Finished off The Architect docs for now. Also tidied up the Binding Array
This commit is contained in:
parent
2350f0e35b
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2725255fc6
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@ -6,6 +6,7 @@ Version 2.0.3-54
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- Added the Potion Flask and a few of the potion effects - max amount of effects that can be added to a single flask is currently 3.
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- Fixed the Aura gauge not resetting in chunks that do not have any Aura
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- Added tooltips for the progress to the next upgrade for Living Armour (hold shift + M)
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- Finished off The Architect docs for now
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------------------------------------------------------
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Version 2.0.3-53
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@ -1,8 +1,5 @@
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package WayofTime.bloodmagic.alchemyArray;
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import WayofTime.bloodmagic.api.alchemyCrafting.AlchemyArrayEffect;
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import WayofTime.bloodmagic.client.render.alchemyArray.BindingAlchemyCircleRenderer;
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import lombok.Getter;
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import net.minecraft.entity.effect.EntityLightningBolt;
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import net.minecraft.entity.item.EntityItem;
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import net.minecraft.item.ItemStack;
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@ -10,16 +7,15 @@ import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.tileentity.TileEntity;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.world.World;
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import WayofTime.bloodmagic.api.alchemyCrafting.AlchemyArrayEffect;
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import WayofTime.bloodmagic.api.alchemyCrafting.AlchemyArrayEffectCrafting;
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import WayofTime.bloodmagic.client.render.alchemyArray.BindingAlchemyCircleRenderer;
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public class AlchemyArrayEffectBinding extends AlchemyArrayEffect
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public class AlchemyArrayEffectBinding extends AlchemyArrayEffectCrafting
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{
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@Getter
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public final ItemStack outputStack;
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public AlchemyArrayEffectBinding(String key, ItemStack outputStack)
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{
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super(key);
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this.outputStack = outputStack;
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super(key, outputStack, 200);
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}
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@Override
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@ -13,7 +13,6 @@ import WayofTime.bloodmagic.api.alchemyCrafting.AlchemyCircleRenderer;
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public class BindingAlchemyCircleRenderer extends AlchemyCircleRenderer
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{
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public float offsetFromFace = -0.9f;
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public final ResourceLocation arrayResource;
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public final ResourceLocation[] arraysResources;
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public static final int numberOfSweeps = 5;
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@ -29,7 +28,7 @@ public class BindingAlchemyCircleRenderer extends AlchemyCircleRenderer
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public BindingAlchemyCircleRenderer()
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{
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this.arrayResource = new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/BindingArray.png");
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super(new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/BindingArray.png"));
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arraysResources = new ResourceLocation[5];
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arraysResources[0] = new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/BindingLightningArray.png");
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arraysResources[1] = new ResourceLocation("bloodmagic", "textures/models/AlchemyArrays/BindingLightningArray.png");
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@ -242,8 +241,8 @@ public class BindingAlchemyCircleRenderer extends AlchemyCircleRenderer
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GlStateManager.pushMatrix();
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Minecraft.getMinecraft().renderEngine.bindTexture(arraysResources[i]);
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float newSize = 1;
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float distance = this.getDistanceOfCircle(i, craftTime);
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float angle = this.getAngleOfCircle(i, craftTime);
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float distance = BindingAlchemyCircleRenderer.getDistanceOfCircle(i, craftTime);
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float angle = BindingAlchemyCircleRenderer.getAngleOfCircle(i, craftTime);
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float rotation = this.getRotation(i, craftTime);
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GlStateManager.translate(distance * Math.sin(angle), -distance * Math.cos(angle), this.getVerticalOffset(i, craftTime));
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@ -425,6 +425,238 @@ public class CategoryArchitect
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magnetismPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "magnetism" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "magnetism"), new EntryText(magnetismPages, TextHelper.localize(keyBase + "magnetism"), true));
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List<IPage> peritiaPages = new ArrayList<IPage>();
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IRecipe peritiaRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModItems.experienceTome));
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if (peritiaRecipe != null)
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{
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peritiaPages.add(BookUtils.getPageForRecipe(peritiaRecipe));
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}
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peritiaPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "peritia" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "peritia"), new EntryText(peritiaPages, TextHelper.localize(keyBase + "peritia"), true));
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List<IPage> livingArmourPages = new ArrayList<IPage>();
