Added the pages for a few arrays. Also disabled the Ritual for the downgrades temporarily. Final commit for -66
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44e1c47e1c
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5e1c791908
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@ -83,6 +83,21 @@ public class CategoryAlchemy
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bouncePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "bounce" + ".info"), 370));
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bouncePages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "bounce" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "bounce"), new EntryText(bouncePages, TextHelper.localize(keyBase + "bounce"), true));
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entries.put(new ResourceLocation(keyBase + "bounce"), new EntryText(bouncePages, TextHelper.localize(keyBase + "bounce"), true));
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List<IPage> buffPages = new ArrayList<IPage>();
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buffPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "buff" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "buff"), new EntryText(buffPages, TextHelper.localize(keyBase + "buff"), true));
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List<IPage> fastMinerPages = new ArrayList<IPage>();
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PageAlchemyArray fastMinerRecipePage = BookUtils.getAlchemyPage("fastMiner");
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if (fastMinerRecipePage != null)
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{
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fastMinerPages.add(fastMinerRecipePage);
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}
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fastMinerPages.addAll(PageHelper.pagesForLongText(TextHelper.localize(keyBase + "fastMiner" + ".info"), 370));
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entries.put(new ResourceLocation(keyBase + "fastMiner"), new EntryText(fastMinerPages, TextHelper.localize(keyBase + "fastMiner"), true));
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for (Entry<ResourceLocation, EntryAbstract> entry : entries.entrySet())
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for (Entry<ResourceLocation, EntryAbstract> entry : entries.entrySet())
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{
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{
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for (IPage page : entry.getValue().pageList)
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for (IPage page : entry.getValue().pageList)
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@ -12,12 +12,10 @@ 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.ITextComponent;
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import net.minecraft.util.text.TextComponentTranslation;
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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.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.altar.IBloodAltar;
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import WayofTime.bloodmagic.api.iface.IAltarReader;
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import WayofTime.bloodmagic.api.iface.IAltarReader;
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import WayofTime.bloodmagic.api.util.helper.NetworkHelper;
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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.api.util.helper.PlayerHelper;
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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.TileIncenseAltar;
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import WayofTime.bloodmagic.tile.TileInversionPillar;
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import WayofTime.bloodmagic.tile.TileInversionPillar;
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import WayofTime.bloodmagic.util.ChatUtil;
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import WayofTime.bloodmagic.util.ChatUtil;
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@ -33,13 +31,13 @@ public class ItemSigilDivination extends ItemSigilBase implements IAltarReader
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@Override
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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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public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World world, EntityPlayer player, EnumHand hand)
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{
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{
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if (world instanceof WorldServer)
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// if (world instanceof WorldServer)
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{
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// {
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System.out.println("Testing...");
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// System.out.println("Testing...");
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// BuildTestStructure s = new BuildTestStructure();
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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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//// 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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// DungeonTester.testDungeonElementWithOutput((WorldServer) world, player.getPosition());
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}
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// }
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// if (!world.isRemote)
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// if (!world.isRemote)
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// {
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// {
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@ -150,8 +150,8 @@ public class ModRituals
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meteorRitual = new RitualMeteor();
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meteorRitual = new RitualMeteor();
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RitualRegistry.registerRitual(meteorRitual, ConfigHandler.meteorRitual);
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RitualRegistry.registerRitual(meteorRitual, ConfigHandler.meteorRitual);
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downgradeRitual = new RitualLivingArmourDowngrade();
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// downgradeRitual = new RitualLivingArmourDowngrade();
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RitualRegistry.registerRitual(downgradeRitual, ConfigHandler.downgradeRitual);
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// RitualRegistry.registerRitual(downgradeRitual, ConfigHandler.downgradeRitual);
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RitualCrushing.registerCuttingFluid(ItemCuttingFluid.getStack(ItemCuttingFluid.BASIC), 250, 0.5);
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RitualCrushing.registerCuttingFluid(ItemCuttingFluid.getStack(ItemCuttingFluid.BASIC), 250, 0.5);
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RitualCrushing.registerCuttingFluid(ItemCuttingFluid.getStack(ItemCuttingFluid.EXPLOSIVE), 25, 0.05);
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RitualCrushing.registerCuttingFluid(ItemCuttingFluid.getStack(ItemCuttingFluid.EXPLOSIVE), 25, 0.05);
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@ -180,6 +180,8 @@ guide.BloodMagic.entry.alchemy.speed=Movement Array
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guide.BloodMagic.entry.alchemy.updraft=Updraft Array
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guide.BloodMagic.entry.alchemy.updraft=Updraft Array
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guide.BloodMagic.entry.alchemy.bounce=Bouncing Array
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guide.BloodMagic.entry.alchemy.bounce=Bouncing Array
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guide.BloodMagic.entry.alchemy.turret=Skeleton Turret Array
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guide.BloodMagic.entry.alchemy.turret=Skeleton Turret Array
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guide.BloodMagic.entry.alchemy.buff=Buff Arrays
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guide.BloodMagic.entry.alchemy.fastMiner=Fast Miner Array
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@ -191,4 +193,5 @@ guide.BloodMagic.entry.alchemy.speed.info=The Movement Array creates a small vor
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guide.BloodMagic.entry.alchemy.updraft.info=Using the exact same principles as the Movement Array, this array launches the entity that steps on top of it vertically in the air. Naturally, any user would have to be careful because the way down may be a little arduous!
