Cleanup and minor code tweaks
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@@ -58,8 +58,8 @@ public class MindControl extends Spell {
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if(!world.isRemote){
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if(!canControl(target)){
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// Adds a message saying that the player/boss entity/wizard resisted mind control
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if(!world.isRemote) caster.sendMessage(new TextComponentTranslation("spell.resist",
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target.getName(), this.getNameForTranslationFormatted()));
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caster.sendMessage(new TextComponentTranslation("spell.resist", target.getName(),
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this.getNameForTranslationFormatted()));
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}else if(target instanceof EntityLiving){
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@@ -57,11 +57,11 @@ public class ShadowWard extends Spell {
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&& !(event.getSource() instanceof IElementalDamage && ((IElementalDamage)event.getSource()).isRetaliatory())){
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event.setCanceled(true);
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// Now we can preserve the original daage source (sort of) as long as we make it retaliatory.
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// Now we can preserve the original damage source (sort of) as long as we make it retaliatory.
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event.getEntityLiving().attackEntityFrom(
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MagicDamage.causeDirectMagicDamage(event.getSource().getTrueSource(), DamageType.MAGIC, true), event.getAmount() / 2);
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((EntityLivingBase)event.getSource().getTrueSource())
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.attackEntityFrom(MagicDamage.causeDirectMagicDamage(event.getEntityLiving(), DamageType.MAGIC, true), event.getAmount() / 2);
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MagicDamage.causeDirectMagicDamage(event.getSource().getTrueSource(), DamageType.MAGIC, true), event.getAmount() * 0.5f);
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((EntityLivingBase)event.getSource().getTrueSource()).attackEntityFrom(
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MagicDamage.causeDirectMagicDamage(event.getEntityLiving(), DamageType.MAGIC, true), event.getAmount() * 0.5f);
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}
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}
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}
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@@ -81,10 +81,9 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
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public enum DamageType {
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/** Generic magic damage from the wizardry mod. Like vanilla magic damage, except it doesn't bypass armour. */
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MAGIC,
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/**
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* Fire damage from the wizardry mod. Counts as fire damage in the vanilla system, so is blocked by any mobs
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* that are immune to fire and entities with the fire resistance effect.
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*/
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/** Fire damage from the wizardry mod. Counts as fire damage in the vanilla system, so is blocked by any mobs
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* that are immune to fire and entities with the fire resistance effect, and is affected by the fire protection
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* enchantment. */
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FIRE,
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/** Frost (ice) damage from the wizardry mod. Snow golems, ice wraiths and ice giants are immune. */
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FROST,
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@@ -94,13 +93,11 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
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WITHER,
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/** Poison damage from the wizardry mod. Spiders, cave spiders and undead mobs are immune. */
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POISON,
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/**
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* [NYI] Force damage from the wizardry mod. Insubstantial creatures (ghast, shadow wraith, etc.) are immune.
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*/
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/** Force damage from the wizardry mod. */ // Insubstantial creatures (ghast, shadow wraith, etc.) are immune?
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FORCE,
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/** Blast damage from the wizardry mod. Affected by the blast protection enchantment. */
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BLAST,
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/** [NYI] Radiant damage from the wizardry mod. */
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/** Radiant damage from the wizardry mod. */
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RADIANT;
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}
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