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TartaricForgeRecipe bindingRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_BINDING));
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if (bindingRecipe != null)
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{
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livingArmourPages.add(new PageTartaricForgeRecipe(bindingRecipe));
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}
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PageAlchemyArray bindingRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.livingArmourChest));
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if (bindingRecipePage != null)
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{
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livingArmourPages.add(bindingRecipePage);
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}
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bindingRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.livingArmourHelmet));
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if (bindingRecipePage != null)
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{
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livingArmourPages.add(bindingRecipePage);
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}
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bindingRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.livingArmourLegs));
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if (bindingRecipePage != null)
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{
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livingArmourPages.add(bindingRecipePage);
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}
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bindingRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.livingArmourBoots));
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if (bindingRecipePage != null)
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{
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livingArmourPages.add(bindingRecipePage);
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}
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livingArmourPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "livingArmour" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "livingArmour"), new EntryText(livingArmourPages, TextHelper.localize(keyBase + "livingArmour"), true));
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List<IPage> upgradePages = new ArrayList<IPage>();
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upgradePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "upgradeTome" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "upgradeTome"), new EntryText(upgradePages, TextHelper.localize(keyBase + "upgradeTome"), true));
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List<IPage> teleposerPages = new ArrayList<IPage>();
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AltarRecipe teleposerFocusRecipe = RecipeHelper.getAltarRecipeForOutput(new ItemStack(ModItems.telepositionFocus));
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if (teleposerFocusRecipe != null)
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{
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teleposerPages.add(new PageAltarRecipe(teleposerFocusRecipe));
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}
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IRecipe teleposerRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModBlocks.teleposer));
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if (teleposerRecipe != null)
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{
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teleposerPages.add(BookUtils.getPageForRecipe(teleposerRecipe));
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}
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teleposerPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "teleposer" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "teleposer"), new EntryText(teleposerPages, TextHelper.localize(keyBase + "teleposer"), true));
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List<IPage> boundBladePages = new ArrayList<IPage>();
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PageAlchemyArray boundBladePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.boundSword));
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if (boundBladePage != null)
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{
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boundBladePages.add(boundBladePage);
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}
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boundBladePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "boundBlade" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "boundBlade"), new EntryText(boundBladePages, TextHelper.localize(keyBase + "boundBlade"), true));
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List<IPage> boundToolPages = new ArrayList<IPage>();
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PageAlchemyArray boundToolPage = BookUtils.getAlchemyPage(new ItemStack(ModItems.boundPickaxe));
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if (boundToolPage != null)
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{
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boundToolPages.add(boundToolPage);
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}
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boundToolPage = BookUtils.getAlchemyPage(new ItemStack(ModItems.boundAxe));
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if (boundToolPage != null)
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{
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boundToolPages.add(boundToolPage);
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}
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boundToolPage = BookUtils.getAlchemyPage(new ItemStack(ModItems.boundShovel));
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if (boundToolPage != null)
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{
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boundToolPages.add(boundToolPage);
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}
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boundToolPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "boundTool" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "boundTool"), new EntryText(boundToolPages, TextHelper.localize(keyBase + "boundTool"), true));
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List<IPage> weakShardPages = new ArrayList<IPage>();
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weakShardPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "weakShard" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "weakShard"), new EntryText(weakShardPages, TextHelper.localize(keyBase + "weakShard"), true));
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List<IPage> masterOrbPages = new ArrayList<IPage>();
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AltarRecipe masterOrbRecipe = RecipeHelper.getAltarRecipeForOutput(OrbRegistry.getOrbStack(ModItems.orbMaster));
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if (magicianOrbRecipe != null)
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{
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masterOrbPages.add(new PageAltarRecipe(masterOrbRecipe));
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}
