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authorbculkin2442 <bjculkin@mix.wvu.edu>2019-08-22 20:01:40 -0400
committerbculkin2442 <bjculkin@mix.wvu.edu>2019-08-22 20:01:40 -0400
commit20bef6e26d948698398bd16aeab8c9e6b89110e4 (patch)
tree8a21e17f78b330435f4ce2d4355d72b773230aa7 /src/main/java/darkknight/jewelrycraft/api
parent26fb28edd1ebb6390f8803fed3876d222cb8fdba (diff)
Format/import cleanup
Diffstat (limited to 'src/main/java/darkknight/jewelrycraft/api')
-rwxr-xr-xsrc/main/java/darkknight/jewelrycraft/api/Curse.java196
-rwxr-xr-xsrc/main/java/darkknight/jewelrycraft/api/IJewelryItem.java80
-rwxr-xr-xsrc/main/java/darkknight/jewelrycraft/api/ModifierEffects.java149
3 files changed, 183 insertions, 242 deletions
diff --git a/src/main/java/darkknight/jewelrycraft/api/Curse.java b/src/main/java/darkknight/jewelrycraft/api/Curse.java
index dd220f1..6bf37ee 100755
--- a/src/main/java/darkknight/jewelrycraft/api/Curse.java
+++ b/src/main/java/darkknight/jewelrycraft/api/Curse.java
@@ -19,21 +19,21 @@ import net.minecraftforge.event.entity.player.PlayerSleepInBedEvent;
import net.minecraftforge.event.world.BlockEvent;
public abstract class Curse {
- protected int textureID, ticksActive;
- protected String name, description, texturePackName;
+ protected int textureID, ticksActive;
+ protected String name, description, texturePackName;
- protected Random rand = new Random();
+ protected Random rand = new Random();
- private static ArrayList<Curse> curses = new ArrayList<>();
- public static ArrayList<Curse> availableCurses = new ArrayList<>();
+ private static ArrayList<Curse> curses = new ArrayList<>();
+ public static ArrayList<Curse> availableCurses = new ArrayList<>();
/**
* @param name
- * The name of the curse
+ * The name of the curse
* @param txtID
- * The texture ID of it
+ * The texture ID of it
* @param texturepack
- * The texturepack location
+ * The texturepack location
*/
protected Curse(String name, int txtID, String texturepack) {
this.name = name;
@@ -62,7 +62,7 @@ public abstract class Curse {
/**
* @param desc
- * description of the curse
+ * description of the curse
* @return The class
*/
public Curse setDescription(String desc) {
@@ -88,9 +88,9 @@ public abstract class Curse {
* This runs every tick
*
* @param world
- * The worldthe player is in
+ * The worldthe player is in
* @param player
- * The cursed player
+ * The cursed player
*/
public void action(World world, EntityPlayer player) {
ticksActive++;
@@ -108,14 +108,13 @@ public abstract class Curse {
* This runs when the player dies
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The thing that killed the player
+ * The thing that killed the player
*/
- public void playerDeathAction(World world, EntityPlayer player,
- LivingDeathEvent event) {
+ public void playerDeathAction(World world, EntityPlayer player, LivingDeathEvent event) {
// Do nothing
}
@@ -123,30 +122,27 @@ public abstract class Curse {
* This runs when the player is healed
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The event that the player is healing from
+ * The event that the player is healing from
*/
- public void playerHealAction(World world, EntityPlayer player,
- LivingHealEvent event) {
+ public void playerHealAction(World world, EntityPlayer player, LivingHealEvent event) {
// Do nothing
}
/**
- * This runs when an entity is killed (whether by a player or other
- * causes)
+ * This runs when an entity is killed (whether by a player or other causes)
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param target
- * The entity that died
+ * The entity that died
* @param player
- * The cursed player
+ * The cursed player
*/
- public void entityDeathAction(World world, EntityLivingBase target,
- EntityPlayer player) {
