Did some work on the Crushing ritual and made it so that it ignores liquids.
The Lava Ritual now places source blocks when the fluid is flowing. Added the ability for my potions to (finally) have custom sprites.
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11 changed files with 163 additions and 25 deletions
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@ -28,7 +28,6 @@ import WayofTime.bloodmagic.api.saving.SoulNetwork;
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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.demonAura.WorldDemonWillHandler;
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import WayofTime.bloodmagic.item.alchemy.ItemCuttingFluid;
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import WayofTime.bloodmagic.registry.ModBlocks;
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import WayofTime.bloodmagic.util.Utils;
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@ -104,7 +103,7 @@ public class RitualCrushing extends Ritual
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IBlockState state = world.getBlockState(newPos);
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Block block = state.getBlock();
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if (block.equals(ModBlocks.ritualController) || block.equals(ModBlocks.ritualStone) || block.getBlockHardness(state, world, newPos) == -1.0F)
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if (block.equals(ModBlocks.ritualController) || block.equals(ModBlocks.ritualStone) || block.getBlockHardness(state, world, newPos) == -1.0F || Utils.isBlockLiquid(state))
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{
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continue;
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}
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@ -257,7 +256,7 @@ public class RitualCrushing extends Ritual
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{
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ArrayList<RitualComponent> components = new ArrayList<RitualComponent>();
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this.addParallelRunes(ritualComponents, 1, 0, EnumRuneType.EARTH);
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this.addParallelRunes(components, 1, 0, EnumRuneType.EARTH);
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this.addParallelRunes(components, 2, 0, EnumRuneType.FIRE);
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this.addCornerRunes(components, 2, 0, EnumRuneType.DUSK);
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this.addParallelRunes(components, 2, 1, EnumRuneType.AIR);
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