diff --git a/pom.xml b/pom.xml index a18ba9b1..d59fae7b 100644 --- a/pom.xml +++ b/pom.xml @@ -35,6 +35,10 @@ jitpack.io https://jitpack.io + + mcmmo-repo + https://nexus.neetgames.com/repository/maven-public + @@ -101,6 +105,7 @@ + io.papermc.paper paper-api @@ -113,18 +118,8 @@ b8f7dc provided - - com.github.TheBusyBiscuit - ExoticGarden - a2c4b6d - provided - - - io.github.mooy1 - InfinityLib - LATEST - compile - + + org.bstats bstats-bukkit @@ -142,6 +137,28 @@ 1.18.20 provided + + + + com.github.TheBusyBiscuit + ExoticGarden + a2c4b6d + provided + + + com.gmail.nossr50.mcMMO + mcMMO + 2.1.202 + provided + + + + + io.github.mooy1 + InfinityLib + LATEST + compile + com.elmakers.mine.bukkit EffectLib diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/CrystamaeHistoria.java b/src/main/java/io/github/sefiraat/crystamaehistoria/CrystamaeHistoria.java index 0ef8c79a..eebc0403 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/CrystamaeHistoria.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/CrystamaeHistoria.java @@ -6,6 +6,7 @@ import io.github.sefiraat.crystamaehistoria.commands.OpenSpellCompendium; import io.github.sefiraat.crystamaehistoria.commands.OpenStoryCompendium; import io.github.sefiraat.crystamaehistoria.commands.TestSpell; +import io.github.sefiraat.crystamaehistoria.commands.TestWand; import io.github.sefiraat.crystamaehistoria.config.ConfigManager; import io.github.sefiraat.crystamaehistoria.listeners.ListenerManager; import io.github.sefiraat.crystamaehistoria.magic.CastInformation; @@ -16,7 +17,6 @@ import io.github.sefiraat.crystamaehistoria.magic.spells.spellobjects.MagicSummon; import io.github.sefiraat.crystamaehistoria.player.PlayerStatistics; import io.github.sefiraat.crystamaehistoria.runnables.RunnableManager; -import io.github.sefiraat.crystamaehistoria.runnables.spells.SpellTickRunnable; import io.github.sefiraat.crystamaehistoria.slimefun.Gadgets; import io.github.sefiraat.crystamaehistoria.slimefun.ItemGroups; import io.github.sefiraat.crystamaehistoria.slimefun.Materials; @@ -46,6 +46,7 @@ public class CrystamaeHistoria extends AbstractAddon { private RunnableManager runnableManager; private SpellMemory spellMemory; private EffectManager effectManager; + private SupportedPluginManager supportedPluginManager; public CrystamaeHistoria() { super("Sefiraat", "CrystamaeHistoria", "master", "auto-update"); @@ -55,6 +56,14 @@ public static CrystamaeHistoria getInstance() { return instance; } + public static ConfigManager getConfigManager() { + return instance.configManager; + } + + public static StoriesManager getStoriesManager() { + return instance.storiesManager; + } + public static ListenerManager getListenerManager() { return instance.listenerManager; } @@ -63,10 +72,6 @@ public static RunnableManager getRunnableManager() { return instance.runnableManager; } - public static StoriesManager getStoriesManager() { - return instance.storiesManager; - } - public static SpellMemory getSpellMemory() { return instance.spellMemory; } @@ -75,8 +80,8 @@ public static EffectManager getEffectManager() { return instance.effectManager; } - public static ConfigManager getConfigManager() { - return instance.configManager; + public static SupportedPluginManager getSupportedPluginManager() { + return instance.supportedPluginManager; } public static PluginManager getPluginManager() { @@ -127,11 +132,6 @@ public static CastInformation getStrikeCastInfo(UUID lightningStrike) { return castInformation; } - @Nonnull - public static Map getTickingMap() { - return instance.spellMemory.getTickingCastables(); - } - @Override public void enable() { instance = this; @@ -145,6 +145,7 @@ public void enable() { this.listenerManager = new ListenerManager(); this.runnableManager = new RunnableManager(); this.spellMemory = new SpellMemory(); + this.supportedPluginManager = new SupportedPluginManager(); this.effectManager = new EffectManager(this); configManager.loadConfig(); @@ -156,6 +157,7 @@ public void enable() { setupBstats(); getAddonCommand().addSub(new TestSpell()); + getAddonCommand().addSub(new TestWand()); getAddonCommand().addSub(new OpenSpellCompendium()); getAddonCommand().addSub(new OpenStoryCompendium()); getAddonCommand().addSub(new GetRanks()); diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/SupportedPluginManager.java b/src/main/java/io/github/sefiraat/crystamaehistoria/SupportedPluginManager.java new file mode 100644 index 00000000..98d94b89 --- /dev/null +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/SupportedPluginManager.java @@ -0,0 +1,76 @@ +package io.github.sefiraat.crystamaehistoria; + +import com.gmail.nossr50.util.skills.CombatUtils; +import io.github.thebusybiscuit.exoticgarden.items.BonemealableItem; +import io.github.thebusybiscuit.slimefun4.api.items.SlimefunItem; +import lombok.Getter; +import me.mrCookieSlime.Slimefun.api.BlockStorage; +import org.bukkit.Bukkit; +import org.bukkit.block.Block; +import org.bukkit.entity.LivingEntity; +import org.bukkit.entity.Player; + +import javax.annotation.Nullable; + +@Getter +public class SupportedPluginManager { + + private final boolean mcMMO; + private final boolean exoticGarden; + private final boolean slimeTinker; + + public SupportedPluginManager() { + mcMMO = Bukkit.getPluginManager().isPluginEnabled("mcMMO"); + exoticGarden = Bukkit.getPluginManager().isPluginEnabled("ExoticGarden"); + slimeTinker = Bukkit.getPluginManager().isPluginEnabled("SlimeTinker"); + } + + /** + * Damaging an entity and attributing to a player will make mcMMO give exp based + * on the held item. If mcMMO is installed, we need to flag the entity to be ignored + * briefly. + * + * @param livingEntity The {@link LivingEntity} to be damaged + * @param player The {@link Player} to attribute the damage/drops to + * @param damage The damage to apply + */ + public void playerDamageWithoutMcMMO(LivingEntity livingEntity, Player player, double damage) { + markEntityMcMMOIgnoreDamage(livingEntity); + livingEntity.damage(damage, player); + clearEntityMcMMOIgnoreDamage(livingEntity); + } + + public void markEntityMcMMOIgnoreDamage(LivingEntity livingEntity) { + if (mcMMO) CombatUtils.applyIgnoreDamageMetadata(livingEntity); + } + + public void clearEntityMcMMOIgnoreDamage(LivingEntity livingEntity) { + if (mcMMO) CombatUtils.removeIgnoreDamageMetadata(livingEntity); + } + + public boolean isExoticGardenPlant(Block block) { + return exoticGarden + && BlockStorage.hasBlockInfo(block) + && BlockStorage.check(block) instanceof BonemealableItem; + } + + /** + * Gets the SlimefunItem for the ExoticPlant if it exists + * + * @param block The {@link Block} to check + * @return Returns null if there is not a plant (or Exotic is not installed) or the + * the SlimefunItem if applicable. + */ + @Nullable + public SlimefunItem getExoticGardenPlant(Block block) { + if (exoticGarden && BlockStorage.hasBlockInfo(block)) { + SlimefunItem slimefunItem = BlockStorage.check(block); + if (slimefunItem instanceof BonemealableItem) { + return slimefunItem; + } + } + return null; + } + + +} diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/commands/TestWand.java b/src/main/java/io/github/sefiraat/crystamaehistoria/commands/TestWand.java new file mode 100644 index 00000000..11c51a3b --- /dev/null +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/commands/TestWand.java @@ -0,0 +1,74 @@ +package io.github.sefiraat.crystamaehistoria.commands; + +import io.github.mooy1.infinitylib.commands.SubCommand; +import io.github.sefiraat.crystamaehistoria.magic.SpellType; +import io.github.sefiraat.crystamaehistoria.magic.spells.core.InstancePlate; +import io.github.sefiraat.crystamaehistoria.magic.spells.core.InstanceStave; +import io.github.sefiraat.crystamaehistoria.slimefun.Tools; +import io.github.sefiraat.crystamaehistoria.slimefun.tools.stave.SpellSlot; +import io.github.sefiraat.crystamaehistoria.utils.Keys; +import io.github.sefiraat.crystamaehistoria.utils.datatypes.DataTypeMethods; +import io.github.sefiraat.crystamaehistoria.utils.datatypes.PersistentStaveDataType; +import org.bukkit.command.CommandSender; +import org.bukkit.entity.Player; +import org.bukkit.inventory.ItemStack; +import org.bukkit.inventory.meta.ItemMeta; + +import javax.annotation.ParametersAreNonnullByDefault; +import java.util.List; +import java.util.Map; + +public class TestWand extends SubCommand { + + public TestWand() { + super("test-wand", "gives a wand with the selected spell", true); + } + + @Override + @ParametersAreNonnullByDefault + protected void execute(CommandSender sender, String[] args) { + if (sender instanceof Player) { + Player player = (Player) sender; + if (args.length != 2) { + return; + } + int power = Integer.parseInt(args[1]); + if (power <= 2) { + ItemStack stave; + if (power == 1) { + stave = Tools.getStaveBasic().getItem().clone(); + } else if (power == 2) { + stave = Tools.getStaveAdvanced().getItem().clone(); + } else { + return; + } + + final InstanceStave staveInstance = new InstanceStave(stave); + final Map map = staveInstance.getSpellInstanceMap(); + final InstancePlate plateInstance = new InstancePlate(1, SpellType.valueOf(args[0]), 9999); + map.put(SpellSlot.LEFT_CLICK, plateInstance); + ItemMeta itemMeta = stave.getItemMeta(); + DataTypeMethods.setCustom( + itemMeta, + Keys.PDC_STAVE_STORAGE, + PersistentStaveDataType.TYPE, + staveInstance.getSpellInstanceMap() + ); + stave.setItemMeta(itemMeta); + staveInstance.buildLore(); + player.getInventory().addItem(stave); + } + } + } + + @Override + @ParametersAreNonnullByDefault + protected void complete(CommandSender commandSender, String[] strings, List list) { + if (strings.length == 1) { + for (SpellType spell : SpellType.getEnabledSpells()) { + list.add(spell.name()); + } + } + } + +} \ No newline at end of file diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/Chaos.java b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/Chaos.java index ec8f74e7..7e944f40 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/Chaos.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/Chaos.java @@ -27,7 +27,7 @@ public class Chaos extends Spell { public Chaos() { SpellCoreBuilder spellCoreBuilder = new SpellCoreBuilder(10, true, 6, false, 50, true) .makeDamagingSpell(1, false, 0.2, false) - .makeProjectileSpell(this::cast, 0, false, 0.2, false) + .makeProjectileSpell(this::cast, 0, false, 0, false) .makeProjectileVsEntitySpell(this::onHitEntity) .makeProjectileVsBlockSpell(this::onHitBlock) .makeTickingSpell(this::cast, 10, true, 5, false); @@ -71,9 +71,7 @@ public void onHitEntity(CastInformation castInformation) { GeneralUtils.damageEntity( castInformation.getMainTarget(), castInformation.getCaster(), - getDamage(castInformation), - castInformation.getDamageLocation(), - getProjectileKnockback(castInformation) + getDamage(castInformation) ); } diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/PhantomsFlight.java b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/PhantomsFlight.java index 9cc033bf..f41cac17 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/PhantomsFlight.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/PhantomsFlight.java @@ -8,7 +8,7 @@ import io.github.sefiraat.crystamaehistoria.stories.definition.StoryType; import io.github.sefiraat.crystamaehistoria.utils.ParticleUtils; import io.github.sefiraat.crystamaehistoria.utils.SpellUtils; -import io.github.sefiraat.crystamaehistoria.utils.mobgoals.FlyingPhantomGoal; +import io.github.sefiraat.crystamaehistoria.utils.mobgoals.FlyingBatGoal; import org.bukkit.Location; import org.bukkit.Material; import org.bukkit.Particle; @@ -41,7 +41,7 @@ public void cast(CastInformation castInformation) { EntityType.BAT, caster, spawnLocation, - new FlyingPhantomGoal(caster), + new FlyingBatGoal(caster), castInformation.getStaveLevel() * 300, this::onTick ); diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/StarFall.java b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/StarFall.java index 34b34b76..d44e0173 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/StarFall.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/magic/spells/tier1/StarFall.java @@ -25,7 +25,7 @@ public class StarFall extends Spell { public StarFall() { SpellCoreBuilder spellCoreBuilder = new SpellCoreBuilder(100, true, 7, true, 40, true) .makeDamagingSpell(2, true, 0.5, false) - .makeProjectileSpell(this::fireProjectiles, 1, true, 0.5, true) + .makeProjectileSpell(this::fireProjectiles, 1, true, 0, false) .makeProjectileVsEntitySpell(this::projectileHits) .makeProjectileVsBlockSpell(this::projectileHits) .makeTickingSpell(this::fireProjectiles, 9, false, 10, false); @@ -59,9 +59,7 @@ public void projectileHits(CastInformation castInformation) { GeneralUtils.damageEntity( livingEntity, castInformation.getCaster(), - getDamage(castInformation), - castInformation.getDamageLocation(), - getProjectileKnockback(castInformation) + getDamage(castInformation) ); } } diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/player/PlayerStatistics.java b/src/main/java/io/github/sefiraat/crystamaehistoria/player/PlayerStatistics.java index 71003b08..e5693bdd 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/player/PlayerStatistics.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/player/PlayerStatistics.java @@ -127,6 +127,9 @@ public static BlockRank getBlockRank(UUID uuid, BlockDefinition definition) { public static int getStoriesUnlocked(@Nonnull UUID uuid) { String path = MessageFormat.format("{0}.{1}", uuid, StatType.STORY); ConfigurationSection section = CrystamaeHistoria.getConfigManager().getPlayerStats().getConfigurationSection(path); + if (section == null) { + return 0; + } int unlocked = 0; for (String story : section.getKeys(false)) { String storyPath = MessageFormat.format("{0}.{1}.{2}.UNLOCKED", uuid, StatType.STORY, story); @@ -158,6 +161,9 @@ public static String getStoryRankString(@Nonnull UUID uuid) { public static int getSpellsUnlocked(@Nonnull UUID uuid) { String path = MessageFormat.format("{0}.{1}", uuid, StatType.SPELL); ConfigurationSection section = CrystamaeHistoria.getConfigManager().getPlayerStats().getConfigurationSection(path); + if (section == null) { + return 0; + } int unlocked = 0; for (String spell : section.getKeys(false)) { String storyPath = MessageFormat.format("{0}.{1}.{2}.UNLOCKED", uuid, StatType.SPELL, spell); diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/Gadgets.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/Gadgets.java index 00b297d1..13d57415 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/Gadgets.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/Gadgets.java @@ -11,7 +11,6 @@ import io.github.sefiraat.crystamaehistoria.slimefun.gadgets.MobMat; import io.github.sefiraat.crystamaehistoria.slimefun.gadgets.MysteriousTicker; import io.github.sefiraat.crystamaehistoria.slimefun.gadgets.TrophyDisplay; -import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.DisplayStandHolder; import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.liquefactionbasin.DummyLiquefactionBasinCrafting; import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.liquefactionbasin.LiquefactionBasinCache; import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.liquefactionbasin.RecipeItem; diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/ItemGroups.