Fixed it so that if the Sentient Specters hit each other and they have the same owner they will not attack each other
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939e1c3946
commit
5592e8661b
9 changed files with 298 additions and 27 deletions
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@ -34,6 +34,7 @@ import WayofTime.bloodmagic.BloodMagic;
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import WayofTime.bloodmagic.api.Constants;
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import WayofTime.bloodmagic.api.iface.IMultiWillTool;
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import WayofTime.bloodmagic.api.iface.ISentientSwordEffectProvider;
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import WayofTime.bloodmagic.api.iface.ISentientTool;
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import WayofTime.bloodmagic.api.soul.EnumDemonWillType;
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import WayofTime.bloodmagic.api.soul.IDemonWill;
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import WayofTime.bloodmagic.api.soul.IDemonWillWeapon;
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@ -41,13 +42,14 @@ import WayofTime.bloodmagic.api.soul.PlayerDemonWillHandler;
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import WayofTime.bloodmagic.api.util.helper.NBTHelper;
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import WayofTime.bloodmagic.client.IMeshProvider;
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import WayofTime.bloodmagic.client.mesh.CustomMeshDefinitionMultiWill;
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import WayofTime.bloodmagic.entity.mob.EntitySentientSpecter;
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import WayofTime.bloodmagic.registry.ModItems;
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import WayofTime.bloodmagic.util.helper.TextHelper;
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import com.google.common.collect.HashMultimap;
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import com.google.common.collect.Multimap;
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public class ItemSentientShovel extends ItemSpade implements IDemonWillWeapon, IMeshProvider, IMultiWillTool
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public class ItemSentientShovel extends ItemSpade implements IDemonWillWeapon, IMeshProvider, IMultiWillTool, ISentientTool
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{
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public static int[] soulBracket = new int[] { 16, 60, 200, 400, 1000 };
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public static double[] defaultDamageAdded = new double[] { 1, 2, 3, 3.5, 4 };
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@ -538,4 +540,37 @@ public class ItemSentientShovel extends ItemSpade implements IDemonWillWeapon, I
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tag.setDouble(Constants.NBT.SOUL_SWORD_DIG_SPEED, speed);
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}
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@Override
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public boolean spawnSentientEntityOnDrop(ItemStack droppedStack, EntityPlayer player)
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{
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World world = player.worldObj;
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if (!world.isRemote)
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{
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this.recalculatePowers(droppedStack, world, player);
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EnumDemonWillType type = this.getCurrentType(droppedStack);
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double soulsRemaining = PlayerDemonWillHandler.getTotalDemonWill(type, player);
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if (soulsRemaining < 1024)
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{
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return false;
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}
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PlayerDemonWillHandler.consumeDemonWill(type, player, 100);
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EntitySentientSpecter specterEntity = new EntitySentientSpecter(world);
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specterEntity.setPosition(player.posX, player.posY, player.posZ);
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world.spawnEntityInWorld(specterEntity);
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specterEntity.setItemStackToSlot(EntityEquipmentSlot.MAINHAND, droppedStack.copy());
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specterEntity.setType(this.getCurrentType(droppedStack));
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specterEntity.setOwner(player);
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specterEntity.setTamed(true);
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return true;
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}
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return false;
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}
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}
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