Renamed nomenclature to Demonic Will instead of souls - still missing a few spots

This commit is contained in:
WayofTime 2016-01-09 10:47:36 -05:00
parent 9eb49dd5a9
commit 61e6cf2a14
42 changed files with 334 additions and 339 deletions

View file

@ -36,12 +36,12 @@ import WayofTime.bloodmagic.api.Constants;
import WayofTime.bloodmagic.api.event.SacrificeKnifeUsedEvent;
import WayofTime.bloodmagic.api.event.TeleposeEvent;
import WayofTime.bloodmagic.api.livingArmour.LivingArmourUpgrade;
import WayofTime.bloodmagic.api.soul.ISoul;
import WayofTime.bloodmagic.api.soul.ISoulWeapon;
import WayofTime.bloodmagic.api.soul.PlayerSoulHandler;
import WayofTime.bloodmagic.api.soul.IDemonWill;
import WayofTime.bloodmagic.api.soul.IDemonWillWeapon;
import WayofTime.bloodmagic.api.soul.PlayerDemonWillHandler;
import WayofTime.bloodmagic.api.util.helper.PlayerHelper;
import WayofTime.bloodmagic.block.BlockAltar;
import WayofTime.bloodmagic.entity.projectile.EntitySoulArrow;
import WayofTime.bloodmagic.entity.projectile.EntitySentientArrow;
import WayofTime.bloodmagic.item.ItemAltarMaker;
import WayofTime.bloodmagic.item.armour.ItemLivingArmour;
import WayofTime.bloodmagic.item.gear.ItemPackSacrifice;
@ -272,10 +272,10 @@ public class EventHandler
}
}
if (sourceEntity instanceof EntitySoulArrow)
if (sourceEntity instanceof EntitySentientArrow)
{
// Soul Weapon handling
((EntitySoulArrow) sourceEntity).reimbursePlayer();
((EntitySentientArrow) sourceEntity).reimbursePlayer();
}
if (sourceEntity instanceof EntityPlayer)
@ -414,7 +414,7 @@ public class EventHandler
int lvl = eff.getAmplifier();
double amountOfSouls = random.nextDouble() * (lvl + 1) * (lvl + 1) * 5;
ItemStack soulStack = ((ISoul) ModItems.monsterSoul).createSoul(0, amountOfSouls);
ItemStack soulStack = ((IDemonWill) ModItems.monsterSoul).createWill(0, amountOfSouls);
event.drops.add(new EntityItem(attackedEntity.worldObj, attackedEntity.posX, attackedEntity.posY, attackedEntity.posZ, soulStack));
}
@ -422,9 +422,9 @@ public class EventHandler
{
EntityLivingBase attackingEntity = (EntityLivingBase) entity;
ItemStack heldStack = attackingEntity.getHeldItem();
if (heldStack != null && heldStack.getItem() instanceof ISoulWeapon)
if (heldStack != null && heldStack.getItem() instanceof IDemonWillWeapon)
{
List<ItemStack> droppedSouls = ((ISoulWeapon) heldStack.getItem()).getRandomSoulDrop(attackedEntity, attackingEntity, heldStack, event.lootingLevel);
List<ItemStack> droppedSouls = ((IDemonWillWeapon) heldStack.getItem()).getRandomDemonWillDrop(attackedEntity, attackingEntity, heldStack, event.lootingLevel);
if (!droppedSouls.isEmpty())
{
for (ItemStack soulStack : droppedSouls)
@ -440,13 +440,13 @@ public class EventHandler
public void onItemPickup(EntityItemPickupEvent event)
{
ItemStack stack = event.item.getEntityItem();
if (stack != null && stack.getItem() instanceof ISoul)
if (stack != null && stack.getItem() instanceof IDemonWill)
{
EntityPlayer player = event.entityPlayer;
ItemStack remainder = PlayerSoulHandler.addSouls(player, stack);
ItemStack remainder = PlayerDemonWillHandler.addDemonWill(player, stack);
if (remainder == null || ((ISoul) stack.getItem()).getSouls(stack) < 0.0001)
if (remainder == null || ((IDemonWill) stack.getItem()).getWill(stack) < 0.0001)
{
stack.stackSize = 0;
event.setResult(Result.ALLOW);