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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@@ -7,11 +7,11 @@ import com.google.common.collect.HashMultimap;
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import com.google.common.collect.Multimap;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.block.BlockStatue;
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import electroblob.wizardry.constants.Constants;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.registry.WizardryAdvancementTriggers;
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import electroblob.wizardry.registry.WizardryTabs;
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import electroblob.wizardry.spell.Petrify;
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import net.minecraft.client.model.ModelBiped;
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import net.minecraft.client.util.ITooltipFlag;
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import net.minecraft.entity.Entity;
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@@ -142,7 +142,7 @@ public class ItemWizardArmour extends ItemArmor {
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// fix, considering how long I spent trying to do this before - a bit of lateral thinking was all it took.
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// Do note however that a texture pack could override this.
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if(entity instanceof EntityLivingBase && ((EntityLivingBase)entity).isInvisible()
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&& !entity.getEntityData().getBoolean(Petrify.NBT_KEY))
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&& !entity.getEntityData().getBoolean(BlockStatue.NBT_KEY))
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return "ebwizardry:textures/armour/invisible_armour.png";
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if(slot == EntityEquipmentSlot.LEGS)
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