Finished the crystal automation ritual, "Gathering of the Forsaken Souls."
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@ -8,6 +8,10 @@ Version 2.0.0-23
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- Fixed Potion getting for various methods
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- Started work on crystal automation ritual
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- Finished first iteration of the iterator of AreaDescriptor (hehe)
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- Finished the crystal automation ritual, "Gathering of the Forsaken Souls." This ritual damages mobs in it's area (21^3 cube around the MRS) and once it kills a mob it
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uses its life essence to feed the demonic will crystals inside of its area (two blocks above the ritual stone, 7x7 region and 5 high). This costs LP and
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demonic will from the aura of the particular type, and costs less will the more... varied the mobs killed are. Growth amount is dictated by the max health
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of the mobs killed.
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------------------------------------------------------
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Version 2.0.0-22
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@ -38,7 +38,7 @@ public class RitualForsakenSoul extends Ritual
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public RitualForsakenSoul()
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{
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super("ritualForsakenSoul", 0, 40000, "ritual." + Constants.Mod.MODID + ".forsakenSoulRitual");
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addBlockRange(CRYSTAL_RANGE, new AreaDescriptor.Rectangle(new BlockPos(-1, -1, -1), 3));
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addBlockRange(CRYSTAL_RANGE, new AreaDescriptor.Rectangle(new BlockPos(-3, 2, -3), 7, 5, 7));
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addBlockRange(DAMAGE_RANGE, new AreaDescriptor.Rectangle(new BlockPos(-10, -10, -10), 21));
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}
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@ -202,13 +202,15 @@ public class RitualForsakenSoul extends Ritual
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{
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ArrayList<RitualComponent> components = new ArrayList<RitualComponent>();
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this.addCornerRunes(components, 1, 0, EnumRuneType.DUSK);
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this.addCornerRunes(components, 2, -1, EnumRuneType.DUSK);
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this.addParallelRunes(components, 2, -1, EnumRuneType.EARTH);
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this.addCornerRunes(components, -3, -1, EnumRuneType.DUSK);
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this.addOffsetRunes(components, 2, 4, -1, EnumRuneType.WATER);
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this.addOffsetRunes(components, 1, 4, 0, EnumRuneType.WATER);
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this.addParallelRunes(components, 4, 1, EnumRuneType.AIR);
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this.addCornerRunes(components, 1, 0, EnumRuneType.AIR);
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this.addParallelRunes(components, 1, -1, EnumRuneType.DUSK);
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this.addParallelRunes(components, 1, 1, EnumRuneType.FIRE);
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this.addParallelRunes(components, 2, 1, EnumRuneType.FIRE);
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this.addParallelRunes(components, 3, 1, EnumRuneType.FIRE);
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this.addOffsetRunes(components, 3, 1, 1, EnumRuneType.FIRE);
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this.addCornerRunes(components, 3, 1, EnumRuneType.EARTH);
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this.addCornerRunes(components, 3, 0, EnumRuneType.EARTH);
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this.addOffsetRunes(components, 3, 2, 0, EnumRuneType.EARTH);
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return components;
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}
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@ -360,6 +360,7 @@ ritual.BloodMagic.zephyrRitual=Call of the Zephyr
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ritual.BloodMagic.upgradeRemoveRitual=Sound of the Cleansing Soul
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ritual.BloodMagic.armourEvolveRitual=Ritual of Living Evolution
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ritual.BloodMagic.animalGrowthRitual=Ritual of the Shepherd
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ritual.BloodMagic.forsakenSoulRitual=Gathering of the Forsaken Souls
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ritual.BloodMagic.cobblestoneRitual=Le Vulcanos Frigius
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ritual.BloodMagic.placerRitual=The Filler
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