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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@@ -27,7 +27,7 @@ import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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public class ShadowWard extends Spell {
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public ShadowWard(){
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super(Tier.ADVANCED, 10, Element.NECROMANCY, "shadow_ward", SpellType.DEFENCE, 0, EnumAction.BLOCK, true);
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super("shadow_ward", Tier.ADVANCED, Element.NECROMANCY, SpellType.DEFENCE, 10, 0, EnumAction.BLOCK, true);
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}
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@Override
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@@ -37,7 +37,7 @@ public class ShadowWard extends Spell {
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double dx = -1 + 2 * world.rand.nextFloat();
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double dy = -1 + world.rand.nextFloat();
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double dz = -1 + 2 * world.rand.nextFloat();
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world.spawnParticle(EnumParticleTypes.PORTAL, caster.posX, WizardryUtilities.getPlayerEyesPos(caster), caster.posZ, dx, dy, dz);
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world.spawnParticle(EnumParticleTypes.PORTAL, caster.posX, caster.getEntityBoundingBox().minY + caster.getEyeHeight(), caster.posZ, dx, dy, dz);
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}
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if(ticksInUse % 50 == 0){
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