+ public void entityDeathAction(World world, EntityLivingBase target, EntityPlayer player) {
// Do nothing
}
@@ -154,67 +150,63 @@ public abstract class Curse {
* This runs when the player respawns
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The cursed player
+ * The cursed player
*/
public void respawnAction(World world, EntityPlayer player) {
// Do nothing
}
/**
- * This runs when a player gets attacked by anything but another
- * player
+ * This runs when a player gets attacked by anything but another player
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The event that attacked the player
+ * The event that attacked the player
* @param attacker
- * The entity that attacked the player
+ * The entity that attacked the player
*/
- public void attackedAction(World world, EntityPlayer player,
- LivingAttackEvent event, Entity attacker) {
+ public void attackedAction(World world, EntityPlayer player, LivingAttackEvent event, Entity attacker) {
// Do nothing
}
/**
- * This runs when an entity is attacked by a player (this includes
- * other players)
+ * This runs when an entity is attacked by a player (this includes other
+ * players)
*
* @param event
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The player that caused the damage
+ * The player that caused the damage
* @param target
- * The entity damaged
+ * The entity damaged
*/
- public void attackedByPlayerAction(LivingAttackEvent event,
- World world, EntityPlayer player, Entity target) {
+ public void attackedByPlayerAction(LivingAttackEvent event, World world, EntityPlayer player, Entity target) {
// Do nothing
}
/**
- * This runs when an entity is attacked by a player (this includes
- * other players). This can cancel the damaging event.
+ * This runs when an entity is attacked by a player (this includes other
+ * players). This can cancel the damaging event.
*
* @param event
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The player that caused the damage
+ * The player that caused the damage
* @param target
- * The entity damaged
+ * The entity damaged
* @return Whether or not to cancel the event
*/
- public boolean attackedByPlayerActionCancelable(
- LivingAttackEvent event, World world,
- EntityPlayer player, Entity target) {
+ public boolean attackedByPlayerActionCancelable(LivingAttackEvent event, World world, EntityPlayer player,
+ Entity target) {
return false;
}
@@ -222,60 +214,54 @@ public abstract class Curse {
* This runs when an item is dropped by an entity
*
* @param player
- * The cursed player
+ * The cursed player
* @param target
- * The entity that drops the item
+ * The entity that drops the item
* @param drops
- * An array list containing the dropped items
+ * An array list containing the dropped items
*/
- public void entityDropItems(EntityPlayer player, Entity target,
- ArrayList<EntityItem> drops) {
+ public void entityDropItems(EntityPlayer player, Entity target, ArrayList<EntityItem> drops) {
// Do nothing
}
/**
- * This is for rendering special things on the player in 3rd person
- * (meaning you won't see this render); This will also render in
- * the inventory.
+ * This is for rendering special things on the player in 3rd person (meaning you
+ * won't see this render); This will also render in the inventory.
*
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The event used for this
+ * The event used for this
*/
@SideOnly(Side.CLIENT)
- public void playerRender(EntityPlayer player,
- RenderPlayerEvent.Specials.Post event) {
+ public void playerRender(EntityPlayer player, RenderPlayerEvent.Specials.Post event) {
// Do nothing
}
/**
- * This is for rendering special things on the player in 1st and
- * 3rd person, but not in the player inventory.
+ * This is for rendering special things on the player in 1st and 3rd person, but
+ * not in the player inventory.
