Attempted to add a new schematic, but for some reason the generated schematic is non-functional. (Divination Sigil is in testing mode)
Added some more stuff to the Downgrade ritual.
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@ -12,12 +12,12 @@ import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.text.ITextComponent;
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import net.minecraft.util.text.TextComponentTranslation;
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import net.minecraft.world.World;
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import net.minecraft.world.WorldServer;
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import WayofTime.bloodmagic.api.altar.IBloodAltar;
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import WayofTime.bloodmagic.api.iface.IAltarReader;
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import WayofTime.bloodmagic.api.soul.EnumDemonWillType;
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import WayofTime.bloodmagic.api.util.helper.NetworkHelper;
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import WayofTime.bloodmagic.api.util.helper.PlayerHelper;
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import WayofTime.bloodmagic.entity.mob.EntityCorruptedSheep;
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import WayofTime.bloodmagic.structures.DungeonTester;
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import WayofTime.bloodmagic.tile.TileIncenseAltar;
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import WayofTime.bloodmagic.tile.TileInversionPillar;
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import WayofTime.bloodmagic.util.ChatUtil;
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@ -33,13 +33,13 @@ public class ItemSigilDivination extends ItemSigilBase implements IAltarReader
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@Override
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public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World world, EntityPlayer player, EnumHand hand)
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{
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// if (world instanceof WorldServer)
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// {
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// System.out.println("Testing...");
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//// BuildTestStructure s = new BuildTestStructure();
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//// s.placeStructureAtPosition(new Random(), Rotation.CLOCKWISE_180, (WorldServer) world, player.getPosition(), 0);
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// DungeonTester.testDungeonElementWithOutput((WorldServer) world, player.getPosition());
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// }
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if (world instanceof WorldServer)
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{
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System.out.println("Testing...");
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// BuildTestStructure s = new BuildTestStructure();
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// s.placeStructureAtPosition(new Random(), Rotation.CLOCKWISE_180, (WorldServer) world, player.getPosition(), 0);
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DungeonTester.testDungeonElementWithOutput((WorldServer) world, player.getPosition());
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}
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// if (!world.isRemote)
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// {
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@ -56,6 +56,8 @@ import WayofTime.bloodmagic.item.ItemDemonCrystal;
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import WayofTime.bloodmagic.item.alchemy.ItemCuttingFluid;
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import WayofTime.bloodmagic.item.alchemy.ItemLivingArmourPointsUpgrade;
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import WayofTime.bloodmagic.item.soul.ItemSoulGem;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeMeleeDecrease;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeQuenched;
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import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeStormTrooper;
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import WayofTime.bloodmagic.potion.BMPotionUtils;
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import WayofTime.bloodmagic.recipe.alchemyTable.AlchemyTableDyeableRecipe;
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@ -482,9 +484,13 @@ public class ModRecipes
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String messageBase = "ritual.BloodMagic.downgradeRitual.dialogue.";
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ItemStack bowStack = new ItemStack(Items.BOW);
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ItemStack bottleStack = new ItemStack(Items.POTIONITEM, 1, 0);
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ItemStack swordStack = new ItemStack(Items.STONE_SWORD);
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Map<ItemStack, Pair<String, int[]>> dialogueMap = new HashMap<ItemStack, Pair<String, int[]>>();
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dialogueMap.put(bowStack, Pair.of("bow", new int[] { 1, 100, 300, 500 }));
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dialogueMap.put(bottleStack, Pair.of("quenched", new int[] { 1, 100, 300, 500 }));
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dialogueMap.put(swordStack, Pair.of("dulledBlade", new int[] { 1, 100, 300, 500, 700 }));
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for (Entry<ItemStack, Pair<String, int[]>> entry : dialogueMap.entrySet())
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{
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@ -494,14 +500,22 @@ public class ModRecipes
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for (int tick : entry.getValue().getValue())
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{
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List<ITextComponent> textList = new ArrayList<ITextComponent>();
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textList.add(new TextComponentTranslation(messageBase + str + "." + tick));
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textList.add(new TextComponentTranslation("\u00A74%s", new TextComponentTranslation(messageBase + str + "." + tick)));
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textMap.put(tick, textList);
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}
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LivingArmourDowngradeRecipeRegistry.registerDialog(keyStack, textMap);
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}
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LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(0), bowStack, "gemDiamond");
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LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(0), bowStack, Items.ARROW, Items.STRING, "ingotIron", "ingotIron");
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LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(1), bowStack, Items.SPECTRAL_ARROW, "ingotGold", "dustRedstone", "dustGlowstone", "gemLapis");
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LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(2), bowStack, "gemDiamond", Items.FIRE_CHARGE, Items.BLAZE_ROD, Items.FEATHER);
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LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(3), bowStack, Items.PRISMARINE_SHARD, Items.BLAZE_ROD, Items.FEATHER, Items.FEATHER);
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LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(4), bowStack, new ItemStack(Items.TIPPED_ARROW, 1, OreDictionary.WILDCARD_VALUE), new ItemStack(Items.TIPPED_ARROW, 1, OreDictionary.WILDCARD_VALUE), new ItemStack(Items.TIPPED_ARROW, 1, OreDictionary.WILDCARD_VALUE));
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// LivingArmourDowngradeRecipeRegistry.registerDialog(bowStack, bowMap);
