Finish changing modid to 'ebwizardry'
- Fix up translations, resource IDs, paths etc. - Where possible, the modid part in most strings now just reuses Wizardry.MODID
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@@ -28,7 +28,7 @@ public class PotionDecay extends Potion {
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public PotionDecay(boolean isBadEffect, int liquidColour){
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super(isBadEffect, liquidColour);
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// This needs to be here because registerPotionAttributeModifier doesn't like it if the potion has no name yet.
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this.setPotionName("potion.wizardry:decay");
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this.setPotionName("potion." + Wizardry.MODID + ":decay");
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this.registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED,
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"85602e0b-4801-4a87-94f3-bf617c97014e", -Constants.DECAY_SLOWNESS_PER_LEVEL, 2);
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}
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@@ -25,7 +25,7 @@ public class PotionFrost extends Potion implements ICustomPotionParticles {
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public PotionFrost(boolean isBadEffect, int liquidColour){
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super(isBadEffect, liquidColour);
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// This needs to be here because registerPotionAttributeModifier doesn't like it if the potion has no name yet.
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this.setPotionName("potion.wizardry:frost");
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this.setPotionName("potion." + Wizardry.MODID + ":frost");
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// With -0.5 as the 'amount', frost 1 slows the entity down by a half and frost 2 roots it to the spot
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this.registerPotionAttributeModifier(SharedMonsterAttributes.MOVEMENT_SPEED,
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"35dded48-2f19-4541-8510-b29e2dc2cd51", -Constants.FROST_SLOWNESS_PER_LEVEL, 2);
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