*
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The event used for this
+ * The event used for this
*/
@SideOnly(Side.CLIENT)
- public void playerHandRender(EntityPlayer player,
- RenderHandEvent event) {
+ public void playerHandRender(EntityPlayer player, RenderHandEvent event) {
// Do nothing
}
/**
- * This runs when a block drops an item (such as breaking a block
- * and dropping itself, or breaking like a Diamond ore and dropping
- * diamonds)
+ * This runs when a block drops an item (such as breaking a block and dropping
+ * itself, or breaking like a Diamond ore and dropping diamonds)
*
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The BlockEvent that triggers this
+ * The BlockEvent that triggers this
*/
- public void onBlockItemsDrop(EntityPlayer player,
- BlockEvent.HarvestDropsEvent event) {
+ public void onBlockItemsDrop(EntityPlayer player, BlockEvent.HarvestDropsEvent event) {
// Do nothing
}
@@ -283,44 +269,41 @@ public abstract class Curse {
* This runs when a block is destroyed
*
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The BlockEvent that runs this
+ * The BlockEvent that runs this
*/
- public void onBlockDestroyed(EntityPlayer player,
- BlockEvent.BreakEvent event) {
+ public void onBlockDestroyed(EntityPlayer player, BlockEvent.BreakEvent event) {
// Do nothing
}
/**
* This determines if the player can toss an item or not (with Q)
*
- * @return True if the player can no longer toss items; False if he
- * can. (by default false)
+ * @return True if the player can no longer toss items; False if he can. (by
+ * default false)
*/
public boolean itemToss() {
return false;
}
/**
- * This controls whether a curse can be activated or not (makes it
- * easy to do things like disable certain curses if in hardcore)
+ * This controls whether a curse can be activated or not (makes it easy to do
+ * things like disable certain curses if in hardcore)
*
* @param world
- * The world the player is in
- * @return True for curses to be used; False otherwise (by default
- * true)
+ * The world the player is in
+ * @return True for curses to be used; False otherwise (by default true)
*/
public boolean canCurseBeActivated(World world) {
return canCurseBeActivated();
}
/**
- * This controls whether a curse can be activated or not (makes it
- * easy to do things like disable certain curses if in hardcore)
+ * This controls whether a curse can be activated or not (makes it easy to do
+ * things like disable certain curses if in hardcore)
*
- * @return True for curses to be used; False otherwise (by default
- * true)
+ * @return True for curses to be used; False otherwise (by default true)
*/
public boolean canCurseBeActivated() {
return true;
@@ -336,26 +319,24 @@ public abstract class Curse {
}
/**
- * This is the weight of the curse when it chooses it. The lower
- * the value, the less it gets chosen; the higher the value, the
- * higher the chance of it getting picked.
+ * This is the weight of the curse when it chooses it. The lower the value, the
+ * less it gets chosen; the higher the value, the higher the chance of it
+ * getting picked.
*
* @param world
- * The world the player is currently in
+ * The world the player is currently in
* @param player
- * The cursed player
+ * The cursed player
* @param random
- * A random class
+ * A random class
* @return The weight of the curse (by default 10)
*/
- public int weight(World world, EntityPlayer player,
- Random random) {
+ public int weight(World world, EntityPlayer player, Random random) {
return 10;
}
/*
- * This stat is used to determine the chance of certain actions
- * happening
+ * This stat is used to determine the chance of certain actions happening
*/
public int luck() {
return 0;
@@ -365,14 +346,13 @@ public abstract class Curse {
* This event is called whenever the player attempts to sleep.
*
* @param worldObj
- * the world
+ * the world
* @param player
- * the cursed player
+ * the cursed player
* @param event
- * the sleeping event
+ * the sleeping event
*/
- public void playerSleepAction(World worldObj, EntityPlayer player,
- PlayerSleepInBedEvent event) {
+ public void playerSleepAction(World worldObj, EntityPlayer player, PlayerSleepInBedEvent event) {
}
}
diff --git a/src/main/java/darkknight/jewelrycraft/api/IJewelryItem.java b/src/main/java/darkknight/jewelrycraft/api/IJewelryItem.java
index ad15c7a..878ceee 100755
--- a/src/main/java/darkknight/jewelrycraft/api/IJewelryItem.java
+++ b/src/main/java/darkknight/jewelrycraft/api/IJewelryItem.java
@@ -15,8 +15,8 @@ import net.minecraftforge.event.entity.player.PlayerEvent;
*/
public interface IJewelryItem {
/**
- * @return Returns the id of the type, 0 is for ring, 1 is for
- * bracelet, 2 is for necklace and 3 is for earrings
+ * @return Returns the id of the type, 0 is for ring, 1 is for bracelet, 2 is
+ * for necklace and 3 is for earrings
*/
public int type();
@@ -24,84 +24,76 @@ public interface IJewelryItem {
* This is the action performed each player tick
*
* @param item
- * The item stack of the item (allows for fine item
- * search, like metadata and nbt)
+ * The item stack of the item (allows for fine item search, like
+ * metadata and nbt)
* @param player
- * The player wearing the jewelry
+ * The player wearing the jewelry
*/
public void onWearAction(ItemStack item, EntityPlayer player);
/**
- * This performs an action whenever a player gets attacked by an
