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