Miscellaneous cleanup and commenting
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@@ -161,12 +161,12 @@ public class EntityWizard extends EntityVillager implements ISpellCaster, IEntit
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// ... and is a mob, a summoned creature ...
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if((entity instanceof IMob || entity instanceof ISummonedCreature
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// ... or in the whitelist ...
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// ... or in the whitelist ...
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|| Arrays.asList(Wizardry.settings.summonedCreatureTargetsWhitelist)
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.contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT)))
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.contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT)))
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// ... and isn't in the blacklist ...
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&& !Arrays.asList(Wizardry.settings.summonedCreatureTargetsBlacklist)
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.contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT))){
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.contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT))){
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// ... it can be attacked.
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return true;
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}
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@@ -520,7 +520,7 @@ public class EntityWizard extends EntityVillager implements ISpellCaster, IEntit
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}
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// TODO: Switch all of this over to some kind of loot pool system?
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private ItemStack getRandomPrice(Tier tier){
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ItemStack itemstack = ItemStack.EMPTY;
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switch(this.rand.nextInt(3)){
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@@ -594,8 +594,7 @@ public class EntityWizard extends EntityVillager implements ISpellCaster, IEntit
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}else if(randomiser < 8){
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return new ItemStack(WizardryItems.arcane_tome, 1, 1);
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}else if(randomiser < 10){
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EntityEquipmentSlot slot = WizardryUtilities.ARMOUR_SLOTS[rand
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.nextInt(WizardryUtilities.ARMOUR_SLOTS.length)];
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EntityEquipmentSlot slot = WizardryUtilities.ARMOUR_SLOTS[rand.nextInt(WizardryUtilities.ARMOUR_SLOTS.length)];
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if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0){
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// This means it is more likely for armour sold to be of the same element as the wizard if the
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// wizard has an element.
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