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masterOrbPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "masterOrb" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "masterOrb"), new EntryText(masterOrbPages, TextHelper.localize(keyBase + "masterOrb"), true));
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List<IPage> orbRunePages = new ArrayList<IPage>();
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IRecipe orbRuneRecipe = RecipeHelper.getRecipeForOutput(new ItemStack(ModBlocks.bloodRune, 1, 8));
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if (orbRuneRecipe != null)
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{
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orbRunePages.add(BookUtils.getPageForRecipe(orbRuneRecipe));
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}
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orbRunePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "runeOrb" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "runeOrb"), new EntryText(orbRunePages, TextHelper.localize(keyBase + "runeOrb"), true));
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List<IPage> suppressionPages = new ArrayList<IPage>();
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TartaricForgeRecipe suppressionRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_SUPPRESSION));
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if (suppressionRecipe != null)
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{
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suppressionPages.add(new PageTartaricForgeRecipe(suppressionRecipe));
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}
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PageAlchemyArray suppressionRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.sigilSuppression));
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if (suppressionRecipePage != null)
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{
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suppressionPages.add(suppressionRecipePage);
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}
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suppressionPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "suppression" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "suppression"), new EntryText(suppressionPages, TextHelper.localize(keyBase + "suppression"), true));
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List<IPage> hastePages = new ArrayList<IPage>();
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TartaricForgeRecipe hasteRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_HASTE));
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if (hasteRecipe != null)
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{
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hastePages.add(new PageTartaricForgeRecipe(hasteRecipe));
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}
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PageAlchemyArray hasteRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.sigilHaste));
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if (hasteRecipePage != null)
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{
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hastePages.add(hasteRecipePage);
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}
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hastePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "haste" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "haste"), new EntryText(hastePages, TextHelper.localize(keyBase + "haste"), true));
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List<IPage> severancePages = new ArrayList<IPage>();
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TartaricForgeRecipe severanceRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_SEVERANCE));
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if (severanceRecipe != null)
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{
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severancePages.add(new PageTartaricForgeRecipe(severanceRecipe));
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}
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PageAlchemyArray severanceRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.sigilEnderSeverance));
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if (severanceRecipePage != null)
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{
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severancePages.add(severanceRecipePage);
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}
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severancePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "severance" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "severance"), new EntryText(severancePages, TextHelper.localize(keyBase + "severance"), true));
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List<IPage> telepositionPages = new ArrayList<IPage>();
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TartaricForgeRecipe telepositionRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_TELEPOSITION));
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if (telepositionRecipe != null)
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{
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telepositionPages.add(new PageTartaricForgeRecipe(telepositionRecipe));
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}
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PageAlchemyArray telepositionRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.sigilTeleposition));
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if (telepositionRecipePage != null)
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{
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telepositionPages.add(telepositionRecipePage);
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}
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telepositionPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "teleposition" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "teleposition"), new EntryText(telepositionPages, TextHelper.localize(keyBase + "teleposition"), true));
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List<IPage> compressionPages = new ArrayList<IPage>();
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TartaricForgeRecipe compressionRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_COMPRESSION));
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if (compressionRecipe != null)
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{
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compressionPages.add(new PageTartaricForgeRecipe(compressionRecipe));
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}
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PageAlchemyArray compressionRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.sigilCompression));
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if (compressionRecipePage != null)
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{
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compressionPages.add(compressionRecipePage);
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}
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compressionPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "compression" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "compression"), new EntryText(compressionPages, TextHelper.localize(keyBase + "compression"), true));
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List<IPage> bridgePages = new ArrayList<IPage>();
