment", () -> new ItemAnointmentProvider(BloodMagic.rl("hidden_knowledge"), 0xC8F902, 1, 256));
public static final RegistryObject<Item> QUICK_DRAW_ANOINTMENT = ITEMS.register("quick_draw_anointment", () -> new ItemBowAnointmentProvider(BloodMagic.rl("quick_draw"), 0xF0E130, 1, 256, true));
public static final RegistryObject<Item> LOOTING_ANOINTMENT = ITEMS.register("looting_anointment", () -> new ItemAnointmentProvider(BloodMagic.rl("looting"), 0x6D2AFF, 1, 256));
public static final RegistryObject<Item> BOW_POWER_ANOINTMENT = ITEMS.register("bow_power_anointment", () -> new ItemBowAnointmentProvider(BloodMagic.rl("bow_power"), 0xD8D8D8, 1, 256, true));
public static final RegistryObject<Item> WILL_POWER_ANOINTMENT = ITEMS.register("will_power_anointment", () -> new ItemAnointmentProvider(BloodMagic.rl("will_power"), 0xD8D8D8, 1, 256));
public static final RegistryObject<Item> SMELTING_ANOINTMENT = ITEMS.register("smelting_anointment", () -> new ItemAnointmentProvider(BloodMagic.rl("smelting"), 0xCE2029, 1, 256));
// Fragments
public static final RegistryObject<Item> IRON_FRAGMENT = BASICITEMS.register("ironfragment", () -> new ItemBase());