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.
This commit is contained in:
WayofTime 2016-10-10 10:57:29 -04:00
parent f74f46ab4a
commit 2e192ff29c
7 changed files with 87 additions and 13 deletions

View file

@ -12,12 +12,12 @@ import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.text.ITextComponent; import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentTranslation; import net.minecraft.util.text.TextComponentTranslation;
import net.minecraft.world.World; import net.minecraft.world.World;
import net.minecraft.world.WorldServer;
import WayofTime.bloodmagic.api.altar.IBloodAltar; import WayofTime.bloodmagic.api.altar.IBloodAltar;
import WayofTime.bloodmagic.api.iface.IAltarReader; import WayofTime.bloodmagic.api.iface.IAltarReader;
import WayofTime.bloodmagic.api.soul.EnumDemonWillType;
import WayofTime.bloodmagic.api.util.helper.NetworkHelper; import WayofTime.bloodmagic.api.util.helper.NetworkHelper;
import WayofTime.bloodmagic.api.util.helper.PlayerHelper; import WayofTime.bloodmagic.api.util.helper.PlayerHelper;
import WayofTime.bloodmagic.entity.mob.EntityCorruptedSheep; import WayofTime.bloodmagic.structures.DungeonTester;
import WayofTime.bloodmagic.tile.TileIncenseAltar; import WayofTime.bloodmagic.tile.TileIncenseAltar;
import WayofTime.bloodmagic.tile.TileInversionPillar; import WayofTime.bloodmagic.tile.TileInversionPillar;
import WayofTime.bloodmagic.util.ChatUtil; import WayofTime.bloodmagic.util.ChatUtil;
@ -33,13 +33,13 @@ public class ItemSigilDivination extends ItemSigilBase implements IAltarReader
@Override @Override
public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World world, EntityPlayer player, EnumHand hand) public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World world, EntityPlayer player, EnumHand hand)
{ {
// if (world instanceof WorldServer) if (world instanceof WorldServer)
// { {
// System.out.println("Testing..."); System.out.println("Testing...");
//// BuildTestStructure s = new BuildTestStructure(); // BuildTestStructure s = new BuildTestStructure();
//// s.placeStructureAtPosition(new Random(), Rotation.CLOCKWISE_180, (WorldServer) world, player.getPosition(), 0); // s.placeStructureAtPosition(new Random(), Rotation.CLOCKWISE_180, (WorldServer) world, player.getPosition(), 0);
// DungeonTester.testDungeonElementWithOutput((WorldServer) world, player.getPosition()); DungeonTester.testDungeonElementWithOutput((WorldServer) world, player.getPosition());
// } }
// if (!world.isRemote) // if (!world.isRemote)
// { // {