- * entity besides another Player
+ * This performs an action whenever a player gets attacked by an entity besides
+ * another Player
*
* @param item
- * The item stack of the item (allows for fine item
- * search, like metadata and nbt)
+ * The item stack of the item (allows for fine item search, like
+ * metadata and nbt)
* @param player
- * The player that was attacked
+ * The player that was attacked
* @param source
- * Source of the damage
+ * Source of the damage
* @param amount
- * The amount of damage taken
+ * The amount of damage taken
*/
- public void onPlayerAttackedAction(ItemStack item,
- EntityPlayer player, DamageSource source,
- float amount);
+ public void onPlayerAttackedAction(ItemStack item, EntityPlayer player, DamageSource source, float amount);
/**
- * This does an action whenever an Entity gets attacked by a
- * player, this includes other Players
+ * This does an action whenever an Entity gets attacked by a player, this
+ * includes other Players
*
* @param item
- * The item stack of the item (allows for fine item
- * search, like metadata and nbt)
+ * The item stack of the item (allows for fine item search, like
+ * metadata and nbt)
* @param player
- * The attacking player
+ * The attacking player
* @param entity
- * The target entity
+ * The target entity
* @param amount
- * The amount of damage dealt
+ * The amount of damage dealt
*/
- public void onEntityAttackedByPlayer(ItemStack item,
- EntityPlayer player, EntityLivingBase entity,
- float amount);
+ public void onEntityAttackedByPlayer(ItemStack item, EntityPlayer player, EntityLivingBase entity, float amount);
/**
* This runs whenever a player dies
*
* @param item
- * The item stack of the item (allows for fine item
- * search, like metadata and nbt)
+ * The item stack of the item (allows for fine item search, like
+ * metadata and nbt)
* @param player
- * The player that died
+ * The player that died
* @param source
- * The damage source that caused the death
+ * The damage source that caused the death
*/
- public void onPlayerDeadAction(ItemStack item, EntityPlayer player,
- DamageSource source);
+ public void onPlayerDeadAction(ItemStack item, EntityPlayer player, DamageSource source);
/**
- * Runs whenever a player respawns (switches dimensions or actually
- * respawns)
+ * Runs whenever a player respawns (switches dimensions or actually respawns)
*
* @param item
- * The item stack of the item (allows for fine item
- * search, like metadata and nbt)
+ * The item stack of the item (allows for fine item search, like
+ * metadata and nbt)
* @param event
- * The clone event that runs whenever a player
- * respawns, either because he died or switched
- * dimensions
+ * The clone event that runs whenever a player respawns, either
+ * because he died or switched dimensions
*/
- public void onPlayerRespawnAction(ItemStack item,
- PlayerEvent.Clone event);
+ public void onPlayerRespawnAction(ItemStack item, PlayerEvent.Clone event);
/**
* This runs when the item is equipped
*
* @param item
- * The item stack of the item (allows for fine item
- * search, like metadata and nbt)
+ * The item stack of the item (allows for fine item search, like
+ * metadata and nbt)
*/
public void onJewelryEquipped(ItemStack item);
@@ -109,8 +101,8 @@ public interface IJewelryItem {
* This runs when the item is unequipped
*
* @param item
- * The item stack of the item (allows for fine item
- * search, like metadata and nbt)
+ * The item stack of the item (allows for fine item search, like
+ * metadata and nbt)
*/
public void onJewelryUnequipped(ItemStack item);
}
diff --git a/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java b/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java
index 389bafc..7b89b8c 100755
--- a/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java
+++ b/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java
@@ -11,13 +11,13 @@ import net.minecraft.util.DamageSource;
import net.minecraftforge.event.entity.player.PlayerEvent;
public class ModifierEffects {
- protected ItemStack modifier;
- protected Random rand = new Random();
- protected static ArrayList<ModifierEffects> effects = new ArrayList<>();
+ protected ItemStack modifier;
+ protected Random rand = new Random();
+ protected static ArrayList<ModifierEffects> effects = new ArrayList<>();
/**
* @param modifier
- * The item to use as modifier
+ * The item to use as modifier
*/
public ModifierEffects(ItemStack modifier) {
this.modifier = modifier;
@@ -42,116 +42,97 @@ public class ModifierEffects {
* This runs every tick
*
* @param item
- * The ItemStack representing the jewelry that runs
- * the effect
+ * The ItemStack representing the jewelry that runs the effect
* @param player
- * The player wearing the jewelry wearing a jewelry
- * with this modifier on it
+ * The player wearing the jewelry wearing a jewelry with this
+ * modifier on it
* @param jewelry
- * The actual jewelry item (used by me to determine
- * the type of jewelry so I don't have to call
- * item.getItem() blah blah blah)
+ * The actual jewelry item (used by me to determine the type of
+ * jewelry so I don't have to call item.getItem() blah blah blah)
*/
- public void action(ItemStack item, EntityPlayer player,
- Item jewelry) {
+ public void action(ItemStack item, EntityPlayer player, Item jewelry) {
// Do nothing
};
/**
- * This runs when an entity is attacked. This event can be
- * canceled.
