That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
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@@ -1,23 +1,20 @@
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package electroblob.wizardry.spell;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.constants.SpellType;
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import electroblob.wizardry.constants.Tier;
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import electroblob.wizardry.entity.construct.EntityArrowRain;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.world.World;
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public class ArrowRain extends SpellConstructRanged<EntityArrowRain> {
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public ArrowRain(){
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super("arrow_rain", Tier.MASTER, Element.SORCERY, SpellType.ATTACK, 75, 300, EntityArrowRain::new, 120, 20, WizardrySounds.SPELL_SUMMONING);
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super("arrow_rain", EntityArrowRain::new, false);
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this.floor(true);
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}
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@Override
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protected boolean spawnConstruct(World world, double x, double y, double z, EntityLivingBase caster, SpellModifiers modifiers){
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protected boolean spawnConstruct(World world, double x, double y, double z, EnumFacing side, EntityLivingBase caster, SpellModifiers modifiers){
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// Moves the entity back towards the caster a bit, so the area of effect is better centred on the position.
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// 3 is the distance to move the entity back towards the caster.
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@@ -29,11 +26,11 @@ public class ArrowRain extends SpellConstructRanged<EntityArrowRain> {
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// Moves the entity up 5 blocks so that it is above mobs' heads.
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y += 5;
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return super.spawnConstruct(world, x, y, z, caster, modifiers);
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return super.spawnConstruct(world, x, y, z, side, caster, modifiers);
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}
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@Override
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protected void addConstructExtras(EntityArrowRain construct, EntityLivingBase caster, SpellModifiers modifiers){
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protected void addConstructExtras(EntityArrowRain construct, EnumFacing side, EntityLivingBase caster, SpellModifiers modifiers){
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// Makes the arrows shoot in the direction the caster was looking when they cast the spell.
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construct.rotationYaw = caster.rotationYawHead;
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}
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