View file

@ -56,6 +56,8 @@ import WayofTime.bloodmagic.item.ItemDemonCrystal;
import WayofTime.bloodmagic.item.alchemy.ItemCuttingFluid; import WayofTime.bloodmagic.item.alchemy.ItemCuttingFluid;
import WayofTime.bloodmagic.item.alchemy.ItemLivingArmourPointsUpgrade; import WayofTime.bloodmagic.item.alchemy.ItemLivingArmourPointsUpgrade;
import WayofTime.bloodmagic.item.soul.ItemSoulGem; import WayofTime.bloodmagic.item.soul.ItemSoulGem;
import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeMeleeDecrease;
import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeQuenched;
import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeStormTrooper; import WayofTime.bloodmagic.livingArmour.downgrade.LivingArmourUpgradeStormTrooper;
import WayofTime.bloodmagic.potion.BMPotionUtils; import WayofTime.bloodmagic.potion.BMPotionUtils;
import WayofTime.bloodmagic.recipe.alchemyTable.AlchemyTableDyeableRecipe; import WayofTime.bloodmagic.recipe.alchemyTable.AlchemyTableDyeableRecipe;
@ -482,9 +484,13 @@ public class ModRecipes
String messageBase = "ritual.BloodMagic.downgradeRitual.dialogue."; String messageBase = "ritual.BloodMagic.downgradeRitual.dialogue.";
ItemStack bowStack = new ItemStack(Items.BOW); ItemStack bowStack = new ItemStack(Items.BOW);
ItemStack bottleStack = new ItemStack(Items.POTIONITEM, 1, 0);
ItemStack swordStack = new ItemStack(Items.STONE_SWORD);
Map<ItemStack, Pair<String, int[]>> dialogueMap = new HashMap<ItemStack, Pair<String, int[]>>(); Map<ItemStack, Pair<String, int[]>> dialogueMap = new HashMap<ItemStack, Pair<String, int[]>>();
dialogueMap.put(bowStack, Pair.of("bow", new int[] { 1, 100, 300, 500 })); dialogueMap.put(bowStack, Pair.of("bow", new int[] { 1, 100, 300, 500 }));
dialogueMap.put(bottleStack, Pair.of("quenched", new int[] { 1, 100, 300, 500 }));
dialogueMap.put(swordStack, Pair.of("dulledBlade", new int[] { 1, 100, 300, 500, 700 }));
for (Entry<ItemStack, Pair<String, int[]>> entry : dialogueMap.entrySet()) for (Entry<ItemStack, Pair<String, int[]>> entry : dialogueMap.entrySet())
{ {
@ -494,14 +500,22 @@ public class ModRecipes
for (int tick : entry.getValue().getValue()) for (int tick : entry.getValue().getValue())
{ {
List<ITextComponent> textList = new ArrayList<ITextComponent>(); List<ITextComponent> textList = new ArrayList<ITextComponent>();
textList.add(new TextComponentTranslation(messageBase + str + "." + tick)); textList.add(new TextComponentTranslation("\u00A74%s", new TextComponentTranslation(messageBase + str + "." + tick)));
textMap.put(tick, textList); textMap.put(tick, textList);
} }
LivingArmourDowngradeRecipeRegistry.registerDialog(keyStack, textMap); LivingArmourDowngradeRecipeRegistry.registerDialog(keyStack, textMap);
} }
LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(0), bowStack, "gemDiamond"); LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(0), bowStack, Items.ARROW, Items.STRING, "ingotIron", "ingotIron");
LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(1), bowStack, Items.SPECTRAL_ARROW, "ingotGold", "dustRedstone", "dustGlowstone", "gemLapis");
LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(2), bowStack, "gemDiamond", Items.FIRE_CHARGE, Items.BLAZE_ROD, Items.FEATHER);
LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeStormTrooper(3), bowStack, Items.PRISMARINE_SHARD, Items.BLAZE_ROD, Items.FEATHER, Items.FEATHER);
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));
// LivingArmourDowngradeRecipeRegistry.registerDialog(bowStack, bowMap); // LivingArmourDowngradeRecipeRegistry.registerDialog(bowStack, bowMap);
LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeQuenched(0), bottleStack, Items.DRAGON_BREATH);
LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeMeleeDecrease(0), swordStack, Items.IRON_SWORD, Blocks.CACTUS);
LivingArmourDowngradeRecipeRegistry.registerRecipe(new LivingArmourUpgradeMeleeDecrease(1), swordStack, Items.IRON_SWORD, "dustRedstone");
} }
} }

View file

@ -67,7 +67,10 @@ public class DungeonRoom
DungeonStructure structure = new DungeonStructure(location); DungeonStructure structure = new DungeonStructure(location);
BlockPos offsetPos = Template.transformedBlockPos(settings, entry.getValue()); BlockPos offsetPos = Template.transformedBlockPos(settings, entry.getValue());
structure.placeStructureAtPosition(rand, settings, world, pos.add(offsetPos)); if (structure.placeStructureAtPosition(rand, settings, world, pos.add(offsetPos)))
{
System.out.println(location);
}
} }
return true; return true;

View file

@ -673,6 +673,15 @@ ritual.BloodMagic.downgradeRitual.dialogue.bow.1=So, mortal, you want to gain mo
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... 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...
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. 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.
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... 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...
ritual.BloodMagic.downgradeRitual.dialogue.quenched.1=Fufufu... Greetings. I see that you wish to become more powerful.
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.
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...
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.
ritual.BloodMagic.downgradeRitual.dialogue.dulledBlade.1=Hmmm... What is it that you truely desire?
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...
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.
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.
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?
# Chat # Chat
chat.BloodMagic.altarMaker.setTier=Set Tier to: %d chat.BloodMagic.altarMaker.setTier=Set Tier to: %d

View file

@ -0,0 +1,47 @@
{
"dungeonWeight": 4,
"structureMap": {
"bloodmagic:Building1": {
"x": 0,
"y": 0,
"z": 0
}
},
"doorMap": {
"south": [
{
"x": 7,
"y": 0,
"z": 14
},
{
"x": 4,
"y": 8,
"z": 14
}
],
"north": [
{
"x": 4,
"y": 8,
"z": 0
}
]
},
"descriptorList": [
{
"minimumOffset": {
"x": 0,
"y": 0,
"z": 0
},
"maximumOffset": {
"x": 15,
"y": 13,
"z": 15
},
"blockPosCache": [],
"cache": true
}
]
}

View file

@ -1,4 +1,5 @@
[ [
"bloodmagic:Corridor1", "bloodmagic:Corridor1",
"bloodmagic:HallChest1" "bloodmagic:HallChest1",
"bloodmagic:RawBuilding1"
] ]