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LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeQuenched(0), bottleStack, Items.DRAGON_BREATH);
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LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeMeleeDecrease(0), swordStack, Items.IRON_SWORD, Blocks.CACTUS);
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LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeMeleeDecrease(1), swordStack, Items.IRON_SWORD, "dustRedstone");
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}
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}
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@ -67,7 +67,10 @@ public class DungeonRoom
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DungeonStructure structure = new DungeonStructure(location);
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BlockPos offsetPos = Template.transformedBlockPos(settings, entry.getValue());
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structure.placeStructureAtPosition(rand, settings, world, pos.add(offsetPos));
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if (structure.placeStructureAtPosition(rand, settings, world, pos.add(offsetPos)))
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{
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System.out.println(location);
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}
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}
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return true;
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@ -673,6 +673,15 @@ ritual.BloodMagic.downgradeRitual.dialogue.bow.1=So, mortal, you want to gain mo
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ritual.BloodMagic.downgradeRitual.dialogue.bow.100=Of course you must know that everything has a cost... I cannot simply grant you more power without you paying something in return...
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ritual.BloodMagic.downgradeRitual.dialogue.bow.300=If you lay an offering before me, you will forsake your perception, preventing you from using long-ranged projectiles with any form of accuracy. Arrows will no longer be your key to victory.
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ritual.BloodMagic.downgradeRitual.dialogue.bow.500=But in return, I will unlock your armour so that it may grow even further... All you have to do is kneel before this altar with the correct offering...
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ritual.BloodMagic.downgradeRitual.dialogue.quenched.1=Fufufu... Greetings. I see that you wish to become more powerful.
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ritual.BloodMagic.downgradeRitual.dialogue.quenched.100=You must be fully aware that when one's cup becomes full, it invariably has to empty once more to be filled again.
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ritual.BloodMagic.downgradeRitual.dialogue.quenched.300=As such, I offer you a deal: by forsaking one's ability to drink, I shall grant you a vast increase to your potential. Wether this is a deal you think is worth taking is another matter entirely...
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ritual.BloodMagic.downgradeRitual.dialogue.quenched.500=So kneel, mortal, and drink from this cup that I offer to you, for it may be your last drink.
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ritual.BloodMagic.downgradeRitual.dialogue.dulledBlade.1=Hmmm... What is it that you truely desire?
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ritual.BloodMagic.downgradeRitual.dialogue.dulledBlade.100=If it is strength beyond mortal men, then I cannot provide that - instead, I can offer you different deal...
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ritual.BloodMagic.downgradeRitual.dialogue.dulledBlade.300=I can expand the capabilities of your armour, allowing you to achieve greater heights. However, I will need something from you in return: your strength in physical combat.
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ritual.BloodMagic.downgradeRitual.dialogue.dulledBlade.500=By agreeing to this, you will no longer be able to swing a weapon with as much certainty, only able to do a fraction of the damage you could before.
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ritual.BloodMagic.downgradeRitual.dialogue.dulledBlade.700=So, the choise is yours: will you kneel at this altar, or will you still take up your sword?
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# Chat
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chat.BloodMagic.altarMaker.setTier=Set Tier to: %d
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@ -0,0 +1,47 @@
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{
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"dungeonWeight": 4,
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"structureMap": {
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"bloodmagic:Building1": {
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"x": 0,
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"y": 0,
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"z": 0
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}
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},
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"doorMap": {
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"south": [
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{
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"x": 7,
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"y": 0,
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"z": 14
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},
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{
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"x": 4,
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"y": 8,
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"z": 14
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}
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],
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"north": [
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{
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"x": 4,
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"y": 8,
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"z": 0
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}
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]
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},
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"descriptorList": [
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{
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"minimumOffset": {
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"x": 0,
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"y": 0,
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"z": 0
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},
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"maximumOffset": {
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"x": 15,
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"y": 13,
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"z": 15
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},
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"blockPosCache": [],
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"cache": true
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}
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]
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}
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@ -1,4 +1,5 @@
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[
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"bloodmagic:Corridor1",
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"bloodmagic:HallChest1"
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"bloodmagic:HallChest1",
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"bloodmagic:RawBuilding1"
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]
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BIN
src/main/resources/assets/bloodmagic/structures/Building1.nbt
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BIN
src/main/resources/assets/bloodmagic/structures/Building1.nbt
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