Added the Quenched Living Armour Downgrade.
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@ -9,7 +9,7 @@ import WayofTime.bloodmagic.api.livingArmour.LivingArmourUpgrade;
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public class LivingArmourUpgradeCrippledArm extends LivingArmourUpgrade
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public class LivingArmourUpgradeCrippledArm extends LivingArmourUpgrade
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{
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{
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public static final int[] costs = new int[] { -50 };
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public static final int[] costs = new int[] { -150 };
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public LivingArmourUpgradeCrippledArm(int level)
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public LivingArmourUpgradeCrippledArm(int level)
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{
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{
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@ -0,0 +1,58 @@
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package WayofTime.bloodmagic.livingArmour.downgrade;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.world.World;
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import WayofTime.bloodmagic.api.Constants;
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import WayofTime.bloodmagic.api.livingArmour.ILivingArmour;
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import WayofTime.bloodmagic.api.livingArmour.LivingArmourUpgrade;
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public class LivingArmourUpgradeQuenched extends LivingArmourUpgrade
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{
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public static final int[] costs = new int[] { -100 };
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public LivingArmourUpgradeQuenched(int level)
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{
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super(level);
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}
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@Override
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public void onTick(World world, EntityPlayer player, ILivingArmour livingArmour)
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{
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}
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@Override
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public String getUniqueIdentifier()
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{
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return Constants.Mod.MODID + ".upgrade.quenched";
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}
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@Override
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public int getMaxTier()
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{
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return 1;
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}
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@Override
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public int getCostOfUpgrade()
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{
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return costs[this.level];
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}
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@Override
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public void writeToNBT(NBTTagCompound tag)
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{
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}
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@Override
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public void readFromNBT(NBTTagCompound tag)
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{
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}
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@Override
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public String getUnlocalizedName()
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{
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return tooltipBase + "quenched";
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}
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}
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@ -3,6 +3,7 @@ package WayofTime.bloodmagic.registry;
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import WayofTime.bloodmagic.api.livingArmour.LivingArmourHandler;
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import WayofTime.bloodmagic.api.livingArmour.LivingArmourHandler;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeBattleHungry;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeBattleHungry;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeCrippledArm;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeCrippledArm;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeQuenched;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeSlippery;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeSlippery;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeSlowness;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeSlowness;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerArrowShot;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerArrowShot;
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@ -97,5 +98,6 @@ public class ModArmourTrackers
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LivingArmourHandler.registerArmourUpgrade(new LivingArmourUpgradeNightSight(0));
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LivingArmourHandler.registerArmourUpgrade(new LivingArmourUpgradeNightSight(0));
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LivingArmourHandler.registerArmourUpgrade(new LivingArmourUpgradeSlippery(0));
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LivingArmourHandler.registerArmourUpgrade(new LivingArmourUpgradeSlippery(0));
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LivingArmourHandler.registerArmourUpgrade(new LivingArmourUpgradeBattleHungry(0));
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LivingArmourHandler.registerArmourUpgrade(new LivingArmourUpgradeBattleHungry(0));
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LivingArmourHandler.registerArmourUpgrade(new LivingArmourUpgradeQuenched(0));
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}
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}
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}
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}
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@ -6,6 +6,7 @@ import net.minecraft.entity.projectile.EntityArrow;
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import net.minecraft.init.Enchantments;
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import net.minecraft.init.Enchantments;
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import net.minecraft.init.Items;
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import net.minecraft.init.Items;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.item.EnumAction;
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import net.minecraft.item.ItemArrow;
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import net.minecraft.item.ItemArrow;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumHand;
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@ -23,6 +24,7 @@ import WayofTime.bloodmagic.api.livingArmour.LivingArmourUpgrade;
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import WayofTime.bloodmagic.item.armour.ItemLivingArmour;
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import WayofTime.bloodmagic.item.armour.ItemLivingArmour;
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import WayofTime.bloodmagic.livingArmour.LivingArmour;
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import WayofTime.bloodmagic.livingArmour.LivingArmour;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeCrippledArm;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeCrippledArm;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeQuenched;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerArrowShot;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerArrowShot;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerGrimReaperSprint;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerGrimReaperSprint;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerJump;
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import WayofTime.bloodmagic.livingArmour.tracker.StatTrackerJump;
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@ -39,7 +41,7 @@ public class LivingArmourHandler
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@SubscribeEvent
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@SubscribeEvent
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public void onPlayerClick(PlayerInteractEvent event)
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public void onPlayerClick(PlayerInteractEvent event)
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{
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{
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if (event.isCancelable() && event.getHand() == EnumHand.OFF_HAND)
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if (event.isCancelable())
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{
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{
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EntityPlayer player = event.getEntityPlayer();
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EntityPlayer player = event.getEntityPlayer();
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@ -49,11 +51,25 @@ public class LivingArmourHandler
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LivingArmour armour = ItemLivingArmour.getLivingArmour(chestStack);
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LivingArmour armour = ItemLivingArmour.getLivingArmour(chestStack);
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if (armour != null)
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if (armour != null)
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{
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{
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LivingArmourUpgrade upgrade = ItemLivingArmour.getUpgrade(Constants.Mod.MODID + ".upgrade.crippledArm", chestStack);
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if (event.getHand() == EnumHand.OFF_HAND)
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if (upgrade instanceof LivingArmourUpgradeCrippledArm)
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{
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{
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event.setCanceled(true);
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LivingArmourUpgrade upgrade = ItemLivingArmour.getUpgrade(Constants.Mod.MODID + ".upgrade.crippledArm", chestStack);
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if (upgrade instanceof LivingArmourUpgradeCrippledArm)
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{
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event.setCanceled(true);
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}
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}
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if (event.getItemStack().getItemUseAction() == EnumAction.DRINK)
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{
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//TODO: See if the item is a splash potion? Those should be usable.
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LivingArmourUpgrade upgrade = ItemLivingArmour.getUpgrade(Constants.Mod.MODID + ".upgrade.quenched", chestStack);
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if (upgrade instanceof LivingArmourUpgradeQuenched)
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{
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event.setCanceled(true);
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}
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}
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}
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}
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}
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}
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}
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@ -492,6 +492,7 @@ tooltip.BloodMagic.livingArmour.upgrade.slowness=Limp Leg
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tooltip.BloodMagic.livingArmour.upgrade.crippledArm=Crippled Arm
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tooltip.BloodMagic.livingArmour.upgrade.crippledArm=Crippled Arm
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tooltip.BloodMagic.livingArmour.upgrade.slippery=Loose Traction
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tooltip.BloodMagic.livingArmour.upgrade.slippery=Loose Traction
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tooltip.BloodMagic.livingArmour.upgrade.battleHunger=Battle Hungry
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tooltip.BloodMagic.livingArmour.upgrade.battleHunger=Battle Hungry
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tooltip.BloodMagic.livingArmour.upgrade.quenched=Quenched
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tooltip.BloodMagic.livingArmour.upgrade.level=%s (Level %d)
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tooltip.BloodMagic.livingArmour.upgrade.level=%s (Level %d)
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tooltip.BloodMagic.livingArmour.upgrade.progress=%s (%d/100)
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tooltip.BloodMagic.livingArmour.upgrade.progress=%s (%d/100)
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tooltip.BloodMagic.livingArmour.upgrade.points=&6Upgrade points: %s / %s
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tooltip.BloodMagic.livingArmour.upgrade.points=&6Upgrade points: %s / %s
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