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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package electroblob.wizardry.spell;
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import electroblob.wizardry.registry.WizardryItems;
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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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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.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.MobEffects;
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import net.minecraft.item.EnumAction;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.util.EnumFacing;
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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.MathHelper;
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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 RayOfPurification extends SpellRay {
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/** The number by which this spell's damage is multiplied for undead entities. */
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public static final String UNDEAD_DAMAGE_MULTIPLIER = "undead_damage_multiplier";
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public RayOfPurification(){
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super("ray_of_purification", true, EnumAction.NONE);
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addProperties(DAMAGE, EFFECT_DURATION, BURN_DURATION, UNDEAD_DAMAGE_MULTIPLIER);
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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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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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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, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
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if(WizardryUtilities.isLiving(target)){
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if(MagicDamage.isEntityImmune(DamageType.RADIANT, target)){
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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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float damage = getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY);
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// Fire
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if(((EntityLivingBase)target).isEntityUndead()){
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target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
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damage *= getProperty(UNDEAD_DAMAGE_MULTIPLIER).floatValue();
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}
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// Damage
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WizardryUtilities.attackEntityWithoutKnockback(target,
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MagicDamage.causeDirectMagicDamage(caster, DamageType.RADIANT), damage);
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// Blindness
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((EntityLivingBase)target).addPotionEffect(new PotionEffect(MobEffects.BLINDNESS,
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(int)(getProperty(EFFECT_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade))));
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}
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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 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 spawnParticleRay(World world, Vec3d origin, Vec3d direction, EntityLivingBase caster, double distance){
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if(caster != null){
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ParticleBuilder.create(Type.BEAM).entity(caster).pos(origin.subtract(caster.getPositionVector()))
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.length(distance).clr(1, 0.6f + 0.3f * world.rand.nextFloat(), 0.2f)
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.scale(MathHelper.sin(world.getTotalWorldTime() * 0.2f) * 0.1f + 1.4f).spawn(world);
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}else{
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ParticleBuilder.create(Type.BEAM).pos(origin).target(origin.add(direction.scale(distance)))
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.clr(1, 0.6f + 0.3f * world.rand.nextFloat(), 0.2f)
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.scale(MathHelper.sin(world.getTotalWorldTime() * 0.2f) * 0.1f + 1.4f).spawn(world);
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}
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}
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}
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