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guide.BloodMagic.entry.alchemy.updraft.info=Using the exact same principles as the Movement Array, this array launches the entity that steps on top of it vertically in the air. Naturally, any user would have to be careful because the way down may be a little arduous!
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guide.BloodMagic.entry.alchemy.bounce.info=By using a source of heat near its center that is pushed downward, the array attempts to soften the ground underneath it. After it has done this, it then converts carbon and hydrogen into a rubbery material inside of the earth. This combination causes any entity to impact the surface to bounce in the air and eliminating the fall damage that would otherwise be sustained. This bouncing can be stopped by simply shifting, and it will still cushion your fall.
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guide.BloodMagic.entry.alchemy.bounce.info=By using a source of heat near its center that is pushed downward, the array attempts to soften the ground underneath it. After it has done this, it then converts carbon and hydrogen into a rubbery material inside of the earth. This combination causes any entity to impact the surface to bounce in the air and eliminating the fall damage that would otherwise be sustained. This bouncing can be stopped by simply shifting, and it will still cushion your fall.
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guide.BloodMagic.entry.alchemy.turret.info=By utilizing the Demon Will that is still controlling a mob, you can take over the mind of a skeleton in order to make it do your bidding. If a skeleton finds itself inside of the area of this array, it will act as a sentry and attack hostile monsters nearby. Unfortunately this array is still highly experimental, so it may not work very well or consistently.
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guide.BloodMagic.entry.alchemy.turret.info=By utilizing the Demon Will that is still controlling a mob, you can take over the mind of a skeleton in order to make it do your bidding. If a skeleton finds itself inside of the area of this array, it will act as a sentry and attack hostile monsters nearby. Unfortunately this array is still highly experimental, so it may not work very well or consistently.
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guide.BloodMagic.entry.alchemy.buff.info=Through rigorous study, you realize that alchemical arrays have a wide range of applications. So far, you have managed to create powerful items through crafting arrays, as well as a couple of arrays that provide functional benefits such as rapid movement and weak forms of teleportation. However, one of the uses that you have yet to tap into is providing powerful buffs through an active array.\n\t"Buff Arrays" are the general term for alchemy arrays that provide some buff to players within its area of effect. These areas of effect tends to have a very large radius which cannot be manipulated (unlike Rituals). However, because alchemy arrays have no concept of a Soul Network, they have to power their effects through other means: mainly through direct blood offerings. In simplified terms, this means that whenever the array will apply a buff, it will damage (take HP) from the player that it is cast on. \n\tBecause of the direct nature of these sacrifices, the HP -> buff conversion is a lot more favourable for players in the early game compared to similar buffs in the mod. For instance, if a buff from a sigil cost 100 LP for 10 seconds of activation, a more powerful buff can be applied by the array for 30 seconds for 1 HP (which is 100 LP in a T1 altar with no runes). This can be seen as a lot more efficient in the early tiers, while during the later tiers it is not as efficient of an effect. However, because of the stationary nature of the arrays, they will tend to provide a stronger effect than their sigil counter parts, so people may wish to still use it in the late-game.
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guide.BloodMagic.entry.alchemy.fastMiner.info=When tasked with carving out a large area of land, sometimes it is best to just do it by hand. For those occasions, this array is for you. The array applies a Haste III buff to players within a 10 block radius, costing the user 1 HP per 30 seconds. Because it is a general Haste buff, it will also increase your attack speed while in its area of effect, though you will have to be careful since other players will benefit from this too!
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