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.
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@@ -375,7 +375,7 @@ public class ItemWand extends Item {
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// normal mob on full 20 health, but wither 2 for the same duration only deals about 6 hearts of damage in
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// total.
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if(this.element == spell.element){
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modifiers.set(SpellModifiers.DAMAGE, 1.0f + (this.tier.level + 1) * Constants.DAMAGE_INCREASE_PER_TIER,
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modifiers.set(SpellModifiers.POTENCY, 1.0f + (this.tier.level + 1) * Constants.DAMAGE_INCREASE_PER_TIER,
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true);
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}
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@@ -401,7 +401,7 @@ public class ItemWand extends Item {
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private boolean selectMinionTarget(EntityPlayer player, World world){
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RayTraceResult rayTrace = WizardryUtilities.standardEntityRayTrace(world, player, 16);
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RayTraceResult rayTrace = WizardryUtilities.standardEntityRayTrace(world, player, 16, false);
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if(rayTrace != null && WizardryUtilities.isLiving(rayTrace.entityHit)){
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