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Added Damagetype ME
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global_templates:
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- template: elementinits/damagetypes.java.ftl
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name: "@SRCROOT/@BASEPACKAGEPATH/init/@JavaModNameDamageTypes.java"
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localizationkeys:
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- key: death.attack.@registryname
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mapto: normalDeathMessage
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- key: death.attack.@registryname.item
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mapto: itemDeathMessage
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- key: death.attack.@registryname.player
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mapto: playerDeathMessage
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field_exclusions: [exhaustion]
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<#--
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# MCreator (https://mcreator.net/)
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# Copyright (C) 2012-2020, Pylo
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# Copyright (C) 2020-2025, Pylo, opensource contributors
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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#
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# Additional permission for code generator templates (*.ftl files)
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#
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# As a special exception, you may create a larger work that contains part or
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# all of the MCreator code generator templates (*.ftl files) and distribute
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# that work under terms of your choice, so long as that work isn't itself a
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# template for code generation. Alternatively, if you modify or redistribute
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# the template itself, you may (at your option) remove this special exception,
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# which will cause the template and the resulting code generator output files
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# to be licensed under the GNU General Public License without this special
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# exception.
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-->
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<#-- @formatter:off -->
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/*
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* MCreator note: This file will be REGENERATED on each build.
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*/
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package ${package}.init;
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public class ${JavaModName}DamageTypes {
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<#list damagetypes as damageType>
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public static final DamageSource ${damageType.getModElement().getRegistryNameUpper()} = (new DamageSource("${damageType.getModElement()}"))<#if damageType.scaling != "false">.setDifficultyScaled()</#if><#if damageType.effects == "burning">.setFireDamage()<#elseif damageType.effects == "drowning" || damageType.effects == "hurt">.setDamageBypassesArmor()<#elseif damageType.effects == "thorns">.setMagicDamage()</#if>;
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</#list>
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}
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<#-- @formatter:on -->

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