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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@@ -1,10 +1,6 @@
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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.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.util.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.ParticleBuilder;
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@@ -12,55 +8,45 @@ import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLiving;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.item.EnumAction;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.SoundEvent;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.util.text.TextComponentTranslation;
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import net.minecraft.world.World;
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public class FlameRay extends SpellRay {
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private static final float BASE_DAMAGE = 3;
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/** The base duration for which entities are set on fire by this spell. */
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private static final int BASE_DURATION = 10;
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public FlameRay(){
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super("flame_ray", Tier.APPRENTICE, Element.FIRE, SpellType.ATTACK, 5, 0, true, 10, null);
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super("flame_ray", true, EnumAction.NONE);
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this.particleVelocity(1);
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this.particleSpacing(0.5);
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addProperties(DAMAGE, BURN_DURATION);
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this.soundValues(1.5f, 1, 0);
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}
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// The following three methods serve as a good example of how to implement continuous spell sounds (hint: it's easy)
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@Override
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protected SoundEvent[] createSounds(){
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return this.createContinuousSpellSounds();
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}
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@Override
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public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
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// TODO: Temporary solution until I implement a better continuous sound system
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boolean flag = super.cast(world, caster, hand, ticksInUse, modifiers);
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if(flag){
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if(ticksInUse % 16 == 0){
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if(ticksInUse == 0) WizardryUtilities.playSoundAtPlayer(caster, SoundEvents.ENTITY_BLAZE_SHOOT, 1, 1);
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WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_LOOP_FIRE, 0.5f, 1.0f);
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}
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}
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return flag;
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protected void playSound(World world, EntityLivingBase entity, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
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this.playSoundLoop(world, entity, ticksInUse);
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}
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@Override
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public boolean cast(World world, EntityLiving caster, EnumHand hand, int ticksInUse, EntityLivingBase target, SpellModifiers modifiers){
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boolean flag = super.cast(world, caster, hand, ticksInUse, target, modifiers);
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if(flag){
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if(ticksInUse % 16 == 0){
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if(ticksInUse == 0) caster.playSound(SoundEvents.ENTITY_BLAZE_SHOOT, 1, 1);
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caster.playSound(WizardrySounds.SPELL_LOOP_FIRE, 0.5f, 1.0f);
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}
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}
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return flag;
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protected void playSound(World world, double x, double y, double z, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
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this.playSoundLoop(world, x, y, z, ticksInUse, duration);
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}
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@Override
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protected boolean onEntityHit(World world, Entity target, EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
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protected boolean onEntityHit(World world, Entity target, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
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// Fire can damage armour stands
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if(target instanceof EntityLivingBase){
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@@ -68,33 +54,33 @@ public class FlameRay extends SpellRay {
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if(!world.isRemote && ticksInUse == 1 && caster instanceof EntityPlayer) ((EntityPlayer)caster)
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.sendStatusMessage(new TextComponentTranslation("spell.resist", target.getName(),
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this.getNameForTranslationFormatted()), true);
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}else{
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target.setFire((int)(BASE_DURATION * modifiers.get(WizardryItems.duration_upgrade)));
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// This now only damages in line with the maxHurtResistantTime. Some mods don't play nicely and fiddle
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// with this mechanic for their own purposes, so this line makes sure that doesn't affect wizardry.
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}else if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
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target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
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WizardryUtilities.attackEntityWithoutKnockback(target,
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MagicDamage.causeDirectMagicDamage(caster, DamageType.FIRE),
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BASE_DAMAGE * modifiers.get(SpellModifiers.POTENCY));
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getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY));
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}
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return true;
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}
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return true;
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}
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@Override
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protected boolean onBlockHit(World world, BlockPos pos, EnumFacing side, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
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return false;
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}
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@Override
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protected boolean onBlockHit(World world, BlockPos pos, EnumFacing side, EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
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return false;
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}
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@Override
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protected boolean onMiss(World world, EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
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protected boolean onMiss(World world, EntityLivingBase caster, Vec3d origin, Vec3d direction, int ticksInUse, SpellModifiers modifiers){
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return true;
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}
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@Override
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protected void spawnParticle(World world, double x, double y, double z, double vx, double vy, double vz){
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ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).spawn(world);
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ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).spawn(world);
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ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).collide(true).spawn(world);
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ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).collide(true).spawn(world);
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}
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}
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