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TartaricForgeRecipe bridgeRecipe = RecipeHelper.getForgeRecipeForOutput(ItemComponent.getStack(ItemComponent.REAGENT_BRIDGE));
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if (bridgeRecipe != null)
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{
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bridgePages.add(new PageTartaricForgeRecipe(bridgeRecipe));
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}
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PageAlchemyArray bridgeRecipePage = BookUtils.getAlchemyPage(new ItemStack(ModItems.sigilPhantomBridge));
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if (bridgeRecipePage != null)
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{
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bridgePages.add(bridgeRecipePage);
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}
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bridgePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "bridge" + ".info.1"), 370));
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entries.put(new ResourceLocation(keyBase + "bridge"), new EntryText(bridgePages, TextHelper.localize(keyBase + "bridge"), true));
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//TODO
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for (Entry<ResourceLocation, EntryAbstract> entry : entries.entrySet())
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{
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for (IPage page : entry.getValue().pageList)
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@ -53,6 +53,21 @@ guide.BloodMagic.entry.architect.displacement=Displacement Rune
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guide.BloodMagic.entry.architect.affinity=Sigil of Elemental Affinity
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guide.BloodMagic.entry.architect.lamp=Sigil of the Blood Lamp
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guide.BloodMagic.entry.architect.magnetism=Sigil of Magnetism
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guide.BloodMagic.entry.architect.peritia=Tome of Peritia
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guide.BloodMagic.entry.architect.livingArmour=Living Armour
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guide.BloodMagic.entry.architect.upgradeTome=Living Armour Upgrade Tomes
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guide.BloodMagic.entry.architect.teleposer=Teleposer
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guide.BloodMagic.entry.architect.boundBlade=Bound Blade
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guide.BloodMagic.entry.architect.boundTool=Bound Tools
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guide.BloodMagic.entry.architect.weakShard=Weak Blood Shard
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guide.BloodMagic.entry.architect.masterOrb=Master Blood Orb
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guide.BloodMagic.entry.architect.runeOrb=Rune of the Orb
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guide.BloodMagic.entry.architect.suppression=Sigil of Suppression
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guide.BloodMagic.entry.architect.haste=Sigil of Haste
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guide.BloodMagic.entry.architect.severance=Sigil of Ender Severance
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guide.BloodMagic.entry.architect.teleposition=Teleposition Sigil
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guide.BloodMagic.entry.architect.compression=Sigil of Compression
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guide.BloodMagic.entry.architect.bridge=Sigil of the Phantom Bridge
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# Architect Entry Texts
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@ -76,7 +91,7 @@ guide.BloodMagic.entry.architect.apprenticeorb.info.1=While out using the variou
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guide.BloodMagic.entry.architect.dagger.info.1=After a while of strengthening yourself through the use of self-sacrifice, you may be keen to attempt to try sacrificing the blood of mobs. The Dagger of Sacrifice, when used on a non-boss, non-player entity next to a Blood Altar, will kill the entity in one hit and pump all of the blood into the altar, converting it into life essence depending on the quality of the mob. Normally, hostile mobs will tend to give much more LP than peaceful mobs.
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guide.BloodMagic.entry.architect.runeSacrifice.info.1=The Rune of Sacrifice, as the name may imply, increases the yield of all activities that sacrifice the health of mobs in return for LP. Each rune provides a +10%% increase in yield, additively.
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guide.BloodMagic.entry.architect.runeSelfSacrifice.info.1=Similar to the Rune of Sacrifice, the Rune of Self Sacrifice increases the yield of LP provided from the player. Each rune provides a +10%% increase in yield, additively.
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guide.BloodMagic.entry.architect.holding.info.1=As you will start to realize, there are a lot of useful sigils that are available - some toggleable, others active use. Because of this your inventory will quickly become clogged up. This need is filled by the Sigil of Holding.\n\tThis sigil can hold up to five other sigils (no, it cannot hold other Sigils of Holding) in its internal inventory. By pressing the "Holding" key, default 'H', you can open up the sigil's GUI to rearrange the sigils that are held. If you shift and use the scroll-wheel while it is equipped, you will cycle through the contained sigils. Once you land on the sigil that you want to use, you can use the sigil as if it was the one selected! \n\tNaturally, you can have multiple Sigils of Holding, each with their own inventory.
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guide.BloodMagic.entry.architect.holding.info.1=As you will start to realize, there are a lot of useful sigils that are available – some toggleable, others active use. Because of this your inventory will quickly become clogged up. This need is filled by the Sigil of Holding.\n\tThis sigil can hold up to five other sigils (no, it cannot hold other Sigils of Holding) in its internal inventory. By pressing the “Holding” key, default ‘H’, you can open up the sigil’s GUI to rearrange the sigils that are held. If you shift and use the scroll-wheel while it is equipped, you will cycle through the contained sigils. Once you land on the sigil that you want to use, you can use the sigil as if it was the one selected! \n\tNaturally, you can have multiple Sigils of Holding, each with their own inventory. To help determine which one is which at a glance, you can dye the sigil using the Alchemy Table. To do this, either place the Sigil of Holding in the Alchemy Table with a dye, or the sigil with a name tag with the colour that you want in 0xZZZZZZ format for the name.
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guide.BloodMagic.entry.architect.air.info.1=The Air Sigil uses a rudimentary form of fission to generate a steady stream of air behind the user by the traces of water vapour in the air, propelling them forward. In essence, by using this sigil you can be launched forward a considerable distance. It should be noted that the sigil will only cancel the user's fall distance when used, so if you want to stick the landing you have to use it close to the ground!