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/ItemGroups.java index f20649bd..28a9da94 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/ItemGroups.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/ItemGroups.java @@ -8,10 +8,7 @@ import io.github.sefiraat.crystamaehistoria.slimefun.itemgroups.StoryCollectionFlexGroup; import io.github.sefiraat.crystamaehistoria.utils.Keys; import io.github.sefiraat.crystamaehistoria.utils.theme.ThemeType; -import io.github.thebusybiscuit.slimefun4.api.items.ItemGroup; import io.github.thebusybiscuit.slimefun4.api.items.SlimefunItem; -import io.github.thebusybiscuit.slimefun4.api.items.groups.NestedItemGroup; -import io.github.thebusybiscuit.slimefun4.api.items.groups.SubItemGroup; import io.github.thebusybiscuit.slimefun4.libraries.dough.items.CustomItemStack; import lombok.experimental.UtilityClass; import org.bukkit.Material; diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobFan.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobFan.java index 6c742777..be9895b6 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobFan.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobFan.java @@ -150,15 +150,10 @@ protected void tick(Block block, BlockMenu blockMenu) { false ); - if (result == null) { - return; - } - double finalRange = range; - Block foundBlock = result.getHitBlock(); - if (foundBlock != null) { - finalRange = foundBlock.getLocation().distance(block.getLocation()); + if (result != null && result.getHitBlock() != null) { + finalRange = result.getHitBlock().getLocation().distance(block.getLocation()); } for (int i = 0; i < finalRange + 0.5; i++) { diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobMat.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobMat.java index 16687141..a95aeff8 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobMat.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/gadgets/MobMat.java @@ -1,5 +1,6 @@ package io.github.sefiraat.crystamaehistoria.slimefun.gadgets; +import io.github.sefiraat.crystamaehistoria.CrystamaeHistoria; import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.TickingBlockNoGui; import io.github.sefiraat.crystamaehistoria.utils.ParticleUtils; import io.github.thebusybiscuit.slimefun4.api.items.ItemGroup; @@ -73,8 +74,12 @@ protected void onTick(@Nonnull Block block, @Nonnull SlimefunItem slimefunItem, ); for (Entity entity : entities) { final LivingEntity livingEntity = (LivingEntity) entity; - final Player player = allowPlayerDrops ? Bukkit.getPlayer(uuid) : null; - livingEntity.damage(damage, player); + final Player player = Bukkit.getPlayer(uuid); + if (!allowPlayerDrops || player == null) { + livingEntity.damage(damage); + } else { + CrystamaeHistoria.getSupportedPluginManager().playerDamageWithoutMcMMO(livingEntity, player, damage); + } ParticleUtils.displayParticleEffect(location, 1, 3, dustOptions); } } diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/itemgroups/MainFlexGroup.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/itemgroups/MainFlexGroup.java index 299da602..71233d38 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/itemgroups/MainFlexGroup.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/itemgroups/MainFlexGroup.java @@ -11,7 +11,6 @@ import io.github.thebusybiscuit.slimefun4.utils.ChestMenuUtils; import me.mrCookieSlime.CSCoreLibPlugin.general.Inventory.ChestMenu; import org.bukkit.NamespacedKey; -import org.bukkit.entity.Item; import org.bukkit.entity.Player; import org.bukkit.inventory.ItemStack; @@ -69,7 +68,6 @@ public void open(Player p, PlayerProfile profile, SlimefunGuideMode mode) { } - private void setupPage(@Nonnull Player player, @Nonnull PlayerProfile profile, @Nonnull SlimefunGuideMode mode, @Nonnull ChestMenu menu) { for (int slot : FOOTER) { menu.replaceExistingItem(slot, ChestMenuUtils.getBackground()); @@ -115,7 +113,7 @@ private void setupPage(@Nonnull Player player, @Nonnull PlayerProfile profile, @ // Spell menu.replaceExistingItem(SPELL, ItemGroups.SPELL_COLLECTION.getItem(player)); - menu.addMenuClickHandler(SPELL, (player1, i1, itemStack1, clickAction) -> + menu.addMenuClickHandler(SPELL, (player1, i1, itemStack1, clickAction) -> openPage(profile, ItemGroups.SPELL_COLLECTION, mode, 1)); // Guide diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/mechanisms/realisationaltar/RealisationAltar.java b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/mechanisms/realisationaltar/RealisationAltar.java index 76a6e4bd..431d832f 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/mechanisms/realisationaltar/RealisationAltar.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/slimefun/mechanisms/realisationaltar/RealisationAltar.java @@ -1,7 +1,6 @@ package io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.realisationaltar; import io.github.mooy1.infinitylib.machines.TickingMenuBlock; -import io.github.sefiraat.crystamaehistoria.slimefun.mechanisms.chroniclerpanel.ChroniclerPanelCache; import io.github.sefiraat.crystamaehistoria.utils.theme.GuiElements; import io.github.thebusybiscuit.slimefun4.api.items.ItemGroup; import io.github.thebusybiscuit.slimefun4.api.items.SlimefunItemStack; diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/stories/Story.java b/src/main/java/io/github/sefiraat/crystamaehistoria/stories/Story.java index a88f41bf..03577081 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/stories/Story.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/stories/Story.java @@ -19,7 +19,6 @@ import java.text.MessageFormat; import java.util.ArrayList; import java.util.List; -import java.util.Map; @Getter public class Story { diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FiendGoal.java b/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FiendGoal.java index 1f7d662f..cc0c5518 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FiendGoal.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FiendGoal.java @@ -1,10 +1,10 @@ package io.github.sefiraat.crystamaehistoria.utils.mobgoals; -import org.bukkit.entity.Blaze; +import org.bukkit.entity.Phantom; import java.util.UUID; -public class FiendGoal extends AbstractGoal { +public class FiendGoal extends AbstractGoal { public FiendGoal(UUID owningPlayer) { super(owningPlayer); diff --git a/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingPhantomGoal.java b/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingBatGoal.java similarity index 74% rename from src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingPhantomGoal.java rename to src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingBatGoal.java index 34b2cab4..ec873754 100644 --- a/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingPhantomGoal.java +++ b/src/main/java/io/github/sefiraat/crystamaehistoria/utils/mobgoals/FlyingBatGoal.java @@ -1,13 +1,13 @@ package io.github.sefiraat.crystamaehistoria.utils.mobgoals; -import org.bukkit.entity.Phantom; +import org.bukkit.entity.Bat; import org.bukkit.entity.Player; import java.util.UUID; -public class FlyingPhantomGoal extends AbstractRidableGoal { +public class FlyingBatGoal extends AbstractRidableGoal { - public FlyingPhantomGoal(UUID owningPlayer) { + public FlyingBatGoal(UUID owningPlayer) { super(owningPlayer); } diff --git a/src/main/resources/blocks.yml b/src/main/resources/blocks.yml index 6c57290c..6c9ad6ff 100644 --- a/src/main/resources/blocks.yml +++ b/src/main/resources/blocks.yml @@ -150,7 +150,7 @@ ACACIA_SLAB: elements: - HUMAN story: - name: A cut below (Acacia) + name: A Cut Below (Acacia) type: HUMAN lore: - Ripped in half and divided from @@ -790,7 +790,7 @@ BIRCH_SLAB: elements: - HUMAN story: - name: A cut below (Birch) + name: A Cut Below (Birch) type: HUMAN lore: - Ripped in half and divided from @@ -1877,7 +1877,7 @@ CARROT_ON_A_STICK: lore: - Slowly draws magical power from the creatures - that this item attracts. - shards: [0,0,0,0,1,1,0,0,1] + shards: [ 0,0,0,0,1,1,0,0,1 ] CARTOGRAPHY_TABLE: tier: 2 @@ -1891,7 +1891,7 @@ CARTOGRAPHY_TABLE: - Dreaming of seeing the far corners of the - worlds, this block has to sit and live - through the acheivments of others. - shards: [0,0,0,1,2,0,0,0,1] + shards: [ 0,0,0,1,2,0,0,0,1 ] CARVED_PUMPKIN: tier: 2 @@ -1906,7 +1906,7 @@ CARVED_PUMPKIN: - is able to create life. Scholars know magic - is involved but no one has been able to see - at which point it intervenes. - shards: [1,0,0,1,0,2,0,0,0] + shards: [ 1,0,0,1,0,2,0,0,0 ] CAULDRON: tier: 2 @@ -1921,7 +1921,7 @@ CAULDRON: - Often seen as the beginning for most magical - professions. The cauldron is imbued with - more magic than most other objects. - shards: [1,0,2,0,1,0,0,0,1] + shards: [ 1,0,2,0,1,0,0,0,1 ] CHAIN: tier: 2 @@ -1934,7 +1934,7 @@ CHAIN: lore: - A history of enchained prisoners has made - the essence of this item scullied and void. - shards: [1,1,0,0,0,0,0,1,0] + shards: [ 1,1,0,0,0,0,0,1,0 ] CHAINMAIL_BOOTS: tier: 2 @@ -1948,7 +1948,7 @@ CHAINMAIL_BOOTS: - Like all armour, boots ant nothing more - than to keep their wearer safe. Unforunatley - they are overshadowed by other gear. - shards: [0,0,0,1,2,0,0,0,1] + shards: [ 0,0,0,1,2,0,0,0,1 ] CHAINMAIL_CHESTPLATE: tier: 2 @@ -1962,7 +1962,7 @@ CHAINMAIL_CHESTPLATE: - Every hit, scrape and pummel stopped by the - chestplate reinforces it's magics by giving - it purpose and drive. - shards: [0,1,0,1,2,0,1,0,0] + shards: [ 0,1,0,1,2,0,1,0,0 ] CHAINMAIL_HELMET: tier: 2 @@ -1976,7 +1976,7 @@ CHAINMAIL_HELMET: - A magicians most important tool is their own - mind, any steps taken to protect that tool - are vital and wise. - shards: [0,0,0,1,1,0,0,1,0] + shards: [ 0,0,0,1,1,0,0,1,0 ] CHAINMAIL_LEGGINGS: tier: 2 @@ -1990,7 +1990,7 @@ CHAINMAIL_LEGGINGS: - Like it's other armour brethren, leggings - absorb crysta from their users in miniscule - amounts over their tenure. - shards: [0,0,0,1,2,0,1,0,0] + shards: [ 0,0,0,1,2,0,1,0,0 ] CHARCOAL: tier: 1 @@ -2004,7 +2004,7 @@ CHARCOAL: - In the formation of charcoal, all the innate - magic of a log is used up leaving only - remnants. - shards: [1,0,0,0,0,0,0,0,1] + shards: [ 1,0,0,0,0,0,0,0,1 ] CHEST: tier: 1 @@ -2018,7 +2018,7 @@ CHEST: - While attempting to keep the held items - safe, the chest loses drive for all other - things. - shards: [0,1,0,0,2,0,0,0,0] + shards: [ 0,1,0,0,2,0,0,0,0 ] CHEST_MINECART: tier: 2 @@ -2031,7 +2031,7 @@ CHEST_MINECART: lore: - Previously having lost the drive, being on - wheels has reignited the spirit of the chest. - shards: [0,2,0,0,2,0,0,0,0] + shards: [ 0,2,0,0,2,0,0,0,0 ] CHICKEN: tier: 1 @@ -2072,7 +2072,7 @@ CHISELED_DEEPSLATE: lore: - An artisan, without knowing, gives a portion - of their magic into the block they craft. - shards: [0,1,0,1,1,0,0,0,1] + shards: [ 0,1,0,1,1,0,0,0,1 ] CHISELED_NETHER_BRICKS: tier: 2 @@ -2085,7 +2085,7 @@ CHISELED_NETHER_BRICKS: lore: - An artisan, without knowing, gives a portion - of their magic into the block they craft. - shards: [0,1,0,1,1,0,0,0,1] + shards: [ 0,1,0,1,1,0,0,0,1 ] CHISELED_POLISHED_BLACKSTONE: tier: 2 @@ -2098,7 +2098,7 @@ CHISELED_POLISHED_BLACKSTONE: lore: - An artisan, without knowing, gives a portion - of their magic into the block they craft. - shards: [0,1,0,1,1,0,0,0,1] + shards: [ 0,1,0,1,1,0,0,0,1 ] CHISELED_QUARTZ_BLOCK: tier: 3 @@ -2112,7 +2112,7 @@ CHISELED_QUARTZ_BLOCK: lore: - An artisan, without knowing, gives a portion - of their magic into the block they craft. - shards: [0,1,0,1,1,0,1,0,1] + shards: [ 0,1,0,1,1,0,1,0,1 ] CHISELED_RED_SANDSTONE: tier: 2 @@ -2125,7 +2125,7 @@ CHISELED_RED_SANDSTONE: lore: - An artisan, without knowing, gives a portion - of their magic into the block they craft. - shards: [0,1,0,1,1,0,0,0,1] + shards: [ 0,1,0,1,1,0,0,0,1 ] CHISELED_SANDSTONE: tier: 2 @@ -2138,7 +2138,7 @@ CHISELED_SANDSTONE: lore: - An artisan, without knowing, gives a portion - of their magic into the block they craft. - shards: [0,1,0,1,1,0,0,0,1] + shards: [ 0,1,0,1,1,0,0,0,1 ] CHISELED_STONE_BRICKS: tier: 2 @@ -2151,7 +2151,7 @@ CHISELED_STONE_BRICKS: lore: - An artisan, without knowing, gives a portion - of their magic into the block they craft. - shards: [0,1,0,1,1,0,0,0,1] + shards: [ 0,1,0,1,1,0,0,0,1 ] CHORUS_FLOWER: tier: 2 @@ -2179,7 +2179,7 @@ CHORUS_FRUIT: - The latent magics of this fruit are in - a state of constant flux, quantumly connected - to various nearby points in space-time. - shards: [0,0,1,0,0,0,0,1,0] + shards: [ 0,0,1,0,0,0,0,1,0 ] CLAY: tier: 1 @@ -2192,7 +2192,7 @@ CLAY: lore: - Eagerly waiting to be formed into something - new. Clay looks forward to it's furture shape. - shards: [1,0,1,0,1,0,0,0,0] + shards: [ 1,0,1,0,1,0,0,0,0 ] CLAY_BALL: tier: 1 @@ -2205,7 +2205,7 @@ CLAY_BALL: lore: - Eagerly waiting to be formed into something - new. Clay looks forward to it's furture shape. - shards: [1,0,1,0,1,0,0,0,0] + shards: [ 1,0,1,0,1,0,0,0,0 ] CLOCK: tier: 2 @@ -2219,29 +2219,35 @@ CLOCK: lore: - Criminally underused, the clock ends - up with lots of time to spare. - shards: [0,1,0,1,1,0,0,0,0] + shards: [ 0,1,0,1,1,0,0,0,0 ] COAL: tier: 1 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Dirty Fuel + type: ELEMENTAL lore: - - - shards: + - Almost all slimefun journeys begin with + - a vicious hunt for coal used is nearly + - everything from crafting to power generation + shards: [ 2,1,0,0,0,0,0,0,0 ] COAL_BLOCK: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Really Dirty Fuel + type: ELEMENTAL lore: - - - shards: + - Almost all slimefun journeys begin with + - a vicious hunt for coal used is nearly + - everything from crafting to power generation + shards: [ 2,1,0,0,0,0,0,0,0 ] COAL_ORE: tier: 2 @@ -2258,26 +2264,29 @@ COAL_ORE: author: R.I.P COARSE_DIRT: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: A Churlish Stain + type: VOID lore: - - - shards: + - Years of neglect and filth has made this + - dirt imbue a discourteous spirit. + shards: [ 1,0,1,0,0,0,0,1,0 ] COBBLED_DEEPSLATE: tier: 1 elements: - - + - ELEMENTAL story: - name: + name: Improvised (Deepslate) type: lore: - - - shards: + - Fractured and fragmented, Cobblestone longs + - to be back to it's full form. + shards: [ 1,0,1,0,0,0,0,0,0 ] COBBLED_DEEPSLATE_SLAB: tier: 1 @@ -2323,13 +2332,14 @@ COBBLED_DEEPSLATE_WALL: COBBLESTONE: tier: 1 elements: - - + - ELEMENTAL story: - name: + name: Improvised type: lore: - - - shards: + - Fractured and fragmented, Cobblestone longs + - to be back to it's full form. + shards: [ 1,0,1,0,0,0,0,0,0 ] COBBLESTONE_SLAB: tier: 1 @@ -2373,15 +2383,17 @@ COBBLESTONE_WALL: shards: [ 0,0,0,1,1,0,1,0,0 ] COBWEB: - tier: 1 + tier: 2 elements: - - + - ANIMAL story: - name: - type: + name: Danger Comes + type: ANIMAL lore: - - - shards: + - While a comfortable to some, the cobweb + - intells fear into most as it denotes nearby + - danger. + shards: [ 0,0,0,1,0,1,0,1,0 ] COCOA_BEANS: tier: 1 @@ -2427,48 +2439,61 @@ COD_BUCKET: author: Seggan COMPARATOR: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: Versatile Output + type: MECHANICAL lore: - - - shards: + - A spirit which loves nothing more than to + - sort