Make replaceVanillaFallDamae a synchronised setting, should fix the problems people were having on servers where turning the option off seemed to do nothing
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@@ -192,11 +192,6 @@ public final class Settings {
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public boolean dispenserBlockDamage = true;
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/** <b>[Server-only]</b> Whether to revert to the old wand upgrade system, which only requires tomes of arcana. */
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public boolean legacyWandLevelling = false;
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/**
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* <b>[Server-only]</b> Whether to replace Minecraft's distance-based fall damage calculation with an equivalent,
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* velocity-based one.
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*/
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public boolean replaceVanillaFallDamage = true; // TODO: This should be synced
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/** <b>[Server-only]</b> Whether to tweak the blindness effect to reduce follow distance when used on non-players. */
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public boolean blindnessTweak = true;
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/** <b>[Server-only]</b> Whether using bonemeal on grass blocks has a chance to grow crystal flowers. */
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@@ -308,6 +303,11 @@ public final class Settings {
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public boolean passiveMobsAreAllies = false;
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/** <b>[Synchronised]</b> Whether to replace Minecraft's own fireballs with wizardry fireballs. */
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public boolean replaceVanillaFireballs = true;
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/**
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* <b>[Synchronised]</b> Whether to replace Minecraft's distance-based fall damage calculation with an equivalent,
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* velocity-based one.
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*/
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public boolean replaceVanillaFallDamage = true;
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/** <b>[Synchronised]</b> Chance of 'misreading' an undiscovered spell and triggering a forfeit instead. */
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public double forfeitChance = 0.2;
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/**
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@@ -745,6 +745,7 @@ public final class Settings {
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"Whether to replace Minecraft's distance-based fall damage calculation with an equivalent, velocity-based one. This is done such that mobs in freefall will take exactly the same damage as normal, so it will not break falling-based mob farms. Disable this if you experience falling-related weirdness! If this is disabled, some spells will use a more simplistic method of resetting the player's fall damage in certain cases.");
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property.setLanguageKey("config." + Wizardry.MODID + ".replace_vanilla_fall_damage");
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Wizardry.proxy.setToNamedBooleanEntry(property);
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property.setRequiresWorldRestart(true);
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replaceVanillaFallDamage = property.getBoolean();
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propOrder.add(property.getName());
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