Spell hierarchisation and refactoring, plus miscellaneous renaming and minor refactoring

- Adds new generic spell superclasses which aim to group spells such that duplicate code is eliminated, and functions standardised, as much as possible.
- Removes numerous spell classes which are no longer required as a result of this change, and replaces them with instances of the relevant generic spell classes.
- Changes the remaining spell classes to fit with the new system, mostly by having them extend the generic spell classes.
- Completes the transfer of particle spawning to the ParticleBuilder system.
This commit is contained in:
Electroblob
2018-06-20 22:25:54 +01:00
parent b6400c72a7
commit 29261082f1
222 changed files with 4412 additions and 9016 deletions
@@ -34,17 +34,13 @@ public class EntityTornado extends EntityMagicConstruct {
this.width = 5.0f;
this.isImmuneToFire = false;
}
public EntityTornado(World world, double x, double y, double z, EntityLivingBase caster, int lifetime, double velX,
double velZ, float damageMultiplier){
super(world, x, y, z, caster, lifetime, damageMultiplier);
this.height = 8.0f;
this.width = 5.0f;
public void setHorizontalVelocity(double velX, double velZ){
this.velX = velX;
this.velZ = velZ;
this.isImmuneToFire = false;
}
@Override
public void onUpdate(){
super.onUpdate();