Fixed Ritual of Regeneration's text (#987)

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WayofTime 2016-11-27 20:33:13 -05:00
parent 9e6c8d8a43
commit efb3077fdf
2 changed files with 6 additions and 1 deletions

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Version 2.1.0-68
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- Fixed Ritual of Regeneration's text
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Version 2.1.0-67
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@ -70,7 +70,7 @@ guide.BloodMagic.entry.ritual.highJump.info=This ritual uses a huge burst of air
guide.BloodMagic.entry.ritual.speed.info=As the name may suggest, the Ritual of Speed is used for transportation of various sorts. The ritual may be placed in the direction of any of the cardinal directions and any entities within its range will be launched in the direction that the ritual is pointing. When looking at a ritual, this direction is where the dusk ritual stone is. By default, the ritual has a radius of 2 blocks from the MRS, though this can be expanded or contracted when using a ritual tinkerer. This will apply a speed of 3 blocks/tick in the direction of the ritual and 1.2 blocks/tick vertically.\n\tIf the ritual is fueled with Raw Will, the speed of the ritual is increased substantially based on the Will that is in the Aura. For instance, the speed will be doubled if there is 100 Will inside of the Aura. For each successful operation, 0.1 Will is consumed.\n\tVengeful Will prevents the ritual from moving adult mobs, and Destructive Will prevents the ritual from moving child mobs. If either one of these are used, players are also prevented from using the ritual. If both of them are used, however, the effect is that only players may use the ritual and mobs cannot. These augmentations can be used effectively for sorting animal farms or even getting rid of those pesky child zombies in your sacrificial pen. The ritual will consume 0.05 Will for each type that is in effect on successful operation, so if a child enters the ritual space when you use Destructive Will it will not cost Will or LP.
guide.BloodMagic.entry.ritual.wellOfSuffering.info=For those of you who prefer to use mobs instead of your own health, the Well of Suffering damages all living non-player entities in a 10 block radius and places the health in a connected altar. The ritual will look for a blood altar within its range, checking 5 blocks horizontally and 10 blocks vertically unaltered. When it finds an altar, it will store its location internally - if there isn't an altar nearby, the ritual will not work. The ritual will deal 1 HP per entity and place 25 LP into the altar (100 for peaceful animals), which can be augmented with Sacrifice runes.
guide.BloodMagic.entry.ritual.featheredKnife.info=The Ritual of the Feathered Knife taps into the user's body, draining away their life force in order to fill a blood altar nearby. The ritual will look for a blood altar within its range, checking 5 blocks horizontally and 10 blocks vertically unaltered. When it finds an altar, it will store its location internally - if there isn't an altar nearby, the ritual will not work. When a player then enters within the ritual's damage range, which by default is a radius of 15 blocks horizontally and 20 blocks vertically, the ritual will damage the player for 1HP and then place that health into the connected altar directly (respecting blood runes). There are some safety mechanisms on the ritual, which cause it to not work on a player with less than 30%% of their max health. Unaugmented, the ritual does this once every second.\n\tThere are a few useful augmentations that you can use if you use Demon Will. If Raw Will is consumed by the ritual, the ritual will attempt to damage players within its range at a faster rate, operating twice per second. The ritual will consume 0.05 Raw Will per successful operation.\n\tIf you have more than 10 Steadfast Will in the Aura, the ritual will increase its safety threshold and instead will not work on players with less than 70%% health. This function currently does not consume Will.\n\tIf you have more than 10 Vengeful Will in the Aura, the ritual will remove some of its safety limitations, causing it to work on players until they only have 10%% of their maximum health left. If the ritual also has Steadfast Will augmented onto it the threshold will still be 70%% for the owner of the ritual only. This function currently does not consume Will.\n\tWhen Destructive Will is applied to the ritual, the ritual becomes a lot more efficient with its HP to LP conversion. The amount of LP that is added to the altar per health point increases based on the Will in the Aura, up to a maximum of +20%% for 100 Destructive Will. This effect stacks multiplicatively with runes, Living Armour Upgrades, and Incense. This consumes 0.05 Destructive Will per HP sacrificed.\n\tSpeaking of incense, if Corrosive Will is used in the ritual the ritual will respect the effects of incense on you. If you do not have the Soul Fray debuff on and you are empowered by an Incense Altar, the ritual will consume all of your HP up to the set threshold and pump all of the resultant LP into the altar. It will also remove the incense that you incurred and apply Soul Fray onto you. This effect stacks with the Destructive Will buff.