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guide.BloodMagic.entry.architect.void.info.1=As the name suggests, the Void Sigil will create a vacuum at the point of contact which will suck up the liquid source that it is used on, completely destroying the source. This is probably best used in conjunction with the Water Sigil or the Lava Sigil.
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guide.BloodMagic.entry.architect.greenGrove.info.1=By using your blood as a simple growth catalyst of sorts, the Sigil of the Green Grove will increase the growth speed of any plants in a nearby area while activated. To activate the sigil, shift-right click it to toggle between activated and deactivated (easily seen by the tooltip or by the glowing symbols on the sigil). Keep in mind that every few seconds the sigil will syphon a bit of LP from the user to fuel the accelerated growth.\n\tIf used directly on a plant, the sigil will apply a bone-meal effect. This can be used to grow tall grass or other crops, just the same as bone-meal.
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@ -89,6 +104,22 @@ guide.BloodMagic.entry.architect.affinity.info.1=At first glance, the Sigil of E
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guide.BloodMagic.entry.architect.lamp.info.1=There are quite a few "impurities" within the body and a person's blood. By harvesting some noble gases and encasing them with a source of heat, you can generate a ball of light that can be flung a large distance, sticking to the surface that it impacts with.\n\tThe Sigil of the Blood Lamp has two uses: you can either directly click a block and place a light source or fire a projectile that will generate a source of light at the point of contact. These light sources can be broken just like torches in one hit.
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guide.BloodMagic.entry.architect.magnetism.info.1=This sigil magnetizes the iron in the blood stream of the user to attract small objects towards the sigil, allowing a quick and painless pickup. In essence this acts as an item magnet, but instead of actually "vacuuming" up items towards the player, it causes the player to pick up the item from a distance, so items don't need to fly around the place. Thankfully the magnetism is tuned so that it does not attract living objects, so you won't find creepers suddenly wanting to hug you at Mach 3.
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guide.BloodMagic.entry.architect.peritia.info.1=In the world, certain actions impress experiences on a person: slaying monsters, mining elements, and smelting ingots or food can give experience that is accumulated over a period of time. Through some arcane mechanisms, some structures and devices actually drains these experiences from you in order to fuel their own processes. It can therefore be useful to store these experiences in some medium.\n\tAlthough some containers store experience as a physical substance, the Tome of Peritia allows the person to transcribe their experiences into the book – by writing in the tome, the pages are imbued with your thoughts and past actions, storing them away for later use. If you then want to acquire these experiences back, you can hold your hand to the page and syphon them back; this will remove the writing from the page and transmit those actions back to your memory.\n\tNow for the actual usage; by shift-right clicking the tome in your hand, you can store a level of experience into the book (or down to the level if you have a partial level). Right clicking with the tome will grant you up to the next level if there is enough experience stored in the book. The total experience, as well as the equivalent level stored, is displayed on the tooltip of the tome.
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guide.BloodMagic.entry.architect.livingArmour.info.1=Any person in Minecraft, especially with the newer incarnations of the world, will know that a good set of armour means difference between life and death. Usually when you pick a set of armour you choose a static set of benefits – does this armour offer more protection? Do I get flight when I wear this? Can I jump really high, or move really fast? These are all valid options on a set of armour, but you can never get a set that is tailored exactly to your needs. At least that is what they thought.\n\tA set of Living Armour is an engineered lifeform that is integrated with a simple set of iron armour. When worn, it enters a symbiotic relationship with the user – when you move, it moves. When you attack, it attacks. When you eat, it senses this and compensates. And just like a normal human body, it will start to grow and strengthen depending on what you do, being trained by your actions. \n\tLet’s give an example. If you equip a new set of armour on and run around a lot, you will notice that you will receive an upgrade on the chest plate called “Quick Feet” – this upgrade provides an incremental increase to your speed at level 1, while subsequent levels provide a larger boost. You will also notice that the “Upgrade Points” now read “3/100” – each upgrade requires a number of upgrade points to be applied, and the chest plate has a maximum number of points that it can hold. If an upgrade that you can get is not obtainable with the number of free upgrade points you have it cannot be gained. \n\tKeep in mind that the Living Armour will only be trained when you have a full set of armour on, and the armour’s effects will only take effect when a full set of armour is used.\n\tThe maximum number of upgrade points can be modified by a few different means. One of them is to create alchemical concoctions that will strengthen the bonds between the user and the Living Armour, vastly increasing the number of points you can have on a given set of equipment. One such example is the “Draft of Angelus,” which increases the maximum number of points to 200. Information about these brews, as well as how to create them, can be found in “The Alchemist”.
