Add entity- and tileentity-sensitive versions of Spell#canBeCastByNPCs and Spell#canBeCastByDispensers
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@@ -252,7 +252,7 @@ public class EntityEvilWizard extends EntityMob implements ISpellCaster, IEntity
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// When right-clicked with a spell book in creative, sets one of the spells to that spell
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if(player.isCreative() && stack.getItem() instanceof ItemSpellBook){
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Spell spell = Spell.byMetadata(stack.getItemDamage());
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if(this.spells.size() >= 4 && spell.canBeCastByNPCs()){
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if(this.spells.size() >= 4 && spell.canBeCastBy(this, true)){
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// The set(...) method returns the element that was replaced - neat!
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player.sendMessage(new TextComponentTranslation("item." + Wizardry.MODID + ":spell_book.apply_to_wizard",
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this.getDisplayName(), this.spells.set(rand.nextInt(3) + 1, spell).getNameForTranslationFormatted(),
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@@ -369,7 +369,7 @@ public class EntityEvilWizard extends EntityMob implements ISpellCaster, IEntity
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// All wizards know magic missile, even if it is disabled.
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spells.add(Spells.magic_missile);
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Tier maxTier = EntityWizard.populateSpells(spells, element, hasStructure, 3, rand);
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Tier maxTier = EntityWizard.populateSpells(this, spells, element, hasStructure, 3, rand);
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// Now done after the spells so it can take the tier into account. For evil wizards this is slightly different;
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// it picks a random wand which is at least a high enough tier for the spells the wizard has.
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