kayjaydee 03754a0646 refactor: drop unused VFX scaffolding, single-line English doc, reduce debug logs
- Remove unused chain/ParticleTrail and chain/VolumeCurve (dead since the EntityEffect
  pivot replaced the per-particle emit path) plus their test suites.
- Drop Vec3.lerp (only consumer was ParticleTrail).
- Strip step-by-step "[N/9]" debug logs from the orchestrator and per-entity logs
  from HytaleEntitySource / HytalePlayerRayCaster / ChainDamageApplier; keep one
  summary log per click and warnings on failure.
- Extract resolveChain and tryEmitVfx helpers in ChainLightningSceptreInteraction
  so firstRun reads top-down (cooldown gate -> resolve -> damage -> vfx -> deduct).
- Translate every Java doc/comment to single-line English.

Tests: 30/30 green (29 baseline kept + 1 chain damage adapter test).
Build: ./gradlew shadowJar clean.
2026-04-27 19:17:47 +02:00
S
Description
A magical sceptre for **Hytale** that fires chain lightning at mobs — right-click a target and the bolt jumps to up to 5 nearby enemies within 8 blocks, dealing decreasing damage with every hop.
140 KiB
Languages
Java 100%