out the unorganised, inputs to outputs. + shards: [ 0,1,0,0,1,0,0,1,0 ] COMPASS: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - HUMAN story: - name: - type: + name: Not-so-True North + type: ELEMENTAL lore: - - - shards: + - While designed to constantly point + - north, for some reason every compass + - points to a bed? + shards: [ 1,1,0,0,1,0,0,0,0 ] COMPOSTER: tier: 1 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: Broken Down + type: HUMAN lore: - - - shards: + - Normally a spirit would dwindle when only + - used to decompose material, but the composter + - lives for it! + shards: [ 0,1,0,0,1,0,1,0,0 ] CONDUIT: - tier: 1 + tier: 4 elements: - - + - ELEMENTAL + - ANIMAL + - PHILOSOPHICAL story: - name: - type: + name: I Have the Power! + type: ANIMAL lore: - - - shards: + - The conduit is one of the rare instances + - of magic being utilised directly by nature. + - While it is also made by humans, the first was + - found. + shards: [ 1,1,0,1,0,1,2,0,1 ] COOKED_BEEF: tier: 1 @@ -2562,48 +2587,56 @@ COOKED_SALMON: shards: [ 0,0,0,0,1,2,0,0,0 ] COOKIE: - tier: 1 + tier: 2 elements: - - + - HISTORICAL story: - name: - type: + name: The Beginning + type: HISTORICAL lore: - - - shards: + - It all began with a Cookie. + shards: [ 0,0,0,2,1,0,0,0,0 ] COPPER_BLOCK: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Further Refinement (Copper) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,0 ] COPPER_INGOT: tier: 1 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Refined (Copper) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,1,1,0,0,0,0,0,0 ] COPPER_ORE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - ALCHEMICAL story: - name: - type: + name: This Ore That (Copper) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,1,1,0,0,1,1,0 ] CORNFLOWER: tier: 1 @@ -2631,7 +2664,7 @@ CRACKED_DEEPSLATE_BRICKS: - cracks in it's surface into the world. - This often results in underground pockets - of Crystamae. - shards: [1,0,0,0,0,0,0,1,1] + shards: [ 1,0,0,0,0,0,0,1,1 ] CRACKED_DEEPSLATE_TILES: tier: 1 @@ -2646,7 +2679,7 @@ CRACKED_DEEPSLATE_TILES: - cracks in it's surface into the world. - This often results in underground pockets - of Crystamae. - shards: [1,0,0,0,0,0,0,1,1] + shards: [ 1,0,0,0,0,0,0,1,1 ] CRACKED_NETHER_BRICKS: tier: 1 @@ -2661,7 +2694,7 @@ CRACKED_NETHER_BRICKS: - cracks in it's surface into the world. - This often results in underground pockets - of Crystamae. - shards: [1,0,0,0,0,0,0,1,1] + shards: [ 1,0,0,0,0,0,0,1,1 ] CRACKED_POLISHED_BLACKSTONE_BRICKS: tier: 1 @@ -2676,7 +2709,7 @@ CRACKED_POLISHED_BLACKSTONE_BRICKS: - cracks in it's surface into the world. - This often results in underground pockets - of Crystamae. - shards: [1,0,0,0,0,0,0,1,1] + shards: [ 1,0,0,0,0,0,0,1,1 ] CRACKED_STONE_BRICKS: tier: 1 @@ -2691,7 +2724,7 @@ CRACKED_STONE_BRICKS: - cracks in it's surface into the world. - This often results in underground pockets - of Crystamae. - shards: [1,0,0,0,0,0,0,1,1] + shards: [ 1,0,0,0,0,0,0,1,1 ] CRAFTING_TABLE: tier: 1 @@ -2710,26 +2743,31 @@ CRAFTING_TABLE: author: Ryhn12 CREEPER_BANNER_PATTERN: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Star Spangled (Creeper) + type: HUMAN lore: - - - shards: + - Absorbs magic generated from the pride + - of those observing this pattern. + shards: [ 0,0,0,1,1,0,0,1,0 ] CREEPER_HEAD: - tier: 1 + tier: 3 elements: - - + - VOID story: - name: - type: + name: Decapitation (Creeper) + type: VOID lore: - - - shards: + - While a despicable practice, some magics + - can only be harnessed through recent + - decapitations. Luckily no Crysta is wholy + - dependent on this. + shards: [ 0,1,0,0,1,0,0,1,0 ] CRIMSON_BUTTON: tier: 1 @@ -2790,37 +2828,47 @@ CRIMSON_FENCE_GATE: author: J. R. R. Tolkien CRIMSON_FUNGUS: - tier: 1 + tier: 2 elements: - - + - ANIMAL + - VOID story: - name: - type: + name: Fungal Frugility (Crimson) + type: ANIMAL lore: - - - shards: + - While slow, it's strength lies in it's + - simplicity and ability to thrive almost + - anywhere. + shards: [ 0,0,1,1,0,1,0,1,0 ] CRIMSON_HYPHAE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - HISTORICAL + - VOID story: - name: - type: + name: Punching Trees Gives Me... Huh? (Crimson) + type: ELEMENTAL lore: - - - shards: + - Every adventure begins with a good fungus + - punch + shards: [ 2,0,0,1,1,0,0,1,0 ] CRIMSON_NYLIUM: tier: 1 elements: - - + - ELEMENTAL + - ANIMAL story: - name: - type: + name: Not Quite Netherrack (Crimson) + type: ELEMENTAL lore: - - - shards: + - While normally desolate and barren, it + - gives a feeling of great purpose for + - Netherrack to be able to be a home to any + - form of life. + shards: [ 1,0,1,0,0,1,0,0,0 ] CRIMSON_PLANKS: tier: 1 @@ -2852,13 +2900,15 @@ CRIMSON_PRESSURE_PLATE: CRIMSON_ROOTS: tier: 1 elements: - - + - ANIMAL + - VOID story: - name: - type: + name: Determination (Crimson) + type: ANIMAL lore: - - - shards: + - Anything growning in a place like the nether + - should be commended for it's determination. + shards: [ 1,0,0,0,0,1,0,1,0 ] CRIMSON_SIGN: tier: 1 @@ -2880,7 +2930,7 @@ CRIMSON_SLAB: - HUMAN - VOID story: - name: A cut below + name: A Cut Below (Crimson) type: HUMAN lore: - Ripped in half and divided from @@ -2902,15 +2952,18 @@ CRIMSON_STAIRS: shards: [ 0,1,0,0,1,0,1,1,1 ] CRIMSON_STEM: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - HISTORICAL + - VOID story: - name: - type: + name: Punching Trees Gives Me... Huh? (Crimson Stem) + type: ELEMENTAL lore: - - - shards: + - Every adventure begins with a good fungus + - punch + shards: [ 2,0,0,1,1,0,0,1,0 ] CRIMSON_TRAPDOOR: tier: 1 @@ -2926,103 +2979,123 @@ CRIMSON_TRAPDOOR: shards: [ 0,1,0,0,1,0,0,1,0 ] CROSSBOW: - tier: 1 + tier: 2 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Feeling Tense + type: MECHANICAL lore: - - - shards: + - Feeling constantly tense will fracture + - event the strongest mind. The Crossbow + - can no longer feel anything but. + shards: [ 0,1,0,1,1,0,0,0,0 ] CRYING_OBSIDIAN: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - PHILOSOPHICAL story: - name: - type: + name: A Soft Mewl + type: PHILOSOPHICAL lore: - - - shards: + - The sadness from this block has eminated + - through generations. No one knows why and + - nor do they ask. + shards: [ 1,0,0,1,0,0,0,0,1 ] CUT_COPPER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Copper) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] CUT_COPPER_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Copper Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] CUT_COPPER_STAIRS: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Copper Stairs) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] CUT_RED_SANDSTONE: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Red Sandstone) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] CUT_RED_SANDSTONE_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Red Sandstone Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] CUT_SANDSTONE: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Sandstone) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] CUT_SANDSTONE_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Sandstone Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] CYAN_BANNER: tier: 2 @@ -3373,7 +3446,7 @@ DARK_OAK_SLAB: elements: - HUMAN story: - name: A cut below (Dark Oak) + name: A Cut Below (Dark Oak) type: HUMAN lore: - Ripped in half and divided from @@ -3422,46 +3495,58 @@ DARK_OAK_WOOD: DARK_PRISMARINE: tier: 1 elements: - - + - ANIMAL story: - name: - type: + name: A Guarded Secret (Dark) + type: ANIMAL lore: - - - shards: + - Guarded in the depths, these blocks are + - not designed to be used by any outside the + - temple. All will be reclaimed eventually. + shards: [ 1,0,0,1,0,1,0,0,0 ] DARK_PRISMARINE_SLAB: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID + - ANIMAL story: - name: - type: + name: A Cut Below (Dark Prismarine) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,0,0,1,1,0,1,0 ] DARK_PRISMARINE_STAIRS: tier: 1 elements: - - + - HUMAN + - PHILOSOPHICAL + - ANIMAL story: - name: - type: + name: Rising on up (Dark Prismarine) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,0,0,1,1,0,1,1 ] DAYLIGHT_DETECTOR: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL + - HUMAN story: - name: - type: + name: Sunny Disposition + type: MECHANICAL lore: - - - shards: + - The moment the sun hits this awaiting block + - it's spirit alights nad burns brightly. + shards: [ 1,1,0,0,1,0,1,0,0 ] DEAD_BRAIN_CORAL: tier: 1 @@ -3550,13 +3635,16 @@ DEAD_BUBBLE_CORAL_FAN: DEAD_BUSH: tier: 1 elements: - - + - ELEMENTAL + - ANIMAL story: - name: - type: + name: Spirit Removed + type: VOID lore: - - - shards: + - The dead bush was once bursting with magical + - potential. Now it stands strong but with + - nothing but a single thread of void. + shards: [ 0,0,0,0,0,0,0,1,0 ] DEAD_FIRE_CORAL: tier: 1 @@ -3687,57 +3775,68 @@ DEAD_TUBE_CORAL_FAN: DEEPSLATE: tier: 1 elements: - - + - ELEMENTAL + - HISTORICAL story: - name: - type: + name: Resolute (Deepslate) + type: ELEMENTAL lore: - - - shards: + - Stone is the resolute backbone of the world's + - makeup. Ever present and everlasting. + shards: [ 2,0,1,1,0,0,0,0,0 ] DEEPSLATE_BRICKS: - tier: 1 + tier: 2 elements: - - + - HISTORICAL + - HUMAN story: - name: - type: + name: Dirt Hut Upgrade (Deepslate) + type: HUMAN lore: - - - shards: + - Enough to make near-any house a home, + - bricks are the staple to a modern comfort. + shards: [ 0,1,0,1,1,0,1,0,0 ] DEEPSLATE_BRICK_SLAB: tier: 1 elements: - - + - HUMAN + - VOID story: - name: - type: + name: A Cut Below (Deepslate Brick) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,0,0,1,0,0,1,0 ] DEEPSLATE_BRICK_STAIRS: tier: 1 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Rising on up (Deepslate Brick) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,0,0,1,0,0,1,1 ] DEEPSLATE_BRICK_WALL: tier: 1 elements: - - + - CELESTIAL + - HISTORICAL story: - name: - type: + name: Beating down the walls (Deepslate Brick) + type: HISTORICAL lore: - - - shards: + - Protecting for years working to keep + - those inside save and sound. + shards: [ 0,0,0,1,1,0,1,0,0 ] DEEPSLATE_COAL_ORE: tier: 2 @@ -3754,15 +3853,19 @@ DEEPSLATE_COAL_ORE: author: R.I.P DEEPSLATE_COPPER_ORE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - ALCHEMICAL story: - name: - type: + name: This Ore That (Deepslate Copper) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,1,1,0,0,1,1,0 ] DEEPSLATE_DIAMOND_ORE: tier: 3 @@ -3781,147 +3884,187 @@ DEEPSLATE_DIAMOND_ORE: author: R.I.P DEEPSLATE_EMERALD_ORE: - tier: 1 + tier: 4 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: This Ore That (Deepslate Emerald) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,0,1,0,0,1,2,0 ] DEEPSLATE_GOLD_ORE: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - PHILOSOPHICAL story: - name: - type: + name: This Ore That (Deepslate Gold) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,0,1,0,0,1,1,1 ] DEEPSLATE_IRON_ORE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: This Ore That (Deepslate Iron) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,1,0,1,0,0,1,1,0 ] DEEPSLATE_LAPIS_ORE: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: This Ore That (Deepslate Lapis) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,0,1,0,0,2,1,0 ] DEEPSLATE_REDSTONE_ORE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: This Ore That (Deepslate Redstone) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,1,0,1,0,0,1,1,0 ] DEEPSLATE_TILES: tier: 1 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Neatly Placed + type: HUMAN lore: - - - shards: + - A singularly mis-placed tile will stop + - the harmonisation of this blocks magics. + shards: [ 0,1,0,1,1,0,0,0,0 ] DEEPSLATE_TILE_SLAB: tier: 1 elements: - - + - HUMAN + - VOID story: - name: - type: + name: A Cut Below (Deepslate Tile) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,0,0,1,0,0,1,0 ] DEEPSLATE_TILE_STAIRS: tier: 1 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Rising on up (Deepslate Tile) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,0,0,1,0,0,1,1 ] DEEPSLATE_TILE_WALL: tier: 1 elements: - - + - CELESTIAL + - HISTORICAL story: - name: - type: + name: Beating down the walls (Deepslate Tile) + type: HISTORICAL lore: - - - shards: + - Protecting for years working to keep + - those inside save and sound. + shards: [ 0,0,0,1,1,0,1,0,0 ] DETECTOR_RAIL: - tier: 1 + tier: 3 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: The down track, tracks down + type: MECHANICAL lore: - - - shards: + - Constantly waiting and watching for anything + - to go past. Every time this happens the rail + - cries out in joy. + shards: [ 0,2,0,0,1,0,0,0,0 ] DIAMOND: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Refined (Diamond) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,1,1,0,0,0,0,0,0 ] DIAMOND_AXE: - tier: 1 + tier: 4 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Axe-cident waiting to happen! (Diamond) + type: PHILOSOPHICAL lore: - - - shards: + - Every person fears the day that they finally + - accidentally right click on a log in their + - base! + shards: [ 1,0,0,0,1,0,1,0,1 ] DIAMOND_BLOCK: - tier: 1 + tier: 4 elements: - - + - ELEMENTAL + - MECHANICAL + - CELESTIAL story: - name: - type: + name: Further Refinement (Diamond) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,1,0,0 ] DIAMOND_BOOTS: tier: 4 @@ -3935,7 +4078,7 @@ DIAMOND_BOOTS: - Like all armour, boots ant nothing more - than to keep their wearer safe. Unforunatley - they are overshadowed by other gear. - shards: [0,0,0,1,2,0,0,0,1] + shards: [ 0,0,0,1,2,0,0,0,1 ] DIAMOND_CHESTPLATE: tier: 4 @@ -3949,7 +4092,7 @@ DIAMOND_CHESTPLATE: - Every hit, scrape and pummel stopped by the - chestplate reinforces it's magics by giving - it purpose and drive. - shards: [0,1,0,1,2,0,1,0,0] + shards: [ 0,1,0,1,2,0,1,0,0 ] DIAMOND_HELMET: tier: 4 @@ -3963,29 +4106,33 @@ DIAMOND_HELMET: - A magicians most important tool is their own - mind, any steps taken to protect that tool - are vital and wise. - shards: [0,0,0,1,1,0,0,1,0] + shards: [ 0,0,0,1,1,0,0,1,0 ] DIAMOND_HOE: - tier: 1 + tier: 4 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Till until (Diamond) + type: MECHANICAL lore: - - - shards: + - Other farmers may have moved to more mechanical + - means, the trusty hoe is still the number one + - go-to. + shards: [ 1,1,0,0,1,0,1,0,0 ] DIAMOND_HORSE_ARMOR: - tier: 1 + tier: 4 elements: - - + - ANIMAL story: - name: - type: + name: Tank (Diamond) + type: ANIMAL lore: - - - shards: + - It's not only you that needs protecting + - in these dark times! + shards: [ 0,0,0,1,1,1,0,0,0 ] DIAMOND_LEGGINGS: tier: 4 @@ -3999,7 +4146,7 @@ DIAMOND_LEGGINGS: - Like it's other armour brethren, leggings - absorb crysta from their users in miniscule - amounts over their tenure. - shards: [0,0,0,1,2,0,1,0,0] + shards: [ 0,0,0,1,2,0,1,0,0 ] DIAMOND_ORE: tier: 3 @@ -4018,37 +4165,46 @@ DIAMOND_ORE: author: R.I.P DIAMOND_PICKAXE: - tier: 1 + tier: 4 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: P-p-p-pick up a pickaxe (Diamond) + type: CELESTIAL lore: - - - shards: + - Arguably the most important