+ * This runs when an entity is attacked. This event can be canceled.
*
* @param item
- * The ItemStack representing the jewelry that runs
- * the effect
+ * The ItemStack representing the jewelry that runs the effect
* @param player
- * The player wearing the jewelry wearing a jewelry
- * with this modifier on it
+ * The player wearing the jewelry wearing a jewelry with this
+ * modifier on it
* @param target
- * The attacked entity
+ * The attacked entity
* @param jewelry
- * The actual jewelry item (aka item.getItem(),
- * almost)
+ * The actual jewelry item (aka item.getItem(), almost)
* @param amount
- * The amount of damage the entity took
+ * The amount of damage the entity took
* @return The state of the event (true to cancel it, false to not)
*/
- public boolean onEntityAttackedCancellable(ItemStack item,
- EntityPlayer player, Entity target, Item jewelry,
+ public boolean onEntityAttackedCancellable(ItemStack item, EntityPlayer player, Entity target, Item jewelry,
float amount) {
return false;
}
/**
- * This runs when a player gets damaged. This event can be
- * canceled.
+ * This runs when a player gets damaged. This event can be canceled.
*
* @param item
- * The ItemStack representing the jewelry that runs
- * the effect
+ * The ItemStack representing the jewelry that runs the effect
* @param player
- * The attacked player wearing a jewelry with this
- * modifier on it
+ * The attacked player wearing a jewelry with this modifier on it
* @param source
- * The source of the damage
+ * The source of the damage
* @param jewelry
- * The actual jewelry item (aka item.getItem(),
- * almost)
+ * The actual jewelry item (aka item.getItem(), almost)
* @param amount
- * The amount of damage the player took
+ * The amount of damage the player took
* @return The state of the event (true to cancel it, false to not)
*/
- public boolean onPlayerAttackedCancellable(ItemStack item,
- EntityPlayer player, DamageSource source,
- Item jewelry, float amount) {
+ public boolean onPlayerAttackedCancellable(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry,
+ float amount) {
return false;
}
/**
- * This is the same as onEntityAttackedCacellable, but this can not
- * be canceled. I recommend using this over
- * onEntityAttackedCacellable, as it is more reliable.
+ * This is the same as onEntityAttackedCacellable, but this can not be canceled.
+ * I recommend using this over onEntityAttackedCacellable, as it is more
+ * reliable.
*
* @param item
- * The ItemStack representing the jewelry that runs
- * the effect
+ * The ItemStack representing the jewelry that runs the effect
* @param player
- * The player wearing the jewelry wearing a jewelry
- * with this modifier on it
+ * The player wearing the jewelry wearing a jewelry with this
+ * modifier on it
* @param target
- * The attacked entity
+ * The attacked entity
* @param jewelry
- * The actual jewelry item (aka item.getItem(),
- * almost)
+ * The actual jewelry item (aka item.getItem(), almost)
* @param amount
- * The amount of damage the entity took
+ * The amount of damage the entity took
*/
- public void onEntityAttacked(ItemStack item, EntityPlayer player,
- Entity target, Item jewelry, float amount) {
+ public void onEntityAttacked(ItemStack item, EntityPlayer player, Entity target, Item jewelry, float amount) {
// Do nothing
}
/**
- * This is just like onPlayerAttackedCacellable, only that this can
- * not be canceled. I recommend using this over
- * onPlayerAttackedCacellable, as it is more reliable.
