Make all radiant damage set fire to undead entities
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@@ -3,9 +3,12 @@ package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.util.*;
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import electroblob.wizardry.util.EntityUtils;
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import electroblob.wizardry.util.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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@@ -26,7 +29,7 @@ public class RayOfPurification extends SpellRay {
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public RayOfPurification(){
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super("ray_of_purification", SpellActions.POINT, true);
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addProperties(DAMAGE, EFFECT_DURATION, BURN_DURATION, UNDEAD_DAMAGE_MULTIPLIER);
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addProperties(DAMAGE, EFFECT_DURATION, UNDEAD_DAMAGE_MULTIPLIER);
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}
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// The following three methods serve as a good example of how to implement continuous spell sounds (hint: it's easy)
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@@ -60,7 +63,6 @@ public class RayOfPurification extends SpellRay {
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float damage = getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY);
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// Fire
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if(((EntityLivingBase)target).isEntityUndead()){
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target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
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damage *= getProperty(UNDEAD_DAMAGE_MULTIPLIER).floatValue();
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}
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// Damage
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