Added the method to create the Omega armours, though it wasn't a secret for a while! :D
Added the ability to enchant omega armour in such a way that there won't be a single best method A bunch of other stuff I can't remember. Fun times!
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34 changed files with 477 additions and 146 deletions
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package WayofTime.alchemicalWizardry.common.block;
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import java.util.List;
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import net.minecraft.block.Block;
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import net.minecraft.block.material.Material;
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import net.minecraft.client.renderer.texture.IIconRegister;
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import net.minecraft.creativetab.CreativeTabs;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.IIcon;
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import net.minecraft.world.World;
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import WayofTime.alchemicalWizardry.AlchemicalWizardry;
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import WayofTime.alchemicalWizardry.common.omega.IStabilityGlyph;
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import cpw.mods.fml.relauncher.Side;
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import cpw.mods.fml.relauncher.SideOnly;
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public class BlockStabilityGlyph extends Block implements IStabilityGlyph
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{
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public IIcon stability1;
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public BlockStabilityGlyph()
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{
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super(Material.iron);
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setHardness(2.0F);
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setResistance(5.0F);
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setCreativeTab(AlchemicalWizardry.tabBloodMagic);
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this.setBlockName("stabilityGlyph");
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}
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@Override
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@SideOnly(Side.CLIENT)
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public void registerBlockIcons(IIconRegister iconRegister)
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{
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this.blockIcon = iconRegister.registerIcon("AlchemicalWizardry:LargeBloodStoneBrick");
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this.stability1 = iconRegister.registerIcon("AlchemicalWizardry:GlyphStability1");
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}
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@Override
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@SideOnly(Side.CLIENT)
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public IIcon getIcon(int side, int meta)
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{
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switch (meta)
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{
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case 0:
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return stability1;
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default:
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return this.blockIcon;
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}
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}
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@Override
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public int getAdditionalStabilityForFaceCount(World world, int x, int y, int z, int meta, int faceCount)
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{
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switch(meta)
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{
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case 0:
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return faceCount * 2;
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default:
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return faceCount;
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}
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}
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@SideOnly(Side.CLIENT)
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public void getSubBlocks(Item par1, CreativeTabs par2CreativeTabs, List par3List)
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{
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for(int i=0; i<1; i++)
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{
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par3List.add(new ItemStack(par1, 1, i));
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}
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}
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}
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