* Moved Boost into the class it belongs to.
Added a vertical flight amplification.
Changed the conditions to allow for negative boost.
TODO: jumping with boost still feels unnatural (too steep compared to sprint)
TODO: vertical movement seems only possible by directly modifying motionY which can escalate quickly
* Reformat
* Veil of Evil class creation
Signed-off-by: tobias <angryaeon@icloud.com>
* Transplanted legacy code.
* VeilOfEvil and WardOfSacrosanctity base finished.
Added isActive() to IMasterRitualStone
* Renaming, commented out arimethric error
* make it static to make it work
* removed sout & renamed rituals
* Finished up base Veil of Evil & Ward of Sacrosanctity.
Temporarily removed Gaia's Transformation.
* The onArrowFire event handler for LivingArmour now checks whether the arrows were fired from a sentient bow, and if they are it calls a getDuplicateArrows method in ItemSentientBow. Said method gets the will and potion types, without changing the bow's durability or consuming will or arrows.
* Extra line breaks removed
* Fixed softFall / fallProtect upgrade for living armour. Previously it
relied on regular armor properties, which fall damage bypasses by being
marked is unblockable. Created a method subscribed to onPlayerFall which
applies the damage multiplier and the fallProtect stat-tracker. Removed
the armorProperties method of LivingAmourUpgradeFallProtect.java and
replaced it with getDamageMultiplier.
* Fixed formatting issues. [1+1 vs 1 + 1, 1.0F instead of 1.0f]
* Added a tag to arrows created through Living Armor's Trickshot Ability.
Added a subscribeevent method for the onProjectileImpact event that
removes the tag and sets the hurtresistanttime to zero.
* Formatted trickshot arrow tags to snake_case
* Network part finished.
* Should be more reasonable now
* This should be good enough.
* Orb finished, needs strings
* Bind finished. Needs strings.
* Reformat & Help subcommand
* Cleanup, strings, no negative amounts
* Removed TODOs
* Added missing MaxTier check for Blood Orbs.
Added TODO: Test with custom Blood Orbs.
* Ritual commands finished.
Check for valid placement might be optimized. (TODO)
* Access modifiers, moved TODO
* Added TODOs for localized strings
* DrainUtils postponed until the necessary functionality is available with SoulTickets (telling SoulTicket network from soul ticket, a list of all registered soul tickets per network)
* Replaced all occurrences of TextHelper with TextComponentTranslation in the commands section
* - Moved Teleports.java to teleport package
- added teleposer command
- added missing strings
- cleanup
* Fixed spelling of "Successful(ly)"
* getUsage() now returns translation keys.
getInfo() is now an explicit String
ritual creation command now has proper tab completions
help is an additional argument with "-h" or "?"
cleanup
* teleposerSet final
cleanup.
* Removed ritual removal command
Signed-off-by: tobias <angryaeon@icloud.com>
* Check if the tile has a ritual first
Signed-off-by: tobias <angryaeon@icloud.com>
* A bit more optimisation
Signed-off-by: tobias <angryaeon@icloud.com>
* Cleanup part 1
Signed-off-by: tobias <angryaeon@icloud.com>
* Cleanup part 2
Signed-off-by: tobias <angryaeon@icloud.com>
* Part 3
Signed-off-by: tobias <angryaeon@icloud.com>
* Part 4
Signed-off-by: tobias <angryaeon@icloud.com>
* Updated language file to reflect cleanup & continuity changes.
Signed-off-by: tobias <angryaeon@icloud.com>
* Change to use an abstract class that gets called instead of calling super on overriden execute() for commands
Signed-off-by: tobias <angryaeon@icloud.com>
* Use player facing for ritual creation.
Signed-off-by: tobias <angryaeon@icloud.com>
* Implemented Ritual of Grounding, a Ritual to change gravity behavior
[x] <- x are new potion effects
- (NoMod) moves entities towards the ground, prevents jumping [Grounded]
- (Raw) affects players
- (Corrosive) disables gravity [Suspension]
- (Destructive) increases fall damage [Heavy Heart]
- (Steadfast) affects bosses
- (Vengeful) stronger effects, (+Corrosive) applies levitation (+Destructive) stronger effect
[Grounded] prevents jumping and moves entities towards the ground, higher amplifiers cause a faster descend, interesting interaction with Sigil of Air
[Suspension] disables gravity (keeps movement)
[Heavy Heart] increases fall height and fall damage multiplier by 1 per level.
Fixed a possible division by 0 in RitualConder.
Saved event entity variable in PotionEventHandlers.
Made rune configuration more readable in RitualHarvest.
Signed-off-by: tobias <angryaeon@icloud.com>
* Fixed Ritual area
* Lists are cleared on world unload.
* Ported Ritual of the Feathered Earth to BM2.
* Changed maximum area
* Feathered Earth Hurt timer fall damage negation based on Set part1
* Part 2, switched to handling through potions, digging into area descriptor range bug
* Fixed Ritual area
* Update gradle.properties
* Inital commit.
Water Sigil can now be used as infinite water tank item to fill machines with water (as long as you have LP) (Doesn't use LP yet).
* Should now work for all fluid sigils.
* Reverted Bound tool change
* Moved the code out of the spacey loft
IDE said it's ok... or something
* Added a new DamageSource for the Well of Suffering
Added an event handler for death through Well of Suffering
Added a config option to enable (true) or disable (false) Well of Suffering Mob drops.
* Moved the DamageSource creation to RitualManager
Renamed the new DamageSource to "RITUAL_DAMAGE"
DamageSource "RITUAL_DAMAGE" is now used by RitualForsakenSoul and RitualWellOfSuffering
Added death message string for "RITUAL_DAMAGE" for en_US and de_DE
* Cleanup, removed the ability to damage entities in creative mode (creative mode should be considered as having infinite health, the rituals only damage mobs anyways).
* Update GenericHandler.java
* Added Soul Fray check.
Sacrificial dagger now glows even more if you're fully prepared!
Added NBT field for maximum incense altar bonus from the last incense altar the player has encountered.
(There is a case in which the dagger glows even if the player is not at maximum incense bonus:
The player must have been at maximum incense bonus and then gone into the vincinity of a stronger incense altar.
The maximum incense bonus data field only updates once the maximum bonus has been reached for efficiency.)
* Multiplayer fixed.
* Fixed weirdness that occurred during a phase I don't remember.
* Reimplemented a lot of mimic logic and did a first run of changing how mimics store their states.
* Finished removing all metadata calls for blocks replaced by mimics.
* Update EntityMimic.java
* Update ItemBlockMimic.java
* Update TileMimic.java
* How did I even replace a semicolon with a slash.
* Changed all tabs to 4 spaces. Changed Serializer to StateUtil
* Fixed spacing again, hopefully for the last time
* Fix the Blood Tank BB
* Add modid to command localizations to prevent conflicts
* Fixed the items not being drawn on the right Y-level for the Sigil of Holding HUD
Corrected localizations of other lang files
* SoulTicket internal implementation
* do what TehNut says
* implement hashCode()
* Fix toggleable sigils draining on r-click when it shouldn't
Also moved the ItemSigil and ItemSigilToggleable to the sigil package (why wasn't it there???)