tool to any + - minecrafters arsenal, the pickaxe radiates + - a joy with every block broken. + shards: [ 0,0,0,1,2,0,1,0,0 ] DIAMOND_SHOVEL: - tier: 1 + tier: 4 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: Can you dig it? (Diamond) + type: ELEMENTAL lore: - - - shards: + - The invention of the shovel was a pivotal + - to the furtherment of mankind, it was + - practically ground breaking! + shards: [ 1,1,0,0,1,0,0,0,0 ] DIAMOND_SWORD: - tier: 1 + tier: 4 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Time to Strike (Diamond) + type: VOID lore: - - - shards: + - Finally armed, the wielder can choose + - to use a sword defensively or aggressively + - either way the sword fulfills its purpose + shards: [ 0,0,0,1,1,0,0,1,1 ] DIORITE: tier: 1 @@ -4188,123 +4344,153 @@ DRAGON_HEAD: DRIED_KELP: tier: 1 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: Castaway + type: CELESTIAL lore: - - - shards: + - For many, this simple item keeps them + - alive during their early days. + shards: [ 1,0,1,0,0,0,1,0,0 ] DRIED_KELP_BLOCK: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL story: - name: - type: + name: Another use + type: ELEMENTAL lore: - - - shards: + - This item has lost it's purpose, it only + - knows that it doesn't wish to be burnt and + - it's spirit yearns for another use. + shards: [ 1,0,1,0,1,0,0,0,0 ] DRIPSTONE_BLOCK: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: Permeable (Block) + type: ELEMENTAL lore: - - - shards: + - The water that slowly filtrates through + - this block transfers magics back and + - fourth making this block more resonant + - than some others. + shards: [ 2,0,1,0,0,0,0,1,0 ] DROPPER: tier: 1 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: Butter Fingers! + type: MECHANICAL lore: - - - shards: + - People think the dropper wants to drop + - the items it holds. In actual fact, it + - feels the loss of every single one. + shards: [ 0,1,0,0,1,0,1,0,0 ] EGG: tier: 1 elements: - - + - ANIMAL story: - name: - type: + name: Sunny Side Up + type: ANIMAL lore: - - - shards: + - You have to be careful with puns about + - eggs, they really can't take a yolk. + shards: [ 1,0,0,0,0,1,0,0,0 ] ELYTRA: - tier: 1 + tier: 4 elements: - - + - CELESTIAL + - VOID story: - name: - type: + name: A Flight of Magic + type: CELESTIAL lore: - - - shards: + - It's not known from what animal these + - wings came from. It's thought a precursor + - to the phantom. + shards: [ 1,0,0,0,0,1,1,1,0 ] EMERALD: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL + - VOID story: - name: - type: + name: Refined (Emerald) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,1,1,0,0,0,0,0,0 ] EMERALD_BLOCK: - tier: 1 + tier: 4 elements: - - + - ELEMENTAL + - MECHANICAL + - VOID story: - name: - type: + name: Further Refinement (Emerald) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,0 ] EMERALD_ORE: - tier: 1 + tier: 4 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: This Ore That (Emerald) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,0,1,0,0,1,2,0 ] ENCHANTED_BOOK: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - HUMAN story: - name: - type: + name: A Scholars Device + type: ELEMENTAL lore: - - - shards: + - Previous iterations of magical manipulations + - required forcing the magics into the written + - page. While blunt, this method is still effective. + shards: [ 2,0,0,0,1,0,0,0,0 ] ENCHANTED_GOLDEN_APPLE: - tier: 1 + tier: 5 elements: - - + - ELEMENTAL + - ANIMAL story: - name: - type: + name: Notch's Own + type: ELEMENTAL lore: - - - shards: + - Made both for, and by, the creator. This + - apple has a most immense power. + shards: [ 2,1,1,1,1,2,1,1,1 ] ENCHANTING_TABLE: tier: 3 @@ -4338,37 +4524,48 @@ ENDER_CHEST: author: supertechxter ENDER_EYE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - HISTORICAL + - VOId story: - name: - type: + name: A Watchful Gaze + type: HISTORICAL lore: - - - shards: + - Every Ender Eye is magically tied to the + - dimension it came from. + shards: [ 1,0,1,1,0,0,0,1,0 ] ENDER_PEARL: tier: 1 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: Encapsulate + type: VOID lore: - - - shards: + - The unique make-up of the Ender Pearl + - means it's able to store magic without + - changing its state. Allowing both Imbued + - and Gilded forms or storage. + shards: [ 1,0,0,1,0,0,0,2,0 ] END_CRYSTAL: - tier: 1 + tier: 5 elements: - - + - ELEMENTAL + - CELESTIAL + - VOID story: - name: - type: + name: Tied to the Void + type: VOID lore: - - - shards: + - The End Crystal is intrinsically tied to + - the void and the End Dragon. So much so that + - a single tap can force a tear into space. + shards: [ 2,1,1,1,1,1,2,3,0 ] END_PORTAL_FRAME: tier: 5 @@ -4404,200 +4601,236 @@ END_ROD: END_STONE: tier: 1 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: Unknown Form + type: ELEMENTAL lore: - - - shards: + - The process in which End Stone is formed + - is unknown and shrouded in mystery. + - The magic resonating from it does not match + - normal frequencies. + shards: [ 1,0,0,0,0,0,0,0,0 ] END_STONE_BRICKS: - tier: 1 + tier: 2 elements: - - + - HISTORICAL + - HUMAN + - CELESTIAL story: - name: - type: + name: Dirt Hut Upgrade (End Stone) + type: HUMAN lore: - - - shards: + - Enough to make near-any house a home, + - bricks are the staple to a modern comfort. + shards: [ 0,1,0,1,1,0,2,0,0 ] END_STONE_BRICK_SLAB: tier: 1 elements: - - + - HUMAN + - VOID story: - name: - type: + name: A Cut Below (End Stone Brick) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,0,0,1,0,0,1,0 ] END_STONE_BRICK_STAIRS: tier: 1 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Rising on up (End Stone Brick) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,0,0,1,0,0,1,1 ] END_STONE_BRICK_WALL: - tier: 1 + tier: 2 elements: - - + - CELESTIAL + - HISTORICAL + - CELESTIAL story: - name: - type: + name: Beating down the walls (End Stone Brick) + type: HISTORICAL lore: - - - shards: + - Protecting for years working to keep + - those inside save and sound. + shards: [ 0,0,0,1,1,0,1,0,0 ] EXPERIENCE_BOTTLE: - tier: 1 + tier: 3 elements: - - + - HUMAN + - CELESTIAL story: - name: - type: + name: Bottled Growth + type: HUMAN lore: - - - shards: + - Knowledge is liquefied in a similar process + - to Crystamae and bottled for later use. These + - bottles inspired the first Crysta experiments. + shards: [ 0,0,2,0,1,0,1,0,0 ] EXPOSED_COPPER: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - PHILOSOPHICAL story: - name: - type: + name: Feeling Exposed + type: PHILOSOPHICAL lore: - - - shards: + - Even a block can be shy, the more copper + - is out in public, the more it tried to + - hide itself away. + shards: [ 1,0,0,0,0,0,1,0,1 ] EXPOSED_CUT_COPPER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Exposed Copper) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] EXPOSED_CUT_COPPER_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Exposed Copper Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] EXPOSED_CUT_COPPER_STAIRS: - tier: 1 - elements: - - - story: - name: - type: - lore: - - - shards: - -FARMLAND: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Exposed Copper Stairs) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] FEATHER: tier: 1 elements: - - + - ANIMAL story: - name: - type: + name: Don't be a chicken! + type: ANIMAL lore: - - - shards: + - Each feather remembers the living thing + - it came from and will still draw magical + - essence from it when possible + shards: [ 0,0,0,0,1,1,0,1,0 ] FERMENTED_SPIDER_EYE: - tier: 1 + tier: 3 elements: - - + - VOID story: - name: - type: + name: Demonic Essence + type: VOID lore: - - - shards: + - The process of fermenting a spiders eye + - creates an opening for demonic essence to + - seep into the world. It's this essence that + - makes this a good potion ingredient. + shards: [ 1,0,0,0,0,1,0,1,0 ] FERN: tier: 1 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: Crouching Taiga + type: CELESTIAL lore: - - - shards: + - A fern stores what little Crysta it takes + - from the world and releases it when it spreads + - its spores. + shards: [ 1,0,1,0,0,1,1,0,0 ] FILLED_MAP: - tier: 1 + tier: 2 elements: - - + - HISTORICAL + - HUMAN story: - name: - type: + name: Age of Discovery (Filled) + type: HISTORICAL lore: - - - shards: + - With the corners still to find, explorers from + - far and wide still set out the chart the + - uncharted. + shards: [ 0,0,0,2,1,0,0,0,0 ] FIREWORK_ROCKET: - tier: 1 + tier: 2 elements: - - + - ALCHEMICAL + - HUMAN story: - name: - type: + name: Alchemical Starlight + type: ALCHEMICAL lore: - - - shards: + - Bursting with power, when lit the fireworks + - release all their potential within a few + - moments which drives the surrounding crysta + - wild. + shards: [ 1,0,2,0,1,0,0,0,0 ] FIREWORK_STAR: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - ALCHEMICAL story: - name: - type: + name: Star of the show + type: ALCHEMICAL lore: - - - shards: + - This item leans towards the superficial, + - enjoying changing up its look as frequently + - as possible. + shards: [ 1,0,2,0,0,0,0,0,0 ] FIRE_CHARGE: tier: 1 elements: - - + - ELEMENTAL story: - name: - type: + name: Potentiation + type: ELEMENTAL lore: - - - shards: + - Creation of fire in the palm of your + - hands. The potential energy directly + - translates to Crysta. + shards: [ 2,0,0,0,0,0,0,0,0 ] FIRE_CORAL: tier: 2 @@ -4642,191 +4875,238 @@ FIRE_CORAL_FAN: shards: [ 0,0,1,1,0,1,1,0,0 ] FISHING_ROD: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Finding Nemo + type: VOID lore: - - - shards: + - Despite no fish being present, the + - fishing rod can still find and catch them + - with ease. It's unknown why this works. + shards: [ 0,1,0,0,1,0,0,1,0 ] FLETCHING_TABLE: - tier: 1 + tier: 2 elements: - - + - HUMAN + - HISTORICAL story: - name: - type: + name: The Wild Bowyer + type: HISTORICAL lore: - - - shards: + - Tales tell of a bowyer who lived in the wild + - using nothing but his hunting and fletching + - skills to live. His skills died with him. + shards: [ 0,1,0,2,1,0,0,0,0 ] FLINT: tier: 1 elements: - - + - HISTORICAL + - MECHANICAL story: - name: - type: + name: Enter the Stone Age + type: MECHANICAL lore: - - - shards: + - Flint is your first step into creating + - usable tools and will.... wait.. what? + - This isn't GregTech!? + shards: [ 0,1,0,1,1,0,0,0,0 ] FLINT_AND_STEEL: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL story: - name: - type: + name: Potentiation (Flint) + type: ELEMENTAL lore: - - - shards: + - Creation of fire in the palm of your + - hands. The potential energy directly + - translates to Crysta. + shards: [ 2,0,0,0,0,0,0,0,0 ] FLOWERING_AZALEA: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - ALCHEMICAL story: - name: - type: + name: A Flourishing Anima + type: ELEMENTAL lore: - - - shards: + - While not all azalea flowers, those that do + - draw in as much magical energy as they can + - to bloom wild and free. + shards: [ 1,0,2,0,0,0,0,0,0 ] FLOWERING_AZALEA_LEAVES: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - ALCHEMICAL story: - name: - type: + name: A Flourishing Anima (Leaves) + type: ELEMENTAL lore: - - - shards: + - While not all azalea flowers, those that do + - draw in as much magical energy as they can + - to bloom wild and free. + shards: [ 1,0,2,0,0,0,0,0,0 ] FLOWER_BANNER_PATTERN: - tier: 1 + tier: 2 elements: - - + - HUMAN + - ANIMAL story: - name: - type: + name: Star Spangled (Flower) + type: HUMAN lore: - - - shards: + - Absorbs magic generated from the pride + - of those observing this pattern. + shards: [ 0,0,0,1,1,1,0,0,0 ] FLOWER_POT: tier: 1 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: A Simple Home + type: CELESTIAL lore: - - - shards: + - A budding bulb turns into a blossoming + - flower with the help of this wonderful, + - temporary, home. + shards: [ 1,0,0,0,1,0,1,0,0 ] FURNACE: tier: 1 elements: - - + - ELEMENTAL + - MECHANICAL + - HUMAN story: - name: + name: A Roaring Fire type: lore: - - - shards: + - A roaring fire that feeds on the + - creativity of it's creator. + shards: [ 1,1,0,0,1,0,0,0,0 ] FURNACE_MINECART: - tier: 1 + tier: 3 elements: - - + - MECHANICAL + - HUMAN story: - name: + name: A Rolling Minecart... (Furnace) type: lore: - - - shards: + - ...Gathers No Moss. The singular largest + - leap in minecraft tech, the minecart has + - more uses than one may think. + shards: [ 0,2,0,0,1,0,0,0,0 ] GHAST_TEAR: - tier: 1 + tier: 2 elements: - - + - ANIMAL + - VOID story: - name: - type: + name: A Tear Shed + type: VOID lore: - - - shards: + - The Ghast wonders why no one has made the + - link that everyone it meets eventually + - makes it cry. + shards: [ 0,0,1,0,0,1,0,1,0 ] GILDED_BLACKSTONE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - PHILOSOPHICAL story: - name: - type: + name: Rich Facade + type: PHILOSOPHICAL lore: - - - shards: + - A spirit so determined to put on a face + - and pretend to be something it isn't that + - it has now forgotten its own identity. + shards: [ 1,0,0,1,0,0,0,0,1 ] GLASS: tier: 1 elements: - - + - PHILOSOPHICAL + - HUMAN + - ALCHEMICAL story: - name: - type: + name: Seen Through + type: PHILOSOPHICAL lore: - - - shards: + - As hard as glass tries, it isnt able to + - hide its true self, being seen right through. + shards: [ 0,1,1,0,1,0,0,0,1 ] GLASS_BOTTLE: tier: 1 elements: - - + - ALCHEMICAL + - HUMAN story: - name: - type: + name: Bottle It Up + type: ALCHEMICAL lore: - - - shards: + - Every bottle dreams of the day its placed + - into a brewing stand to become something + - more than it is and to embrace the magic. + shards: [ 1,0,1,0,1,0,0,0,0 ] GLASS_PANE: tier: 1 elements: - - + - PHILOSOPHICAL + - HUMAN + - ALCHEMICAL story: - name: - type: + name: Seen Through (Pane) + type: PHILOSOPHICAL lore: - - - shards: + - As hard as glass tries, it isnt able to + - hide its true self, being seen right through. + shards: [ 0,1,1,0,1,0,0,0,1 ] GLISTERING_MELON_SLICE: tier: 1 elements: - - + - ELEMENTAL + - HUMAN story: - name: - type: + name: Tooth Pain + type: HUMAN lore: - - - shards: + - It's covered in gold.. what else did you + - expect when you ate it? + shards: [ 1,0,1,0,1,0,0,0,0 ] GLOBE_BANNER_PATTERN: - tier: 1 + tier: 2 elements: - - + - HUMAN + - HISTORICAL story: - name: - type: + name: Star Spangled (Globe) + type: HUMAN lore: - - - shards: + - Absorbs magic generated from the pride + - of those observing this pattern. + shards: [ 0,0,0,2,1,0,0,0,0 ] GLOWSTONE: tier: 2 @@ -4843,81 +5123,103 @@ GLOWSTONE: author: OOOOMAGAAA GLOWSTONE_DUST: - tier: 1 + tier: 2 elements: - - + - ALCHEMICAL story: - name: - type: + name: Irridecant (Dust) + type: ALCHEMICAL lore: - - - shards: + - Found only in the hottest of locaitons, + - it is still unknown how or why this + - stone glows. + shards: [ 0,0,1,0,0,0,0,0,0 ] + author: OOOOMAGAAA GLOW_BERRIES: tier: 1 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: Inner Light (Berries) + type: CELESTIAL lore: - - - shards: + - It's unknown how or why, but this spirit + - is able to tap into local Celestial Crysta + - and convert it into light. + shards: [ 1,0,1,0,0,0,2,0,0 ] GLOW_INK_SAC: tier: 1 elements: - - + - CELESTIAL + - PHILOSOPHICAL story: - name: - type: + name: Bioluminescent + type: CELESTIAL lore: - - - shards: + - Like the Glow Berry, the spirit of the Glow + - Squid is able to absorb and reflect Celestial + - Crysta back into the world as light. + shards: [ 0,0,1,0,0,0,1,0,1 ] GLOW_ITEM_FRAME: - tier: 1 + tier: 2 elements: - - + - VOID + - HUMAN story: - name: - type: + name: A Step Ahead + type: HUMAN lore: - - - shards: + - As with everything, humans took something new + - and beautiful and tore it apart for their own + - purposes. While still emitting light, the Celestial + - Crysta has converted to Void. + shards: [ 0,1,0,0,1,0,0,1,0 ] GLOW_LICHEN: tier: 1 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: Inner Light (Lichen) + type: CELESTIAL lore: - - - shards: + - It's unknown how or why, but this spirit + - is able to tap into local Celestial Crysta + - and convert it into light. + shards: [ 1,0,1,0,0,0,2,0,0 ] GOLDEN_APPLE: - tier: 1 + tier: 3 elements: - - + - ALCHEMICAL + - HUMAN + - CELESTIAL story: - name: - type: + name: How on earth? (Apple) + type: HUMAN lore: - - - shards: + - How do people even eat this? It's + - covered in actual gold... + shards: [ 0,0,1,0,2,0,1,0,0 ] GOLDEN_AXE: - tier: 1 + tier: 3 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Axe-cident waiting to happen! (Gold) + type: PHILOSOPHICAL lore: - - - shards: + - Every person fears the day that they finally + - accidentally right click on a log in their + - base! + shards: [ 1,0,0,0,1,0,1,0,1 ] GOLDEN_BOOTS: tier: 3 @@ -4931,18 +5233,21 @@ GOLDEN_BOOTS: - Like all armour, boots ant nothing more - than to keep their wearer safe. Unforunatley - they are overshadowed by other gear. - shards: [0,0,0,1,2,0,0,0,1] + shards: [ 0,0,0,1,2,0,0,0,1 ] GOLDEN_CARROT: - tier: 1 + tier: 2 elements: - - + - ALCHEMICAL + - HUMAN + - CELESTIAL story: - name: - type: + name: How on earth? (Carrot) + type: HUMAN lore: - - - shards: + - How do people even eat this? It's + - covered in actual gold... + shards: [ 0,0,1,0,2,0,1,0,0 ] GOLDEN_CHESTPLATE: tier: 3 @@ -4956,7 +5261,7 @@ GOLDEN_CHESTPLATE: - Every hit, scrape and pummel stopped by the - chestplate reinforces it's magics by giving - it purpose and drive. - shards: [0,1,0,1,2,0,1,0,0] + shards: [ 0,1,0,1,2,0,1,0,0 ] GOLDEN_HELMET: tier: 3 @@ -4970,32 +5275,36 @@ GOLDEN_HELMET: - A magicians most important tool is their own - mind, any steps taken to protect that tool - are vital and wise. - shards: [0,0,0,1,1,0,0,1,0] + shards: [ 0,0,0,1,1,0,0,1,0 ] GOLDEN_HOE: - tier: 1 + tier: 3 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Till until (Gold) + type: MECHANICAL lore: - - - shards: + - Other farmers may have moved to more mechanical + - means, the trusty hoe is still the number one + - go-to. + shards: [ 1,1,0,0,1,0,1,0,0 ] GOLDEN_HORSE_ARMOR: - tier: 1 + tier: 3 elements: - - + - ANIMAL story: - name: - type: + name: Tank (Gold) + type: ANIMAL lore: - - - shards: + - It's not only you that needs protecting + - in these dark times! + shards: [ 0,0,0,1,1,1,0,0,0 ] GOLDEN_LEGGINGS: - tier: 2 + tier: 3 elements: - HUMAN - CELESTIAL @@ -5006,84 +5315,106 @@ GOLDEN_LEGGINGS: - Like it's other armour brethren, leggings - absorb crysta from their users in miniscule - amounts over their tenure. - shards: [0,0,0,1,2,0,1,0,0] + shards: [ 0,0,0,1,2,0,1,0,0 ] GOLDEN_PICKAXE: - tier: 1 + tier: 3 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: P-p-p-pick up a pickaxe (Gold) + type: CELESTIAL lore: - - - shards: + - Arguably the most important tool to any + - minecrafters arsenal, the pickaxe radiates + - a joy with every block broken. + shards: [ 0,0,0,1,2,0,1,0,0 ] GOLDEN_SHOVEL: - tier: 1 + tier: 3 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: Can you dig it? (Gold) + type: ELEMENTAL lore: - - - shards: + - The invention of the shovel was a pivotal + - to the furtherment of mankind, it was + - practically ground breaking! + shards: [ 1,1,0,0,1,0,0,0,0 ] GOLDEN_SWORD: - tier: 1 + tier: 3 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Time to Strike (Gold) + type: VOID lore: - - - shards: + - Finally armed, the wielder can choose + - to use a sword defensively or aggressively + - either way the sword fulfills its purpose + shards: [ 0,0,0,1,1,0,0,1,1 ] GOLD_BLOCK: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL + - PHILOSOPHICAL story: - name: - type: + name: Further Refinement (Emerald) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,1 ] GOLD_INGOT: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL + - PHILOSOPHICAL story: - name: - type: + name: Refined (Gold) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,1,1,0,0,0,0,0,1 ] GOLD_NUGGET: tier: 1 elements: - - + - ELEMENTAL story: - name: - type: + name: Formation (Gold) + type: ELEMENTAL lore: - - - shards: + - Like most elemental magics, the Crysta + - in a nugget longs to be paired with other + - matching forms but without the power to + - influence this. + shards: [ 1,0,0,0,0,0,0,0,0 ] GOLD_ORE: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - PHILOSPHICAL story: - name: - type: + name: This Ore That (Gold) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,0,1,0,0,1,1,1 ] GRANITE: tier: 1 @@ -5142,13 +5473,16 @@ GRANITE_WALL: GRASS: tier: 1 elements: - - + - ANIMAL + - ELEMENTAL story: - name: - type: + name: Where it begins + type: ANIMAL lore: - - - shards: + - The beginning of most food webs, grass + - brings life into the world and drives + - it ever-forward. + shards: [ 1,0,0,0,0,1,0,0,0 ] GRASS_BLOCK: tier: 1 @@ -5166,13 +5500,16 @@ GRASS_BLOCK: GRAVEL: tier: 1 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: Hammered + type: VOID lore: - - - shards: + - Detemined to be more than the sum of its + - parts, gravel lives only to have been hammered + - and then sifted for its content. Sad. + shards: [ 1,0,0,0,0,0,0,1,0 ] GRAY_BANNER: tier: 2 @@ -5514,59 +5851,74 @@ GREEN_WOOL: author: OOOOMAGAAA GRINDSTONE: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: Ground Down + type: MECHANICAL lore: - - - shards: + - The Grindstone loves to grind, crush and + - generally destroy whatever it can get at. + - If it could, it would grind the world. + shards: [ 0,1,0,0,1,0,0,1,0 ] GUNPOWDER: tier: 1 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: Explosive Personality + type: VOID lore: - - - shards: + - Primed and ready, this is a Creeper's + - last-ditch attempt to try to ruin your day! + shards: [ 1,0,0,0,0,1,0,1,0 ] HANGING_ROOTS: tier: 1 elements: - - + - ELEMENTAL + - ANIMAL story: - name: - type: + name: Just Hanging Out + type: ANIMAL lore: - - - shards: + - A very plain and simple spirit, these + - roots love nothing more than to just + - hang around and relax + shards: [ 1,0,0,0,0,1,0,0,0 ] HAY_BLOCK: tier: 1 elements: - - + - ELEMENTAL + - ANIMAL story: - name: - type: + name: Llama's Lament + type: ANIMAL lore: - - - shards: + - Endlessly dreaming of being given to a + - llama, the Hay block is willing to give + - itself for the furtherment of others. + shards: [ 1,0,0,0,1,1,0,0,0 ] HEART_OF_THE_SEA: - tier: 1 + tier: 4 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: Oceanic Draw + type: CELESTIAL lore: - - - shards: + - The Heart of the Sea constantly draws Crysta + - from the oceans while forming. The resultant + - item is more potent than any single Crystamae + - crystal. + shards: [ 2,0,1,1,0,1,1,0,0 ] HEAVY_WEIGHTED_PRESSURE_PLATE: tier: 2 @@ -5586,68 +5938,84 @@ HEAVY_WEIGHTED_PRESSURE_PLATE: HONEYCOMB: tier: 1 elements: - - + - ANIMAL story: - name: - type: + name: Wax On! + type: ANIMAL lore: - - - shards: + - This waxy substance is used to protect + - those items that do not like the open + - air. + shards: [ 0,0,1,0,0,1,0,0,0 ] HONEYCOMB_BLOCK: tier: 1 elements: - - + - ANIMAL story: - name: - type: + name: Wax On! (Block) + type: ANIMAL lore: - - - shards: + - This waxy substance is used to protect + - those items that do not like the open + - air. + shards: [ 0,0,1,0,0,1,0,0,0 ] HONEY_BLOCK: tier: 1 elements: - - + - ANIMAL + - ALCHEMICAL story: - name: - type: + name: A Sticky Situation (Honey) + type: ALCHEMICAL lore: - - - shards: + - Desparate to not be alone, this block + - will cling to anything it can and will + - not let go. + shards: [ 0,0,1,0,0,1,0,0,0 ] HONEY_BOTTLE: tier: 1 elements: - - + - ALCHEMICAL + - ANIMAL story: - name: - type: + name: Nectar of the Gods + type: ALCHEMICAL lore: - - - shards: + - With a vast variety of unknown healing properties, + - honey has untapped potential which will come to + - light... soonâ„¢... + shards: [ 0,0,1,0,0,1,0,0,0 ] HOPPER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - VOID story: - name: - type: + name: Diversion + type: VOID lore: - - - shards: + - A hopper gets all of its joy from taking + - something from its true path and moving it + - elsewhere. Who know hoppers were such tricksters. + shards: [ 0,2,0,0,0,0,0,1,0 ] HOPPER_MINECART: - tier: 1 + tier: 3 elements: - - + - MECHANICAL + - HUMAN story: - name: + name: A Rolling Minecart... (Hopper) type: lore: - - - shards: + - ...Gathers No Moss. The singular largest + - leap in minecraft tech, the minecart has + - more uses than one may think. + shards: [ 0,2,0,0,1,0,0,0,0 ] HORN_CORAL: tier: 2 @@ -5814,35 +6182,45 @@ INFESTED_STONE_BRICKS: INK_SAC: tier: 1 elements: - - + - VOID + - CELESTIAL story: - name: - type: + name: The Inky Void + type: VOID lore: - - - shards: + - Ink is both the creation of nearly all + - written knowledge but also an entry into + - the deepest void. The juxtapositon is, in + - itself, magical. + shards: [ 1,0,0,0,0,0,1,1,0 ] IRON_AXE: - tier: 1 + tier: 3 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Axe-cident waiting to happen! (Iron) + type: PHILOSOPHICAL lore: - - - shards: + - Every person fears the day that they finally + - accidentally right click on a log in their + - base! + shards: [ 1,0,0,0,1,0,1,0,1 ] IRON_BARS: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Locked Up + type: PHILOSOPHICAL lore: - - - shards: + - Designed for one true purpose, to keep those + - needed behind bars. Protecting others provides + - purpose to this iron. + shards: [ 0,1,0,0,1,0,0,0,1 ] IRON_BLOCK: tier: 3 @@ -5871,7 +6249,7 @@ IRON_BOOTS: - Like all armour, boots ant nothing more - than to keep their wearer safe. Unforunatley - they are overshadowed by other gear. - shards: [0,0,0,1,2,0,0,0,1] + shards: [ 0,0,0,1,2,0,0,0,1 ] IRON_CHESTPLATE: tier: 3 @@ -5885,7 +6263,7 @@ IRON_CHESTPLATE: - Every hit, scrape and pummel stopped by the - chestplate reinforces it's magics by giving - it purpose and drive. - shards: [0,1,0,1,2,0,1,0,0] + shards: [ 0,1,0,1,2,0,1,0,0 ] IRON_DOOR: tier: 2 @@ -5913,40 +6291,46 @@ IRON_HELMET: - A magicians most important tool is their own - mind, any steps taken to protect that tool - are vital and wise. - shards: [0,0,0,1,1,0,0,1,0] + shards: [ 0,0,0,1,1,0,0,1,0 ] IRON_HOE: - tier: 1 + tier: 3 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Till until (Iron) + type: MECHANICAL lore: - - - shards: + - Other farmers may have moved to more mechanical + - means, the trusty hoe is still the number one + - go-to. + shards: [ 1,1,0,0,1,0,1,0,0 ] IRON_HORSE_ARMOR: - tier: 1 + tier: 3 elements: - - + - ANIMAL story: - name: - type: + name: Tank (Iron) + type: ANIMAL lore: - - - shards: + - It's not only you that needs protecting + - in these dark times! + shards: [ 0,0,0,1,1,1,0,0,0 ] IRON_INGOT: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Refined (Emerald) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,2,1,0,0,0,0,0,0 ] IRON_LEGGINGS: tier: 3 @@ -5960,62 +6344,78 @@ IRON_LEGGINGS: - Like it's other armour brethren, leggings - absorb crysta from their users in miniscule - amounts over their tenure. - shards: [0,0,0,1,2,0,1,0,0] + shards: [ 0,0,0,1,2,0,1,0,0 ] IRON_NUGGET: tier: 1 elements: - - + - ELEMENTAL story: - name: - type: + name: Formation (Iron) + type: ELEMENTAL lore: - - - shards: + - Like most elemental magics, the Crysta + - in a nugget longs to be paired with other + - matching forms but without the power to + - influence this. + shards: [ 1,0,0,0,0,0,0,0,0 ] IRON_ORE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: This Ore That (Iron) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,1,0,1,0,0,1,1,0 ] IRON_PICKAXE: - tier: 1 + tier: 3 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: P-p-p-pick up a pickaxe (Iron) + type: CELESTIAL lore: - - - shards: + - Arguably the most important tool to any + - minecrafters arsenal, the pickaxe radiates + - a joy with every block broken. + shards: [ 0,0,0,1,2,0,1,0,0 ] IRON_SHOVEL: - tier: 1 + tier: 3 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: Can you dig it? (Iron) + type: ELEMENTAL lore: - - - shards: + - The invention of the shovel was a pivotal + - to the furtherment of mankind, it was + - practically ground breaking! + shards: [ 1,1,0,0,1,0,0,0,0 ] IRON_SWORD: - tier: 1 + tier: 3 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Time to Strike (Iron) + type: VOID lore: - - - shards: + - Finally armed, the wielder can choose + - to use a sword defensively or aggressively + - either way the sword fulfills its purpose + shards: [ 0,0,0,1,1,0,0,1,1 ] IRON_TRAPDOOR: tier: 2 @@ -6034,35 +6434,44 @@ IRON_TRAPDOOR: ITEM_FRAME: tier: 1 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: Proud Display + type: HUMAN lore: - - - shards: + - An Item Frame awaits the moment when its + - allowed to display an item. The eminating + - pride envelopes the item fully. + shards: [ 0,1,0,0,0,1,0,0,0 ] JACK_O_LANTERN: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Spooky-scary + type: VOID lore: - - - shards: + - Nothing says sheer terror more than the + - carved Jack'O'Lantern... right? + shards: [ 1,0,0,0,1,0,0,1,0 ] JUKEBOX: - tier: 1 + tier: 2 elements: - - + - HUMAN + - CELESTIAL story: - name: - type: + name: The Magic of Music + type: CELESTIAL lore: - - - shards: + - While esoteric, the magic from music can + - be measured if in large enough quantities. + - With work it could be harnessed into something + - more. + shards: [ 0,1,0,0,1,0,2,0,0 ] JUNGLE_BOAT: tier: 1 @@ -6216,7 +6625,7 @@ JUNGLE_SLAB: elements: - HUMAN story: - name: A cut below (Jungle) + name: A Cut Below (Jungle) type: HUMAN lore: - Ripped in half and divided from @@ -6265,101 +6674,112 @@ JUNGLE_WOOD: KELP: tier: 1 elements: - - - story: - name: - type: - lore: - - - shards: - -KNOWLEDGE_BOOK: - tier: 1 - elements: - - + - CELESTIAL story: - name: - type: + name: ':LUL:' + type: CELESTIAL lore: - - - shards: + - I tried to not make this story a joke + - or a pun... but I couldn't kelp myself. + shards: [ 0,0,0,0,0,0,1,0,0 ] LADDER: tier: 1 elements: - - + - PHILOSOPHICAL story: - name: - type: + name: Where's Boomer? + type: PHILOSOPHICAL lore: - - - shards: + - Have a ladder that needs to be claimed? + - Call BOOMER_1 and he'll see you straight! + shards: [ 0,1,0,0,0,0,0,0,1 ] LANTERN: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - HUMAN story: - name: - type: + name: Lighting the Way + type: ELEMENTAL lore: - - - shards: + - Fear of the dark is an opressive force + - for lanterns. They use all their might