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
@@ -15,7 +15,7 @@ import net.minecraft.world.World;
public class Leap extends Spell {
public Leap(){
super(Tier.BASIC, 10, Element.EARTH, "leap", SpellType.UTILITY, 20, EnumAction.NONE, false);
super("leap", Tier.BASIC, Element.EARTH, SpellType.UTILITY, 10, 20, EnumAction.NONE, false);
}
@Override
@@ -23,7 +23,7 @@ public class Leap extends Spell {
if(caster.onGround){
caster.motionY = 0.65 * modifiers.get(SpellModifiers.DAMAGE);
caster.motionY = 0.65 * modifiers.get(SpellModifiers.POTENCY);
caster.addVelocity(caster.getLookVec().x * 0.3, 0, caster.getLookVec().z * 0.3);
if(world.isRemote){