The great particle refactoring part 2: Splitting and Streamlining!
- Splits all particle textures into individual files intead of sprite sheets - Replaces arc and lightning pulse entities with particles - Pulls particle code up to the general ParticleWizardry so behaviours such as spin can be applied to all particle types - Renames a few ParticleBuilder methods for conciseness. - Adds a few new particle effects to various spells and entities, with a slight tweak to EntityMagicArrow#onBlockHit to facilitate impact effects
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@@ -50,13 +50,13 @@ public class ForestsCurse extends SpellAreaEffect {
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float brightness = world.rand.nextFloat() / 4;
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ParticleBuilder.create(Type.DARK_MAGIC).pos(x, y, z).vel(0, -0.2, 0)
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.colour(0.05f + brightness, 0.2f + brightness, 0).spawn(world);
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.clr(0.05f + brightness, 0.2f + brightness, 0).spawn(world);
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brightness = world.rand.nextFloat() / 4;
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.05, 0).lifetime(50)
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.colour(0.1f + brightness, 0.2f + brightness, 0).spawn(world);
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.05, 0).time(50)
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.clr(0.1f + brightness, 0.2f + brightness, 0).spawn(world);
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ParticleBuilder.create(Type.LEAF).pos(x, y, z).vel(0, -0.01, 0).lifetime(40 + world.rand.nextInt(12)).spawn(world);
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ParticleBuilder.create(Type.LEAF).pos(x, y, z).vel(0, -0.01, 0).time(40 + world.rand.nextInt(12)).spawn(world);
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}
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}
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