to + - push back the darkness to make players + - feel at ease. + shards: [ 1,1,0,0,1,0,0,0,0 ] -LAPIS_BLOCK: - tier: 1 +LAPIS_LAZULI: + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL + - CELESTIAL story: - name: - type: + name: Refined (Lapis) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,1,1,0,0,0,0,0,0 ] -LAPIS_LAZULI: - tier: 1 +LAPIS_BLOCK: + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL + - CELESTIAL story: - name: - type: + name: Further Refinement (Lapis) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,0 ] LAPIS_ORE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: This Ore That (Lapis) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,0,1,0,0,2,1,0 ] LARGE_AMETHYST_BUD: - tier: 1 + tier: 2 elements: - - + - VOID + - ELEMENTAL story: - name: - type: + name: Devoid of magic (Large) + type: VOID lore: - - - shards: + - Amethyst buds are crystal deposits that couldn't + - harness enough Crysta to form correctly. While + - useful, they server little purpose magically. + shards: [ 1,0,0,0,0,0,0,1,0 ] LARGE_FERN: tier: 1 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: Crouching Taiga (Large) + type: CELESTIAL lore: - - - shards: + - A fern stores what little Crysta it takes + - from the world and releases it when it spreads + - its spores. + shards: [ 1,0,1,0,0,1,1,0,0 ] LAVA_BUCKET: tier: 2 @@ -6378,24 +6798,28 @@ LAVA_BUCKET: LEAD: tier: 1 elements: - - + - HUMAN + - ANIMAL story: - name: - type: + name: Lead Me On + type: ANIMAL lore: - - - shards: + - While insanely weak, the lead creates a + - magical tether between the leader and the + - led. + shards: [ 0,0,0,1,1,1,0,0,0 ] LEATHER: tier: 1 elements: - - + - ANIMAL story: - name: - type: + name: Get Tanned + type: ANIMAL lore: - - - shards: + - While an unfortunate practice, leather is + - a staple to basic development. + shards: [ 0,0,0,1,1,1,0,0,0 ] LEATHER_BOOTS: tier: 1 @@ -6409,7 +6833,7 @@ LEATHER_BOOTS: - Like all armour, boots ant nothing more - than to keep their wearer safe. Unforunatley - they are overshadowed by other gear. - shards: [0,0,0,1,2,0,0,0,1] + shards: [ 0,0,0,1,2,0,0,0,1 ] LEATHER_CHESTPLATE: tier: 1 @@ -6423,7 +6847,7 @@ LEATHER_CHESTPLATE: - Every hit, scrape and pummel stopped by the - chestplate reinforces it's magics by giving - it purpose and drive. - shards: [0,1,0,1,2,0,1,0,0] + shards: [ 0,1,0,1,2,0,1,0,0 ] LEATHER_HELMET: tier: 1 @@ -6437,18 +6861,19 @@ LEATHER_HELMET: - A magicians most important tool is their own - mind, any steps taken to protect that tool - are vital and wise. - shards: [0,0,0,1,1,0,0,1,0] + shards: [ 0,0,0,1,1,0,0,1,0 ] LEATHER_HORSE_ARMOR: - tier: 1 + tier: 2 elements: - - + - ANIMAL story: - name: - type: + name: Tank (Leather) + type: ANIMAL lore: - - - shards: + - It's not only you that needs protecting + - in these dark times! + shards: [ 0,0,0,1,1,1,0,0,0 ] LEATHER_LEGGINGS: tier: 1 @@ -6462,51 +6887,47 @@ LEATHER_LEGGINGS: - Like it's other armour brethren, leggings - absorb crysta from their users in miniscule - amounts over their tenure. - shards: [0,0,0,1,2,0,1,0,0] + shards: [ 0,0,0,1,2,0,1,0,0 ] LECTERN: - tier: 1 + tier: 2 elements: - - + - PHILOSOPHICAL story: - name: - type: + name: The Power of Knowledge + type: PHILOSOPHICAL lore: - - - shards: + - the transfer of knowledge from person to + - person is just as, if not more, important + - than the knowledge itself. The Lectern knows + - this and revels in helping. + shards: [ 0,1,0,1,1,0,0,0,1 ] LEVER: tier: 1 elements: - - - story: - name: - type: - lore: - - - shards: - -LIGHT: - tier: 1 - elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: Binary + type: MECHANICAL lore: - - - shards: + - The Lever lives in one of two states. + - On or off, yes or no. It dreams of a + - third state, but this will never happen. + shards: [ 0,1,0,0,1,0,0,0,0 ] LIGHTNING_ROD: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL story: - name: - type: + name: Attractive + type: ELEMENTAL lore: - - - shards: + - Copper longs for the touch of electricity + - and does all it can do draw some in. + shards: [ 2,0,0,0,0,0,0,0,0 ] LIGHT_BLUE_BANNER: tier: 2 @@ -6891,13 +7312,16 @@ LILY_OF_THE_VALLEY: LILY_PAD: tier: 1 elements: - - + - ELEMENTAL + - ANIMAL story: - name: - type: + name: Swampy Device + type: ANIMAL lore: - - - shards: + - The lily pad spends all its time doing + - nothign but relaxing in swamps. While some + - may wish for more, the lily pad is content. + shards: [ 1,0,0,0,0,1,0,0,0 ] LIME_BANNER: tier: 2 @@ -7072,35 +7496,42 @@ LIME_WOOL: LINGERING_POTION: tier: 1 elements: - - + - ALCHEMICAL + - VOID story: - name: - type: + name: Unwanted Guest + type: ALCHEMICAL lore: - - - shards: + - Guests, like fish, begin to smell after three days. + - No one likes things that linger too long. + shards: [ 1,0,1,0,0,0,0,1,0 ] LODESTONE: - tier: 1 + tier: 4 elements: - - + - VOID + - CELESTIAL story: - name: - type: + name: Unnatural Pull + type: VOID lore: - - - shards: + - Combining both Celestial and Void Crysta + - causes this block to constantly pull at + - magically linked items regardless of distance. + shards: [ 0,1,0,1,1,0,1,1,0 ] LOOM: - tier: 1 + tier: 2 elements: - - + - HUMAN story: - name: - type: + name: Dream Decor + type: HUMAN lore: - - - shards: + - Every thread and weave is imparted with + - the creativity of the creator and the + - magics present at the time. + shards: [ 0,0,0,1,2,0,0,0,0 ] MAGENTA_BANNER: tier: 2 @@ -7273,48 +7704,59 @@ MAGENTA_WOOL: author: OOOOMAGAAA MAGMA_BLOCK: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: Hot Stuff (Block) + type: ELEMENTAL lore: - - - shards: + - The burning passion of this item has + - the power to actually create a persistent + - heat with no help from magic. + shards: [ 1,0,1,0,0,0,0,1,0 ] MAGMA_CREAM: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL story: - name: - type: + name: Hot Stuff + type: ELEMENTAL lore: - - - shards: + - The burning passion of this item has + - the power to actually create a persistent + - heat with no help from magic. + shards: [ 1,0,1,0,0,0,0,0,0 ] MAP: - tier: 1 + tier: 2 elements: - - + - HISTORICAL + - HUMAN story: - name: - type: + name: Age of Discovery + type: HISTORICAL lore: - - - shards: + - With the corners still to find, explorers from + - far and wide still set out the chart the + - uncharted. + shards: [ 0,0,0,2,1,0,0,0,0 ] MEDIUM_AMETHYST_BUD: - tier: 1 + tier: 2 elements: - - + - VOID + - ELEMENTAL story: - name: - type: + name: Devoid of magic (Medium) + type: VOID lore: - - - shards: + - Amethyst buds are crystal deposits that couldn't + - harness enough Crysta to form correctly. While + - useful, they server little purpose magically. + shards: [ 1,0,0,0,0,0,0,1,0 ] MELON: tier: 1 @@ -7347,13 +7789,15 @@ MELON_SEEDS: MELON_SLICE: tier: 1 elements: - - + - ANIMAL + - HUMAN story: - name: + name: A Bitter-Sweet Victory type: lore: - - - shards: + - While cut and torn asunder, the result is an + - item that brings joy to many. + shards: [ 0,0,1,0,1,1,0,0,0 ] MILK_BUCKET: tier: 2 @@ -7370,37 +7814,44 @@ MILK_BUCKET: shards: [ 0,1,0,0,2,1,0,1,0 ] MINECART: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: + name: A Rolling Minecart... type: lore: - - - shards: + - ...Gathers No Moss. The singular largest + - leap in minecraft tech, the minecart has + - more uses than one may think. + shards: [ 0,2,0,0,1,0,0,0,0 ] MOJANG_BANNER_PATTERN: - tier: 1 + tier: 2 elements: - - + - HUMAN + - CELESTIAL story: - name: - type: + name: Star Spangled (Mojang) + type: HUMAN lore: - - - shards: + - Absorbs magic generated from the pride + - of those observing this pattern. + shards: [ 0,0,0,1,1,0,1,0,0 ] MOSSY_COBBLESTONE: tier: 1 elements: - - + - ELEMENTAL story: - name: - type: + name: Slow Parasite + type: ELEMENTAL lore: - - - shards: + - The slow parasite developing through the + - cobblestone forms a symbiotic relationship + - bringing life to a lifeless block. + shards: [ 1,0,0,0,0,1,0,0,0 ] MOSSY_COBBLESTONE_SLAB: tier: 1 @@ -7444,15 +7895,18 @@ MOSSY_COBBLESTONE_WALL: shards: [ 0,0,0,1,1,0,1,0,0 ] MOSSY_STONE_BRICKS: - tier: 1 + tier: 2 elements: - - + - HISTORICAL + - HUMAN + - ANIMAL story: - name: - type: + name: Dirt Hut Upgrade (Mossy Stone) + type: HUMAN lore: - - - shards: + - Enough to make near-any house a home, + - bricks are the staple to a modern comfort. + shards: [ 0,1,0,1,1,1,1,0,0 ] MOSSY_STONE_BRICK_SLAB: tier: 1 @@ -7498,13 +7952,15 @@ MOSSY_STONE_BRICK_WALL: MOSS_BLOCK: tier: 1 elements: - - + - ELEMENTAL story: - name: - type: + name: A Rich Ecosystem + type: ELEMENTAL lore: - - - shards: + - This block, teeming with life, holds the + - promised for a wide variety of flora and + - fauna. + shards: [ 1,0,0,0,0,0,1,0,0 ] MOSS_CARPET: tier: 1 @@ -7550,147 +8006,200 @@ MUSHROOM_STEW: shards: [ 0,0,0,0,2,1,0,0,0 ] MUSIC_DISC_11: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (11) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_13: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (13) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_BLOCKS: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Blocks) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_CAT: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Cat) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_CHIRP: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Chirp) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_FAR: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Far) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_MALL: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Mall) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_MELLOHI: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Mellohi) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_PIGSTEP: - tier: 1 + tier: 3 elements: - - + - HUMAN + - PHILOSOPHICAL + - VOID story: - name: - type: + name: Resonating Within (Pigstep) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,1,1 ] MUSIC_DISC_STAL: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Stal) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_STRAD: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Strad) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_WAIT: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Wait) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUSIC_DISC_WARD: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Resonating Within (Ward) + type: PHILOSOPHICAL lore: - - - shards: + - Music Discs don't just record sounds, + - it also records the resonating magic + - in the air at the time of recording, + - releasing it each time it's replayed. + shards: [ 0,1,0,1,1,0,0,0,1 ] MUTTON: tier: 1 @@ -7707,48 +8216,60 @@ MUTTON: shards: [ 0,0,0,0,1,1,0,0,1 ] MYCELIUM: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: Ancient Promise + type: VOID lore: - - - shards: + - Touched by Ancient Spores, Mycelium draws from + - the void to become something new and dark. + shards: [ 1,0,0,1,0,0,0,1,0 ] NAME_TAG: - tier: 1 + tier: 3 elements: - - + - HUMAN + - CELESTIAL story: - name: - type: + name: Identity + type: HUMAN lore: - - - shards: + - A nameless thing finally gets it's own + - identity and... wth is a Dinnerbone and + - why is the world upside down? + shards: [ 0,0,0,1,1,0,1,0,0 ] NAUTILUS_SHELL: - tier: 1 + tier: 3 elements: - - + - HISTORICAL + - VOID story: - name: - type: + name: An Unused Home + type: HISTORICAL lore: - - - shards: + - The Nautilis is though to comes from + - the deepest depths, but not one can be + - seen. It's not known where Drowned find + - these shells. + shards: [ 0,0,0,2,0,1,0,2,0 ] NETHERITE_AXE: - tier: 1 + tier: 5 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Axe-cident waiting to happen! (Netherite) + type: PHILOSOPHICAL lore: - - - shards: + - Every person fears the day that they finally + - accidentally right click on a log in their + - base! + shards: [ 1,0,0,0,1,0,1,0,1 ] NETHERITE_BLOCK: tier: 5 @@ -7777,7 +8298,7 @@ NETHERITE_BOOTS: - Like all armour, boots ant nothing more - than to keep their wearer safe. Unforunatley - they are overshadowed by other gear. - shards: [0,0,0,1,2,0,0,0,1] + shards: [ 0,0,0,1,2,0,0,0,1 ] NETHERITE_CHESTPLATE: tier: 2 @@ -7791,7 +8312,7 @@ NETHERITE_CHESTPLATE: - Every hit, scrape and pummel stopped by the - chestplate reinforces it's magics by giving - it purpose and drive. - shards: [0,1,0,1,2,0,1,0,0] + shards: [ 0,1,0,1,2,0,1,0,0 ] NETHERITE_HELMET: tier: 5 @@ -7805,29 +8326,34 @@ NETHERITE_HELMET: - A magicians most important tool is their own - mind, any steps taken to protect that tool - are vital and wise. - shards: [0,0,0,1,1,0,0,1,0] + shards: [ 0,0,0,1,1,0,0,1,0 ] NETHERITE_HOE: - tier: 1 + tier: 5 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: The one, only and ultimate + type: MECHANICAL lore: - - - shards: + - Everyone knows it's the only tool that + - counts. + shards: [ 1,1,0,0,1,0,1,0,0 ] NETHERITE_INGOT: - tier: 1 + tier: 4 elements: - - + - ELEMENTAL + - MECHANICAL + - VOID story: - name: - type: + name: Refined (Netherite) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,1,1,0,0,0,2,0,0 ] NETHERITE_LEGGINGS: tier: 5 @@ -7841,51 +8367,63 @@ NETHERITE_LEGGINGS: - Like it's other armour brethren, leggings - absorb crysta from their users in miniscule - amounts over their tenure. - shards: [0,0,0,1,2,0,1,0,0] + shards: [ 0,0,0,1,2,0,1,0,0 ] NETHERITE_PICKAXE: - tier: 1 + tier: 5 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: P-p-p-pick up a pickaxe (Netherite) + type: CELESTIAL lore: - - - shards: + - Arguably the most important tool to any + - minecrafters arsenal, the pickaxe radiates + - a joy with every block broken. + shards: [ 0,0,0,1,2,0,1,0,0 ] NETHERITE_SCRAP: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - HISTORICAL story: - name: - type: + name: Ancient Beyond Measure + type: HISTORICAL lore: - - - shards: + - The correct refinement process for Netherite + - has been lost to time. Starting with a + - scrap is the best known method currently. + shards: [ 1,0,0,2,0,0,0,0,1 ] NETHERITE_SHOVEL: - tier: 1 + tier: 5 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: Can you dig it? (Netherite) + type: ELEMENTAL lore: - - - shards: + - The invention of the shovel was a pivotal + - to the furtherment of mankind, it was + - practically ground breaking! + shards: [ 1,1,0,0,1,0,0,0,0 ] NETHERITE_SWORD: - tier: 1 + tier: 5 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Time to Strike (Netherite) + type: VOID lore: - - - shards: + - Finally armed, the wielder can choose + - to use a sword defensively or aggressively + - either way the sword fulfills its purpose + shards: [ 0,0,0,1,1,0,0,1,1 ] NETHERRACK: tier: 1 @@ -7900,37 +8438,47 @@ NETHERRACK: shards: [ 1,0,1,0,0,0,0,0,0 ] NETHER_BRICK: - tier: 1 + tier: 2 elements: - - + - HISTORICAL + - HUMAN story: - name: - type: + name: Before (Nether) + type: HUMAN lore: - - - shards: + - While not much on it's own, the potential + - within this item is so large that the magics + - from it's possible forms ripple back through + - time. + shards: [ 0,1,0,1,1,0,0,0,0 ] NETHER_BRICKS: - tier: 1 + tier: 2 elements: - - + - HISTORICAL + - HUMAN + - VOID story: - name: - type: + name: Dirt Hut Upgrade (Nether) + type: HUMAN lore: - - - shards: + - Enough to make near-any house a home, + - bricks are the staple to a modern comfort. + shards: [ 0,1,0,1,1,0,0,1,0 ] NETHER_BRICK_FENCE: tier: 1 elements: - - + - HUMAN + - ANIMAL + - VOID story: - name: - type: + name: Livestock (Nether) + type: ANIMAL lore: - - - shards: + - Nothing brings more joy to a fence + - than keeping your livestock safe. + shards: [ 0,0,0,0,1,2,0,1,0 ] NETHER_BRICK_SLAB: tier: 1 @@ -7975,37 +8523,47 @@ NETHER_BRICK_WALL: shards: [ 0,0,0,1,1,0,1,0,0 ] NETHER_GOLD_ORE: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - PHILOSOPHICAL story: - name: - type: + name: This Ore That (Nether Gold) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,0,1,0,0,1,1,1 ] NETHER_QUARTZ_ORE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: This Ore That (Nether Quartz) + type: ELEMENTAL lore: - - - shards: + - As ore is formed within stone, it draws + - the latent magic from the earth into itself + - the types of magic found determine the + - ore that will appear. + shards: [ 1,0,0,1,0,0,2,1,0 ] NETHER_SPROUTS: tier: 1 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: Sprouting + type: ELEMENTAL lore: - - - shards: + - Despite the conditions, life will always + - find a way to grow and thrive. + shards: [1,0,0,0,0,0,0,1,0] NETHER_STAR: tier: 5 @@ -8019,29 +8577,33 @@ NETHER_STAR: - framework, the sheer amount of void from - the Wither is of this type. The Nether - Star encapsulates it all. - shards: [1,0,0,1,1,1,0,2,1] + shards: [ 1,0,0,1,1,1,0,2,1 ] NETHER_WART: tier: 1 elements: - - + - ALCHEMICAL story: - name: - type: + name: Alchemical Conduit + type: ALCHEMICAL lore: - - - shards: + - Magic as we know it needs Crystals to act + - as a conduit. For potions, the magical + - conduit it Nether Wart. + shards: [0,0,2,0,0,0,0,0,0] NETHER_WART_BLOCK: - tier: 1 + tier: 2 elements: - - + - ALCHEMICAL story: - name: - type: + name: Alchemical Conduit (Block) + type: ALCHEMICAL lore: - - - shards: + - Magic as we know it needs Crystals to act + - as a conduit. For potions, the magical + - conduit it Nether Wart. + shards: [0,0,3,0,0,0,0,0,0] NOTE_BLOCK: tier: 2 @@ -8209,7 +8771,7 @@ OAK_SLAB: elements: - HUMAN story: - name: A cut below (Oak) + name: A Cut Below (Oak) type: HUMAN lore: - Ripped in half and divided from @@ -8256,15 +8818,19 @@ OAK_WOOD: shards: [ 2,0,0,1,1,0,0,0,0 ] OBSERVER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN + - CELESTIAL story: - name: - type: + name: Always Watching + type: CELESTIAL lore: - - - shards: + - The Observer is always watching, waiting + - to let you know the moment it sees something + - happen. Shame it can only see 1 block ahead... + shards: [0,2,0,0,1,0,1,0,0] OBSIDIAN: tier: 2 @@ -8478,48 +9044,56 @@ OXEYE_DAISY: shards: [ 1,0,0,0,0,1,0,0,0 ] OXIDIZED_COPPER: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Further Refinement (Oxidied Copper) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,0 ] OXIDIZED_CUT_COPPER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Ozidized Copper) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] OXIDIZED_CUT_COPPER_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Ozidized Copper Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] OXIDIZED_CUT_COPPER_STAIRS: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Ozidized Copper Stairs) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] PACKED_ICE: tier: 2 @@ -8537,26 +9111,32 @@ PACKED_ICE: shards: [ 2,0,1,0,0,0,0,0,0 ] PAINTING: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Aint No Picasso + type: PHILOSOPHICAL lore: - - - shards: + - While it 'aint no Picasso, each painting + - is enshirined in magic from the creativity + - of their artists. + shards: [0,0,0,1,2,0,0,0,1] PAPER: tier: 1 elements: - - + - HUMAN + - CELESTIAL story: - name: - type: + name: A Clean Slate + type: CELESTIAL lore: - - - shards: + - Every peice is a fresh start, a clean + - slate, and the sheer potential in each + - peice is vast. + shards: [0,1,0,1,1,0,1,0,0] PEONY: tier: 1 @@ -8572,26 +9152,30 @@ PEONY: shards: [ 1,0,0,0,0,1,0,0,0 ] PHANTOM_MEMBRANE: - tier: 1 + tier: 2 elements: - - + - VOID story: - name: - type: + name: Lighter Than Air + type: VOId lore: - - - shards: + - When harnessed correctly, the Phantom + - Membrane is actually lighter than air + - and can pass this trait onto other items. + shards: [0,0,1,0,0,1,0,2,0] PIGLIN_BANNER_PATTERN: - tier: 1 + tier: 2 elements: - - + - HUMAN + - ANIMAL story: - name: - type: + name: Star Spangled (Piglin) + type: HUMAN lore: - - - shards: + - Absorbs magic generated from the pride + - of those observing this pattern. + shards: [ 0,0,0,1,1,1,0,0,0 ] PINK_BANNER: tier: 2 @@ -8776,59 +9360,75 @@ PINK_WOOL: author: OOOOMAGAAA PISTON: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: Getting Pushy + type: MECHANICAL lore: - - - shards: + - The Piston tries to be calm but its + - easily triggered and flies off of the + - handle with ease. + shards: [0,2,0,0,1,0,0,0,0] PLAYER_HEAD: - tier: 1 + tier: 2 elements: - - + - VOID story: - name: - type: + name: Decapitation (Player) + type: VOID lore: - - - shards: + - While a despicable practice, some magics + - can only be harnessed through recent + - decapitations. Luckily no Crysta is wholy + - dependent on this. + shards: [ 0,1,0,0,1,0,0,1,0 ] PODZOL: tier: 1 elements: - - + - ELEMENTAL story: - name: - type: + name: Leech + type: ELEMENTAL lore: - - - shards: + - Podzol is magically saturated from the iron + - it has absorbed. This magic is converted + - slowly over time. + shards: [2,0,0,0,0,0,0,0,0] POINTED_DRIPSTONE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - VOID story: - name: - type: + name: Permeable + type: ELEMENTAL lore: - - - shards: + - The water that slowly filtrates through + - this block transfers magics back and + - fourth making this block more resonant + - than some others. + shards: [ 2,0,1,0,0,0,0,1,0 ] POISONOUS_POTATO: - tier: 1 + tier: 2 elements: - - + - HUMAN + - ANIMAL story: - name: - type: + name: A Not-So-Welcome Surprise + type: ANIMAL lore: - - - shards: + - When an item's internal Crysta goes bad + - the mechanics change completely. The + - Poisonous Potato is an outcome of this + - process. + shards: [0,0,1,0,0,1,1,0,0] POLISHED_ANDESITE: tier: 1 @@ -9021,48 +9621,58 @@ POLISHED_BLACKSTONE_WALL: shards: [ 0,0,0,1,1,0,1,0,0 ] POLISHED_DEEPSLATE: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: Time to Gleam (Deepslate) + type: HUMAN lore: - - - shards: + - With a bit of love, any block can + - be made beautiful. Even those block + - left behind are drawn to the fore. + shards: [ 1,1,0,0,1,0,0,0,0 ] POLISHED_DEEPSLATE_SLAB: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID story: - name: - type: + name: A Cut Below (Polished Deepslate) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,0,0,1,0,0,1,0 ] POLISHED_DEEPSLATE_STAIRS: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Rising on up (Polished Deepslate) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,0,0,1,0,0,1,1 ] POLISHED_DEEPSLATE_WALL: - tier: 1 + tier: 2 elements: - - + - CELESTIAL + - HISTORICAL story: - name: - type: + name: Beating down the walls (Polished Deepslate) + type: HISTORICAL lore: - - - shards: + - Protecting for years working to keep + - those inside save and sound. + shards: [ 0,0,0,1,1,0,1,0,0 ] POLISHED_DIORITE: tier: 1 @@ -9145,15 +9755,16 @@ POLISHED_GRANITE_STAIRS: shards: [ 0,1,0,0,1,0,0,1,1 ] POPPED_CHORUS_FRUIT: - tier: 1 + tier: 2 elements: - - + - VOID story: - name: - type: + name: Failure + type: VOID lore: - - - shards: + - Baking a Chorus Fruit stops the state of + flux and disables all quantum connections + shards: [ 0,0,1,0,0,0,0,1,0 ] POPPY: tier: 1 @@ -9195,16 +9806,19 @@ POTATO: - With every sprout, leaf and root this - item gives joy and nourishment to all shards: [ 0,0,0,0,1,1,1,0,0 ] + POTION: - tier: 1 + tier: 2 elements: - - + - ALCHEMICAL story: - name: - type: + name: A Simple Tonic + type: ALCHEMICAL lore: - - - shards: + - Before the discovery of Crysta and other + - esoteric magics, potions were the only way + - to tap into the Exoverse for power. + shards: [1,0,2,0,0,0,0,0,0] POWDER_SNOW_BUCKET: tier: 2 @@ -9221,59 +9835,76 @@ POWDER_SNOW_BUCKET: shards: [ 0,1,0,0,2,0,1,1,0 ] POWERED_RAIL: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: Level Up + type: MECHANICAL lore: - - - shards: + - When Dr. Minestein accidentally dropped + - some redstone on the railroad, he suddenly + - discovered the next level in affordable + - transportation + shards: [ 0,1,0,1,1,0,0,0,0 ] + author: Seggan PRISMARINE: tier: 1 elements: - - + - ANIMAL story: - name: - type: + name: A Guarded Secret + type: ANIMAL lore: - - - shards: + - Guarded in the depths, these blocks are + - not designed to be used by any outside the + - temple. All will be reclaimed eventually. + shards: [ 1,0,0,1,0,1,0,0,0 ] PRISMARINE_BRICKS: tier: 1 elements: - - + - HISTORICAL + - HUMAN + - ANIMAL story: - name: - type: + name: Dirt Hut Upgrade (Prismarine) + type: HUMAN lore: - - - shards: + - Enough to make near-any house a home, + - bricks are the staple to a modern comfort. + shards: [ 0,1,0,1,1,1,1,0,0 ] PRISMARINE_BRICK_SLAB: tier: 1 elements: - - + - HUMAN + - VOID + - ANIMAL story: - name: - type: + name: A Cut Below (Prismarine Brick) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,0,0,1,1,0,1,0 ] PRISMARINE_BRICK_STAIRS: tier: 1 elements: - - + - HUMAN + - PHILOSOPHICAL + - ANIMAL story: - name: - type: + name: Rising on up (Prismarine Brick) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,0,0,1,1,0,1,1 ] PRISMARINE_CRYSTALS: tier: 1 @@ -9300,35 +9931,45 @@ PRISMARINE_SHARD: PRISMARINE_SLAB: tier: 1 elements: - - + - HUMAN + - VOID + - ANIMAL story: - name: - type: + name: A Cut Below (Prismarine) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,0,0,1,1,0,1,0 ] PRISMARINE_STAIRS: tier: 1 elements: - - + - HUMAN + - PHILOSOPHICAL + - ANIMAL story: - name: - type: + name: Rising on up (Diorite) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,0,0,1,1,0,1,1 ] PRISMARINE_WALL: tier: 1 elements: - - + - CELESTIAL + - HISTORICAL + - ANIMAL story: - name: - type: + name: Beating down the walls (Prismarine) + type: HISTORICAL lore: - - - shards: + - Protecting for years working to keep + - those inside save and sound. + shards: [ 0,0,0,1,1,0,1,0,0 ] PUFFERFISH: tier: 1 @@ -9592,59 +10233,75 @@ PURPUR_PILLAR: shards: PURPUR_SLAB: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID + - CELESTIAL story: - name: - type: + name: A Cut Below (Purpur) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,0,0,1,0,1,1,0 ] PURPUR_STAIRS: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL + - CELESTIAL story: - name: - type: + name: Rising on up (Purpur) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,0,0,1,0,1,1,1 ] QUARTZ: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL + - HISTORICAL story: - name: - type: + name: Refined (Quartz) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,1,1,0,0,0,0,0,0 ] QUARTZ_BLOCK: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL + - HISTORICAL story: - name: - type: + name: Further Refinement (Quartz) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,0 ] QUARTZ_BRICKS: - tier: 1 + tier: 3 elements: - - + - HISTORICAL + - HUMAN + - ALCHEMICAL story: - name: - type: + name: Dirt Hut Upgrade (Quartz) + type: HUMAN lore: - - - shards: + - Enough to make near-any house a home, + - bricks are the staple to a modern comfort. + shards: [ 0,1,1,1,1,0,0,0,0 ] QUARTZ_PILLAR: tier: 1 @@ -9658,26 +10315,33 @@ QUARTZ_PILLAR: shards: QUARTZ_SLAB: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID + - ALCHEMICAL story: - name: - type: + name: A Cut Below (Quartz) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,1,0,1,0,0,1,0 ] QUARTZ_STAIRS: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL + - ALCHEMICAL story: - name: - type: + name: Rising on up (Quartz) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,1,0,1,0,0,1,1 ] RABBIT: tier: 1 @@ -9747,90 +10411,110 @@ RAIL: RAW_COPPER: tier: 1 elements: - - + - ELEMENTAL + - MECHANICAL + - ALCHEMICAL story: - name: - type: + name: Refined (Raw Copper) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,1,1,0,0,0,0,0,0 ] RAW_COPPER_BLOCK: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL + - ALCHEMICAL story: - name: - type: + name: Further Refinement (Raw Copper) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,1,0,0,0,0,0,0 ] RAW_GOLD: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL + - PHILOSOPHICAL story: - name: - type: + name: Refined (Raw Gold) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,1,1,0,0,0,0,0,1 ] RAW_GOLD_BLOCK: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL + - PHILOSOPHICAL story: - name: - type: + name: Further Refinement (Raw Gold) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,1 ] RAW_IRON: tier: 1 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Refined (Raw Iron) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,2,0,0,0,0,0,0,0 ] RAW_IRON_BLOCK: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Further Refinement (Raw Iron) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,2,0,0,0,0,0,0,0 ] REDSTONE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Refined (Redstone) + type: ELEMENTAL lore: - - - shards: + - After having all the slag and dregs removed + - this item can breathe a heavy sigh of relief. + shards: [ 1,2,0,0,0,0,0,0,0 ] REDSTONE_BLOCK: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Further Refinement (Redstone) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,2,0,0,0,0,0,0,0 ] REDSTONE_LAMP: tier: 1 @@ -10010,15 +10694,18 @@ RED_MUSHROOM_BLOCK: shards: [ 0,0,1,1,0,1,0,0,0 ] RED_NETHER_BRICKS: - tier: 1 + tier: 2 elements: - - + - HISTORICAL + - HUMAN + - VOID story: - name: - type: + name: Dirt Hut Upgrade (Red Nether) + type: HUMAN lore: - - - shards: + - Enough to make near-any house a home, + - bricks are the staple to a modern comfort. + shards: [ 0,1,0,1,1,0,0,1,0 ] RED_NETHER_BRICK_SLAB: tier: 1 @@ -10474,48 +11161,59 @@ SKELETON_SKULL: shards: SKULL_BANNER_PATTERN: - tier: 1 + tier: 2 elements: - - + - HUMAN + - ALCHEMICAL story: - name: - type: + name: Star Spangled (Skull) + type: HUMAN lore: - - - shards: + - Absorbs magic generated from the pride + - of those observing this pattern. + shards: [ 0,0,1,1,1,0,0,0,0 ] SLIME_BALL: tier: 1 elements: - - + - ANIMAL + - PHILOSOPHICAL story: - name: - type: + name: Bouncy + type: ANIMAL lore: - - + - This rare material is prized for + - its value as a toy shards: + author: Seggan SLIME_BLOCK: tier: 1 elements: - - + - ANIMAL + - ALCHEMICAL story: - name: - type: - lore: - - - shards: + name: A Sticky Situation (Slime) + type: ALCHEMICAL + lore: + - Desparate to not be alone, this block + - will cling to anything it can and will + - not let go. + shards: [ 0,0,1,0,0,1,0,0,0 ] SMALL_AMETHYST_BUD: tier: 1 elements: - - + - VOID + - ELEMENTAL story: - name: - type: + name: Devoid of magic (Small) + type: VOID lore: - - - shards: + - Amethyst buds are crystal deposits that couldn't + - harness