diff --git a/src/main/java/electroblob/wizardry/data/IVariable.java b/src/main/java/electroblob/wizardry/data/IVariable.java
index 3388be93..3f123159 100644
--- a/src/main/java/electroblob/wizardry/data/IVariable.java
+++ b/src/main/java/electroblob/wizardry/data/IVariable.java
@@ -6,9 +6,9 @@ import net.minecraft.entity.player.EntityPlayer;
import java.util.function.BiFunction;
/**
- * Instances of this interface act as keys which allow spellData of any type to be stored in {@link WizardData} at
- * runtime. This means spells (or anything else, for that matter) may define their own storedVariables to be stored
- * with the player and handle those storedVariables themselves. This prevents {@code WizardData} from being cluttered
+ * Instances of this interface act as keys which allow data of any type to be stored in {@link WizardData} at
+ * runtime. This means spells (or anything else, for that matter) may define their own variables to be stored
+ * with the player and handle those variables themselves. This prevents {@code WizardData} from being cluttered
* with spell-specific fields and allows addon mods to leverage {@code WizardData} for their own spells or other data,
* rather than defining their own capability. This system is somewhat similar to {@code DataManager}.
*
diff --git a/src/main/java/electroblob/wizardry/data/WizardData.java b/src/main/java/electroblob/wizardry/data/WizardData.java
index 2380c52f..50d9ecc1 100644
--- a/src/main/java/electroblob/wizardry/data/WizardData.java
+++ b/src/main/java/electroblob/wizardry/data/WizardData.java
@@ -192,7 +192,7 @@ public class WizardData implements INBTSerializable {
/** Registers the given {@link IStoredVariable} objects as keys that will be stored to NBT for each {@code WizardData}
* instance. */
- public static void registerStoredVariables(IStoredVariable... variables){
+ public static void registerStoredVariables(IStoredVariable>... variables){
storedVariables.addAll(Arrays.asList(variables));
}
@@ -211,7 +211,7 @@ public class WizardData implements INBTSerializable {
* other words, if an {@code Integer} is stored under a {@code IVariable}, a {@code Number} will
* be returned when the value is retrieved.
*/
- // This use of type parameters guarantees that spellData may only be stored (and therefore may only be accessed)
+ // This use of type parameters guarantees that data may only be stored (and therefore may only be accessed)
// using a compatible key. For instance, the following code will not compile:
// Number i = 1;
// setVariable(StoredVariable.ofInt("key", Persistence.ALWAYS), i);
@@ -484,7 +484,7 @@ public class WizardData implements INBTSerializable {
prevMotionY = player.motionY;
- // This new system removes a lot of repetitive event handler code and inflexible spellData which had duplicate
+ // This new system removes a lot of repetitive event handler code and inflexible data which had duplicate
// functions, just for different enchantments.
updateImbuedItems();
updateContinuousSpellCasting();
@@ -495,10 +495,10 @@ public class WizardData implements INBTSerializable {
/**
* Called from the event handler each time the associated player entity is cloned, i.e. on respawn or when
- * travelling to a different dimension. Used to copy over any spellData that should persist over player death. This
- * is the inverse of the old onPlayerDeath method, which reset the spellData that shouldn't persist.
+ * travelling to a different dimension. Used to copy over any data that should persist over player death. This
+ * is the inverse of the old onPlayerDeath method, which reset the data that shouldn't persist.
*
- * @param data The old WizardData whose spellData are to be copied over.
+ * @param data The old WizardData whose data is to be copied over.
* @param respawn True if the player died and is respawning, false if they are just travelling between dimensions.
*/
public void copyFrom(WizardData data, boolean respawn){