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guide.BloodMagic.entry.architect.upgradeTome.info.1=Sometimes you may not be happy with the upgrades that you have gotten on your Living Armour. By using the ritual “Sound of the Cleansing Soul” (more information can be found in “The Ritual Master”), you can remove all of the upgrades from the armour and receive them in the form of “Upgrade Tomes”. If you right-click these while wearing a full set of Living Armour (and while you have space for the upgrade) you can add the upgrade to your armour. \n\tThese tomes may also be combined in an anvil – if you combine two of the exact same upgrade tomes (same upgrade, same level) together in an anvil, you can get a single tome that is one level higher. So if you combine Quick Feet II with another Quick Feet II, you will get Quick Feet III. This can then be applied to the armour in the same way.
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guide.BloodMagic.entry.architect.teleposer.info.1=The Teleposer is a device that teleports not just entities but blocks as well. In order to set up a Teleposer, you need at least two Teleposers and one Teleposition focus. One of the Teleposers acts as the Destination, and the other acts as the Beginning.\n\tTo set this up, you need to first bind the focus to you by right clicking it. You then right click the focus onto the Destination Teleposer to save its location (and dimension) and then insert the focus into the Beginning Teleposer by right clicking the Teleposer without a focus in your hand and placing the focus inside of the GUI.\n\tPowering the Beginning Teleposer (the one with the focus) with a strong redstone signal will cause the Teleposers to swap the entities and blocks (including any content in the tiles such as chest inventories) between the Teleposers, assuming that there is a Teleposer at the Destination. \n\tYou can either have one Teleposer have a focus, have both of the Teleposers have foci that are linked to each other, or you can have one Teleposer linked to another Teleposer that is not linked to it, so depending on how you set them up you can have very intricate systems.\n\tKeep in mind that currently the Teleposer will only swap the blocks and entities that are right above the block, and the size depends on the focus – the T1 focus only swaps the block on top of the Teleposer, the T2 focus swaps a 3x3x3 area above the Teleposer, etc.
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guide.BloodMagic.entry.architect.boundBlade.info.1=The Bound Blade is an artifact from the past, a blade that is created by binding an entity to a sword in the same process that creates the Living Armour. It should be noted that this, as well as the Bound Tools, will change in later versions of the mod.\n\tThe sword has an active and inactive mode, which can be toggled by shift-right clicking. The sword does not deal any damage at all when inactive, but while active there will be a small LP drain over time. Likewise, when you damage a mob you will drain LP from your network. Sure, you have a lot of damage, but it may kill you!\n\tWhen a monster is killed, the monster has a chance to drop a Weak Blood Shard. These shards are used in order to upgrade your Blood Altar to a T4 altar.
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guide.BloodMagic.entry.architect.boundTool.info.1=Similar to the Bound Blade, these Bound Tools (pickaxe, axe, and shovel) will eventually be modified to fit better in the mod. Like the Blade, the tools have an active and inactive mode that can be toggled between by shift-right clicking them. \n\tSomething that these tools have is something called “Beast Mode”. If you hold right click, you can charge up the tool and unleash a powerful cleave that will instantly break the blocks that can be broken by the given tool – when fully charged, this is an 11x11x11 cube above you at a cost of 10kLP. Be careful with this powerful tool, since it may be your last!
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guide.BloodMagic.entry.architect.weakShard.info.1=Everything that has life can have the ethereal connections that is known as the Soul Network. As seen in your experiences, non-living things can also have a Soul Network attached to them, such as sigils and rituals; however, these connections are the strongest in creatures and, naturally, humans. \n\tWhen you attack a monster with a Bound Blade, their Soul Network temporarily hardens and a piece of it will remain after death. This piece takes the form of a Weak Blood Shard, so named after the fact its reddish hue matches the colour of the Weak Blood Orb. At this point, it is not clear if there are stronger forms of blood shards, but you can tell that this would be very helpful in increasing the power of your own Soul Network
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guide.BloodMagic.entry.architect.masterOrb.info.1=One of the uses for this increased affinity for the Soul Network is to use the Weak Blood Shard in a new blood orb: the Master Blood Orb. This orb has a maximum capacity of 1 million LP, and thus allows the wielder of the orb to access more powerful items and rituals. Perhaps meteors are not out of your reach...
