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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@@ -68,7 +68,7 @@ public class Intimidate extends Spell {
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double x = caster.posX - 1 + world.rand.nextDouble() * 2;
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double y = caster.getEntityBoundingBox().minY + 1.5 + world.rand.nextDouble() * 0.5;
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double z = caster.posZ - 1 + world.rand.nextDouble() * 2;
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ParticleBuilder.create(Type.DARK_MAGIC).pos(x, y, z).colour(0.9f, 0.1f, 0).spawn(world);
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ParticleBuilder.create(Type.DARK_MAGIC).pos(x, y, z).clr(0.9f, 0.1f, 0).spawn(world);
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}
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}
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WizardryUtilities.playSoundAtPlayer(caster, SoundEvents.ENTITY_ENDERDRAGON_GROWL, 1.0f, 1.0f);
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