enough Crysta to form correctly. While + - useful, they serve little purpose magically. + shards: [ 1,0,0,0,0,0,0,1,0 ] SMALL_DRIPLEAF: tier: 1 @@ -10529,15 +11227,19 @@ SMALL_DRIPLEAF: shards: SMITHING_TABLE: - tier: 1 + tier: 2 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Gilded + type: HUMAN lore: - - - shards: + - Somehow, the magic of this table manages + - to bend and form the hardest known material + - around your favorite diamond tools + shards: [ 0,1,0,0,2,0,0,0,0 ] + author: Seggan SMOKER: tier: 2 @@ -10577,26 +11279,33 @@ SMOOTH_QUARTZ: shards: SMOOTH_QUARTZ_SLAB: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID + - ALCHEMICAL story: - name: - type: + name: A Cut Below (Smooth Quartz) + type: HUMAN lore: - - - shards: + - Ripped in half and divided from + - self. A soul torn asunder + shards: [ 1,1,1,0,1,0,0,1,0 ] SMOOTH_QUARTZ_STAIRS: - tier: 1 + tier: 2 elements: - - + - HUMAN + - PHILOSOPHICAL + - ALCHEMICAL story: - name: - type: + name: Rising on up (Smooth Quartz) + type: PHILOSOPHICAL lore: - - - shards: + - Every step is either an incline to + - future glory or a possible descent + - into further madness... + shards: [ 0,1,1,0,1,0,0,1,1 ] SMOOTH_RED_SANDSTONE: tier: 1 @@ -10704,13 +11413,18 @@ SMOOTH_STONE_SLAB: SNOW: tier: 1 elements: - - + - ELEMENTAL + - CELESTIAL story: - name: - type: + name: Crystallized + type: ELEMENTAL lore: - - - shards: + - Made from the Crystamae in + - the air, this wonderful material + - is only found in the coldest + - of locations + shards: [ 1,0,0,0,0,0,1,0,0 ] + author: Seggan SNOWBALL: tier: 1 @@ -10807,15 +11521,19 @@ SPAWNER: shards: SPECTRAL_ARROW: - tier: 1 + tier: 2 elements: - - + - HUMAN + - CELESTIAL story: - name: - type: + name: Sparkling + type: HUMAN lore: - - - shards: + - Covered with precious glowstone + - dust, this magical arrow is hepful + - for spotting your enemies + shards: [ 1,0,0,0,1,0,1,0,0 ] + author: Seggan SPIDER_EYE: tier: 1 @@ -11013,7 +11731,7 @@ SPRUCE_SLAB: elements: - HUMAN story: - name: A cut below (Spruce) + name: A Cut Below (Spruce) type: HUMAN lore: - Ripped in half and divided from @@ -11122,26 +11840,31 @@ STONECUTTER: shards: STONE_AXE: - tier: 1 + tier: 4 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Axe-cident waiting to happen! (Stone) + type: PHILOSOPHICAL lore: - - - shards: + - Every person fears the day that they finally + - accidentally right click on a log in their + - base! + shards: [ 1,0,0,0,1,0,1,0,1 ] STONE_BRICKS: - tier: 1 + tier: 2 elements: - - + - HISTORICAL + - HUMAN story: - name: - type: + name: Dirt Hut Upgrade (Stone) + type: HUMAN lore: - - - shards: + - Enough to make near-any house a home, + - bricks are the staple to a modern comfort. + shards: [ 0,1,0,1,1,0,1,0,0 ] STONE_BRICK_SLAB: tier: 1 @@ -11197,26 +11920,32 @@ STONE_BUTTON: shards: [ 1,1,0,0,2,0,0,0,0 ] STONE_HOE: - tier: 1 + tier: 2 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Till until (Stone) + type: MECHANICAL lore: - - - shards: + - Other farmers may have moved to more mechanical + - means, the trusty hoe is still the number one + - go-to. + shards: [ 1,1,0,0,1,0,1,0,0 ] STONE_PICKAXE: - tier: 1 + tier: 2 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: P-p-p-pick up a pickaxe (Stone) + type: CELESTIAL lore: - - - shards: + - Arguably the most important tool to any + - minecrafters arsenal, the pickaxe radiates + - a joy with every block broken. + shards: [ 0,0,0,1,2,0,1,0,0 ] STONE_PRESSURE_PLATE: tier: 1 @@ -11233,15 +11962,18 @@ STONE_PRESSURE_PLATE: shards: [ 1,1,0,0,1,0,0,1,0 ] STONE_SHOVEL: - tier: 1 + tier: 4 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: Can you dig it? (Stone) + type: ELEMENTAL lore: - - - shards: + - The invention of the shovel was a pivotal + - to the furtherment of mankind, it was + - practically ground breaking! + shards: [ 1,1,0,0,1,0,0,0,0 ] STONE_SLAB: tier: 1 @@ -11272,15 +12004,18 @@ STONE_STAIRS: shards: [ 0,1,0,0,1,0,0,1,1 ] STONE_SWORD: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Time to Strike (Stone) + type: VOID lore: - - - shards: + - Finally armed, the wielder can choose + - to use a sword defensively or aggressively + - either way the sword fulfills its purpose + shards: [ 0,0,0,1,1,0,0,1,1 ] STRING: tier: 1 @@ -11569,24 +12304,28 @@ SWEET_BERRIES: TALL_GRASS: tier: 1 elements: - - + - ELEMENTAL story: - name: - type: + name: Barrier + type: ELEMENTAL lore: - - - shards: + - What could be more annoying + - than tall grass? + shards: [ 1,0,0,0,0,0,0,1,0 ] + author: Seggan TARGET: - tier: 1 + tier: 2 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Robin Hood + type: HUMAN lore: - - - shards: + - Are you better than Robin Hood? + shards: [ 0,2,0,0,1,0,0,0,0 ] + author: Seggan TERRACOTTA: tier: 1 @@ -11603,15 +12342,19 @@ TERRACOTTA: shards: [ 1,0,0,0,2,0,0,0,1 ] TINTED_GLASS: - tier: 1 + tier: 2 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Darkness + type: VOID lore: - - - shards: + - Corrupted with impure Crystamae, + - this glass is forever destined + - to fail its purpose + shards: [ 1,0,0,0,1,0,0,2,0 ] + author: Seggan TIPPED_ARROW: tier: 1 @@ -11638,15 +12381,18 @@ TNT: author: Seggan TNT_MINECART: - tier: 1 + tier: 3 elements: - - + - MECHANICAL + - HUMAN story: - name: + name: A Rolling Minecart... (TNT) type: lore: - - - shards: + - ...Gathers No Moss. The singular largest + - leap in minecraft tech, the minecart has + - more uses than one may think. + shards: [ 0,2,0,0,1,0,0,0,0 ] TORCH: tier: 1 @@ -11697,13 +12443,17 @@ TRIDENT: TRIPWIRE_HOOK: tier: 1 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Tripping up + type: MECHANCIAL lore: - - - shards: + - When Dr. Minestein invented the tripwire + - hook, he tripped, and out came the idea + - of quantum minechanics + shards: [ 0,1,0,0,1,0,0,0,1 ] + author: Seggan TROPICAL_FISH: tier: 1 @@ -11807,7 +12557,7 @@ TURTLE_HELMET: - A magicians most important tool is their own - mind, any steps taken to protect that tool - are vital and wise. - shards: [0,0,0,1,1,0,0,1,0] + shards: [ 0,0,0,1,1,0,0,1,0 ] TWISTING_VINES: tier: 1 @@ -11889,15 +12639,18 @@ WARPED_FENCE_GATE: author: J. R. R. Tolkien WARPED_FUNGUS: - tier: 1 + tier: 2 elements: - - + - ANIMAL + - VOID story: - name: - type: + name: Fungal Frugility (Red) + type: ANIMAL lore: - - - shards: + - While slow, it's strength lies in it's + - simplicity and ability to thrive almost + - anywhere. + shards: [ 0,0,1,1,0,1,0,1,0 ] WARPED_FUNGUS_ON_A_STICK: tier: 2 @@ -11909,29 +12662,36 @@ WARPED_FUNGUS_ON_A_STICK: lore: - Slowly draws magical power from the creatures - that this item attracts. - shards: [0,0,0,0,1,1,0,0,1] + shards: [ 0,0,0,0,1,1,0,0,1 ] WARPED_HYPHAE: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - HISTORICAL + - VOID story: - name: - type: + name: Punching Trees Gives Me... Huh? (Warped) + type: ELEMENTAL lore: - - - shards: + - Every adventure begins with a good fungus + - punch + shards: [ 2,0,0,1,1,0,0,1,0 ] WARPED_NYLIUM: tier: 1 elements: - - + - ELEMENTAL + - ANIMAL story: - name: - type: + name: Not Quite Netherrack (Warped) + type: ELEMENTAL lore: - - - shards: + - While normally desolate and barren, it + - gives a feeling of great purpose for + - Netherrack to be able to be a home to any + - form of life. + shards: [ 1,0,1,0,0,1,0,0,0 ] WARPED_PLANKS: tier: 1 @@ -11963,13 +12723,15 @@ WARPED_PRESSURE_PLATE: WARPED_ROOTS: tier: 1 elements: - - + - ANIMAL + - VOID story: - name: - type: + name: Determination (Warped) + type: ANIMAL lore: - - - shards: + - Anything growning in a place like the nether + - should be commended for it's determination. + shards: [ 1,0,0,0,0,1,0,1,0 ] WARPED_SIGN: tier: 1 @@ -11991,7 +12753,7 @@ WARPED_SLAB: - HUMAN - VOID story: - name: A cut below + name: A Cut Below (Warped) type: HUMAN lore: - Ripped in half and divided from @@ -12013,15 +12775,18 @@ WARPED_STAIRS: shards: [ 0,1,0,0,1,0,1,1,1 ] WARPED_STEM: - tier: 1 + tier: 2 elements: - - + - ELEMENTAL + - HISTORICAL + - VOID story: - name: - type: + name: Punching Trees Gives Me... Huh? (Warped Stem) + type: ELEMENTAL lore: - - - shards: + - Every adventure begins with a good fungus + - punch + shards: [ 2,0,0,1,1,0,0,1,0 ] WARPED_TRAPDOOR: tier: 1 @@ -12062,169 +12827,199 @@ WATER_BUCKET: shards: [ 1,1,0,0,2,0,0,1,0 ] WAXED_COPPER_BLOCK: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Further Refinement (Waxed Copper) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,0 ] WAXED_CUT_COPPER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Copper) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_CUT_COPPER_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Copper Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_CUT_COPPER_STAIRS: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Copper Stairs) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_EXPOSED_COPPER: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Further Refinement (Waxed Exposed Copper) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,0 ] WAXED_EXPOSED_CUT_COPPER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Exposed Copper) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_EXPOSED_CUT_COPPER_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Exposed Copper Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_EXPOSED_CUT_COPPER_STAIRS: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Exposed Copper Stairs) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_OXIDIZED_COPPER: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Further Refinement (Waxed Oxidised Copper) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,0 ] WAXED_OXIDIZED_CUT_COPPER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Oxidised Copper) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_OXIDIZED_CUT_COPPER_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Oxidised Copper Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_OXIDIZED_CUT_COPPER_STAIRS: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Oxidised Copper Stairs) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_WEATHERED_COPPER: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - MECHANICAL story: - name: - type: + name: Further Refinement (Waxed Weathered Copper) + type: ELEMENTAL lore: - - - shards: + - Refined all the way to it's block form, this + - block enjoys being combined with it's brethren + shards: [ 2,1,0,0,0,0,0,0,0 ] WAXED_WEATHERED_CUT_COPPER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Weathered Copper) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_WEATHERED_CUT_COPPER_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Waxed Weathered Copper Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WAXED_WEATHERED_CUT_COPPER_STAIRS: tier: 1 @@ -12240,48 +13035,58 @@ WAXED_WEATHERED_CUT_COPPER_STAIRS: author: Seggan WEATHERED_COPPER: - tier: 1 + tier: 3 elements: - - + - ELEMENTAL + - HUMAN story: - name: - type: + name: Rusted to perfection + type: ELEMENTAL lore: - - - shards: + - The most beautiful form of copper, this + - block has gone through many trials to reach + - this level of perfection + shards: [ 2,1,0,0,1,0,0,0,0 ] + author: Seggan WEATHERED_CUT_COPPER: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Weathered Copper) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WEATHERED_CUT_COPPER_SLAB: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Weathered Copper Slab) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WEATHERED_CUT_COPPER_STAIRS: - tier: 1 + tier: 2 elements: - - + - MECHANICAL + - HUMAN story: - name: - type: + name: A Cut Above (Weathered Copper Stairs) + type: Mechanical lore: - - - shards: + - This block never complains, despite the + - pain gone through for this visual perfection + shards: [ 0,2,0,0,1,0,0,0,0 ] WEEPING_VINES: tier: 1 @@ -12528,70 +13333,89 @@ WITHER_ROSE: shards: [ 1,0,0,0,0,1,0,0,0 ] WITHER_SKELETON_SKULL: - tier: 1 + tier: 3 elements: - - + - VOID + - ANIMAL story: - name: - type: + name: Spooky scary skele... + type: VOID lore: - - - shards: + - Unfortunately, I cannot use the + - full title due to advancement + - copyright laws + shards: [ 0,0,0,1,0,1,0,2,0 ] + author: Seggan WOODEN_AXE: - tier: 1 + tier: 4 elements: - - + - HUMAN + - PHILOSOPHICAL story: - name: - type: + name: Axe-cident waiting to happen! (Wood) + type: PHILOSOPHICAL lore: - - - shards: + - Every person fears the day when they + - accidentally right click on a log in their + - base! + shards: [ 1,0,0,0,1,0,1,0,1 ] WOODEN_HOE: tier: 1 elements: - - + - HUMAN + - MECHANICAL story: - name: - type: + name: Till until (Wood) + type: MECHANICAL lore: - - - shards: + - Other farmers may have moved to more mechanical + - means, the trusty hoe is still the number one + - go-to. + shards: [ 1,1,0,0,1,0,1,0,0 ] WOODEN_PICKAXE: tier: 1 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: P-p-p-pick up a pickaxe (Wood) + type: CELESTIAL lore: - - - shards: + - Arguably the most important tool to any + - minecrafters arsenal, the pickaxe radiates + - a joy with every block broken. + shards: [ 0,0,0,1,2,0,1,0,0 ] WOODEN_SHOVEL: - tier: 1 + tier: 4 elements: - - + - HUMAN + - ELEMENTAL story: - name: - type: + name: Can you dig it? (Wood) + type: ELEMENTAL lore: - - - shards: + - The invention of the shovel was a pivotal + - to the furtherment of mankind, it was + - practically ground breaking! + shards: [ 1,1,0,0,1,0,0,0,0 ] WOODEN_SWORD: tier: 1 elements: - - + - HUMAN + - VOID story: - name: - type: + name: Time to Strike (Wood) + type: VOID lore: - - - shards: + - Finally armed, the wielder can choose + - to use a sword defensively or aggressively. + - Either way, the sword fulfills its purpose + shards: [ 0,0,0,1,1,0,0,1,1 ] WRITABLE_BOOK: tier: 1 @@ -12607,13 +13431,16 @@ WRITABLE_BOOK: WRITTEN_BOOK: tier: 1 elements: - - + - PHILOSOPHICAL + - HUMAN story: - name: - type: + name: The Press + type: PHILOSOPHICAL lore: - - - shards: + - Oh the day when humans invented + - writing! + shards: [ 0,0,0,1,1,0,0,0,1 ] + author: Seggan YELLOW_BANNER: tier: 2 @@ -12784,12 +13611,15 @@ YELLOW_WOOL: author: OOOOMAGAAA ZOMBIE_HEAD: - tier: 1 + tier: 2 elements: - - + - VOID story: - name: - type: + name: Decapitation (Zombie) + type: VOID lore: - - - shards: + - While a despicable practice, some magics + - can only be harnessed through recent + - decapitations. Luckily no Crysta is wholy + - dependent on this. + shards: [ 0,1,0,0,1,0,0,1,0 ] diff --git a/src/main/resources/plugin.yml b/src/main/resources/plugin.yml index 1dac8f62..54a6d256 100644 --- a/src/main/resources/plugin.yml +++ b/src/main/resources/plugin.yml @@ -1,12 +1,16 @@ name: CrystamaeHistoria author: Sefiraat -description: A magical addon with a Technical vibe allowing for automatic procudction of most things and adding cool new TOOLS! +description: A magical addon with a semi-technical slimefun feel allowing for the production of spells, gadgets and more. main: io.github.sefiraat.crystamaehistoria.CrystamaeHistoria website: https://github.com/Sefiraat/CrystamaeHistoria version: ${project.version} api-version: 1.17 depend: - Slimefun +softdepend: + - mcMMO + - SlimeTinker + - ExoticGarden commands: crystamaehistoria: description: /historia