Refactor basically everything to use blueprints
Add some simple test blueprints
Don't rename an item if no new name is specified in blueprint
Fix minor errors in blueprint constructor
* Item name colorization should use &, not §
* No more NPE when blueprint file doesn't provide lore
Add pyromancer blueprints
Untested support for colorizing leather armor in blueprints
Revise pyromancer level range upwards
More tweaks to text colorization
Expand the versatility of mob blueprints
* Mob blueprints can specify a particular mob type to which they apply
* Mob blueprints can specify a starting health
* Mob blueprints can specify one or more persistent potion effects
Expand the versatility of item blueprints
* Item blueprints can specify a damage value for each item
* Item blueprints can specify a correctly colorized display name for each item
* Item blueprints can specify correctly colorized lore for each item
* Item blueprints can specify correctly interpreted colors for leather armor items
* Item blueprints can specify an owner name for skull items
Remove old example blueprints and add new ones
Clean up BlueprintManager code
Refactor package com.maxkreminski to com.mkremins
Update README
Further expand mob blueprint versatility
* Mob blueprints can specify item blueprints to be used for drops
* Mob blueprints can specify a preferred biome
* Mob blueprints can specify whether the mobs they describe can be spawned by eggs
* Mob blueprints can specify whether the mobs they describe can be spawned by spawners