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guide.BloodMagic.entry.architect.runeOrb.info.1=Initially, this rune can be seen as somewhat useless. By thickening the ties between the blood orb in the altar and the Soul Network, the Rune of the Orb increases the maximum capacity of a blood orb filled by a Blood Altar by +2%% per rune, additively. For something like the Weak Blood Orb, this is just +100LP capacity, however for the Master Blood Orb this is a remarkable +20kLP capacity per rune. If you have a high tier blood orb and a few extra runes to spare on your altar, this may be something to round out your network.
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guide.BloodMagic.entry.architect.suppression.info.1=The Sigil of Suppression uses the technology that is used in a Teleposer in order to temporarily displace fluids that are near it when active. This is done by teleposing the liquids in a sphere around the user to a hidden pocket dimension, replacing the liquid with air. Unfortunately, because you are overcharging the field used by the Teleposer, the teleposition is temporary – if the user walks away from the area that the liquid was teleposed away from or deactivates the sigil, the liquids will pop back where they were before as if nothing has happened, assuming that there are no newly-placed blocks there. This allows for fancy transportation when on foot, walking under the water instead of swimming through it or even parting the red seas of the Nether.
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guide.BloodMagic.entry.architect.haste.info.1=Sugar and caffeine are interesting chemicals that the human body can process. One acts as a reservoir of energy that is quickly burned, whereas the other increases your wakefulness and allows you to access energy in other means. By mimicking these chemical processes to unleash more chemical energy, the Sigil of Haste allows the user to increase their movement abilities. \n\tWhile activated, the user can run a lot faster and is able to jump significantly higher. What is more, the sigil also offers “Step Assist,” which allows the user to step up one block high ridges without needing to jump. It’s like auto-jump, but less sucky.
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guide.BloodMagic.entry.architect.severance.info.1=Teleportation is one of those odd powers that people can’t fully explain. In most instances, teleportation can be described as a temporary warp in space-time, linking two places in space together so that the object in question can simply “step” through to the other side. The Sigil of Ender Severance attempts to stop this warping that teleportation requires, preventing creatures from teleporting when they are around the user. This does not stop some of the larger means of teleportation such as portals, but it will prevent Endermen from using their powers to warp around the user.
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guide.BloodMagic.entry.architect.teleposition.info.1=The Teleposition Sigil has a contained Teleposer and focus in its structure. If you right click a Teleposer with this sigil, you can bind the coordinates and dimension to the sigil. Now, whenever you right click the sigil it will telepose you directly to the Teleposer (if it is there). Unfortunately, it doesn’t seem like you are able to do a return trip...
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guide.BloodMagic.entry.architect.compression.info.1=A miner will quickly find that during a long expedition their inventory will become filled with redstone dust, lapis, and several other materials. Most of these have recipes that will compress them down to storage blocks such as redstone blocks and blocks of diamonds, however they normally require a crafting table in order to combine them. \n\tThis sigil creases a miniature field of compression in the inventory of the user when activated, compressing items down to the lowest number of slots needed for the inventory. What this means is that if you have 63 redstone dust it will not do anything. However, if you have 64 dust it will compress 9 of them into a block of redstone. While this is technically not the ideal situation if you have exactly a stack of redstone dust, it will guarantee that you aren’t left in the dust due to full pockets. If other mods are present this will work for other crafting recipes as well.
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guide.BloodMagic.entry.architect.bridge.info.1=When activated and while the user is on solid ground, the Sigil of the Phantom Bridge solidifies the air beneath the user so that they may walk on it, essentially creating a Phantom Bridge. When you are shifting in the air, the bridge will instead form directly underneath you, allowing you to catch yourself in the air if you were falling. Although some calibration is needed in order to make it more effective for vertical travel as well as horizontal travel when moving quickly (due to lag messing up the creation of the bridge), it is a fancy way to effectively fly to different areas.
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# Demon Kin Entries
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