guide.BloodMagic.entry.ritual.regen.info=The Ritual of the Feathered Knife taps into the user's body, draining away their life force in order to fill a blood altar nearby. The ritual will look for a blood altar within its range, checking 5 blocks horizontally and 10 blocks vertically unaltered. When it finds an altar, it will store its location internally - if there isn't an altar nearby, the ritual will not work. When a player then enters within the ritual's damage range, which by default is a radius of 15 blocks horizontally and 20 blocks vertically, the ritual will damage the player for 1HP and then place that health into the connected altar directly (respecting blood runes). There are some safety mechanisms on the ritual, which cause it to not work on a player with less than 30%% of their max health. Unaugmented, the ritual does this once every second.\n\tThere are a few useful augmentations that you can use if you use Demon Will. If Raw Will is consumed by the ritual, the ritual will attempt to damage players within its range at a faster rate, operating twice per second. The ritual will consume 0.05 Raw Will per successful operation.\n\tIf you have more than 10 Steadfast Will in the Aura, the ritual will increase its safety threshold and instead will not work on players with less than 70%% health. This function currently does not consume Will.\n\tIf you have more than 10 Vengeful Will in the Aura, the ritual will remove some of its safety limitations, causing it to work on players until they only have 10%% of their maximum health left. If the ritual also has Steadfast Will augmented onto it the threshold will still be 70%% for the owner of the ritual only. This function currently does not consume Will.\n\tWhen Destructive Will is applied to the ritual, the ritual becomes a lot more efficient with its HP to LP conversion. The amount of LP that is added to the altar per health point increases based on the Will in the Aura, up to a maximum of +20%% for 100 Destructive Will. This effect stacks multiplicatively with runes, Living Armour Upgrades, and Incense. This consumes 0.05 Destructive Will per HP sacrificed.\n\tSpeaking of incense, if Corrosive Will is used in the ritual the ritual will respect the effects of incense on you. If you do not have the Soul Fray debuff on and you are empowered by an Incense Altar, the ritual will consume all of your HP up to the set threshold and pump all of the resultant LP into the altar. It will also remove the incense that you incurred and apply Soul Fray onto you. This effect stacks with the Destructive Will buff.
guide.BloodMagic.entry.ritual.regen.info=Arguably one of the best rituals for any potential Blood Mage who wishes to use his own life force to fuel his magic, the Ritual of Regeneration casts a veil of energy around itself, healing entities that find themselves within its range. Every 2.5 seconds the ritual will cast Regeneration I on living entities in its 15 block radius, costing 100LP per player and 10LP per other living entities for the 2.5 seconds of regen. \n\tIf Corrosive Will is used to augment the ritual a second range will be available, a "vampiric range". Any non-player entities within this range will be randomly damaged in order to directly heal players within the regular healing range. This costs 0.04 Will to use and will transfer 1HP per operational tick.
guide.BloodMagic.entry.ritual.harvest.info=This ritual will seek any harvestable plant block within its range (default is the 9x9x5 high area above the MRS) and try to harvest it, replanting any seeds if the plant can drop seeds. All of the drops from the plant will appear where the plant was harvested. The ritual will attempt to harvest plants once every 5 ticks and will cost 20LP per successful operation.\n\tPlants that can be harvested include, but are not limited to: pumpkins, wheat, carrots, potatos, nether wart, cactus, reeds. Keep in mind that the ritual makes no assumptions about the thing it is harvesting - it can only harvest mod-added crops if the mod in question registers a harvesting handler with the mod.
guide.BloodMagic.entry.ritual.interdiction.info=Based on an archaic alchemical device of legend, the Ritual of Interdiction attempts to forcibly push all non-player mobs away from the center of the ritual. By default, all mobs that are within two blocks of the MRS are pushed away from the MRS by setting their velocity. It should be noted that mobs within this range are not affected by fall damage, though that safety net wares off as soon as they are pushed away.
guide.BloodMagic.entry.ritual.containment.info=The opposite of Interdiction, the Ritual of Containment attempts to pull mobs within its area of effect towards the space above the MRS, suspending them in the air where they cannot move. The default range of the ritual is a 3 block horizontal radius from the bottom of the master stone to the top of the top-most runes, though this range can of course be altered.\n\tThis ritual costs 1LP per mob pulled every tick.