+ * This is just like onPlayerAttackedCacellable, only that this can not be
+ * canceled. I recommend using this over onPlayerAttackedCacellable, as it is
+ * more reliable.
*
* @param item
- * The ItemStack representing the jewelry that runs
- * the effect
+ * The ItemStack representing the jewelry that runs the effect
* @param player
- * The attacked player wearing a jewelry with this
- * modifier on it
+ * The attacked player wearing a jewelry with this modifier on it
* @param source
- * The source of the damage
+ * The source of the damage
* @param jewelry
- * The actual jewelry item (aka item.getItem(),
- * almost)
+ * The actual jewelry item (aka item.getItem(), almost)
* @param amount
- * The amount of damage the player took
+ * The amount of damage the player took
*/
- public void onPlayerAttacked(ItemStack item, EntityPlayer player,
- DamageSource source, Item jewelry, float amount) {
+ public void onPlayerAttacked(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry, float amount) {
// Do nothing
}
@@ -159,19 +140,15 @@ public class ModifierEffects {
* This runs when the player dies
*
* @param item
- * The ItemStack representing the jewelry that runs
- * the effect
+ * The ItemStack representing the jewelry that runs the effect
* @param player
- * The player that died wearing a jewelry with this
- * modifier on it
+ * The player that died wearing a jewelry with this modifier on it
* @param source
- * The source of the killing blow
+ * The source of the killing blow
* @param jewelry
- * The actual jewelry item (aka item.getItem(),
- * almost)
+ * The actual jewelry item (aka item.getItem(), almost)
*/
- public void onPlayerDead(ItemStack item, EntityPlayer player,
- DamageSource source, Item jewelry) {
+ public void onPlayerDead(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry) {
// Do nothing
}
@@ -179,18 +156,14 @@ public class ModifierEffects {
* This runs when the player respawns
*
* @param item
- * The ItemStack representing the jewelry that runs
- * the effect
+ * The ItemStack representing the jewelry that runs the effect
* @param event
- * The PlayerEvent that runs when the player
- * respawns (this is also called when a player moves
- * between dimensions)
+ * The PlayerEvent that runs when the player respawns (this is also
+ * called when a player moves between dimensions)
* @param jewelry
- * The actual jewelry item (aka item.getItem(),
- * almost)
+ * The actual jewelry item (aka item.getItem(), almost)
*/
- public void onPlayerRespawn(ItemStack item,
- PlayerEvent.Clone event, Item jewelry) {
+ public void onPlayerRespawn(ItemStack item, PlayerEvent.Clone event, Item jewelry) {
// Do nothing
}
@@ -198,11 +171,9 @@ public class ModifierEffects {
* This runs when the item containing this modifier is equipped
*
* @param item
- * The ItemStack representing the jewelry that runs
- * the effect
+ * The ItemStack representing the jewelry that runs the effect
* @param jewelry
- * The actual jewelry item (aka item.getItem(),
- * almost)
+ * The actual jewelry item (aka item.getItem(), almost)
*/
public void onJewelryEquipped(ItemStack item, Item jewelry) {
// Do nothing
@@ -212,11 +183,9 @@ public class ModifierEffects {
* This runs when the item containing this modifier is unquipped
*
* @param item
- * The ItemStack representing the jewelry that runs
- * the effect
+ * The ItemStack representing the jewelry that runs the effect
* @param jewelry
- * The actual jewelry item (aka item.getItem(),
- * almost)
+ * The actual jewelry item (aka item.getItem(), almost)
*/
public void onJewelryUnequipped(ItemStack item, Item jewelry) {
// Do nothing