- Checks if the arrow is the vanilla arrow, if it is then it continues with normal use. But, if arrow isn't the vanilla arrow it uses their custom arrow entity.
* 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.
* AWAITING ALLOWANCE FROM BRANDON3055 (PERMISSION TO USE CODE SNIPPET FOR INTERDIMENSIONAL/CROSSDIMENSIONAL TELEPORT) COPYRIGHT ALL RIGHTS RESERVED FOR BRANDON3055 (CODE SNIPPET)
AWAITING ALLOWANCE FROM TEHNUT, WAYOFTIME TO USE FOREIGN CODE (AS IT NEEDS ALLOWANCE & POSSIBLE CREDITS)
DO NOT USE.
* Forgot something.
Requires permission from Brandon3055 (copyright on code snippet)
Requires permission from WayofTime, TehNut (because it uses foreign code that might need attribution)
Do not use.
* License permits usage.
Sorry for bothering everyone involved.
Don't merge. Teleposer broken. Teleposition sigil works though.
* IT WORKS!!!!
- re-enabled cross dimensional telepositioning
- works even if target teleposer is unloaded at the time of activation (force loads the chunk so the teleposer can be found, releases ticket when player arrives)
- entity teleposition works properly
- I'm tired and slightly insane
- nobody asked for this.
closes#973 (rewrite might still be needed though)
might be able to close the following issue:
- #1198 (improved cross dimensional teleportation code thanks to brandon3055)
* Zombies stop holding onto tickets now.
* Oversight.
* 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
* Players in creative mode can now add crystals to crystal blocks by right clicking them with an item demon crystal.
Crystal block texture now updates on the next tick. The render update is only called when a new crystal has been added (by natural or unnatural means).
Adding a crystal imitates a positive result of checkAndGrowCrystal()
closes#1151
* fixed conditional to allow harvesting crystals if not in creative and holding crystal
* Should close#1121
Not tested (yet) (because I haven't figured out how to launch the server with a fake player entity... yet).
* will close#1121
Tested.
Specters only attack players if they attack the owner or the specter.
Spectres now autoattack every instance of EntityMob in range.
//TODO: (fluff) make Bow Specter change angle based on target position (it currently always looks like it shoots into the ground)
* 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???)
* Add modid to command localizations to prevent conflicts
* Corrected localizations of other lang files
* Fixed the items not being drawn on the right Y-level for the Sigil of Holding HUD
This is solving the issue I raised in https://github.com/WayofTime/BloodMagic/issues/1368
Added a single check to line 123 of src/main/java/WayofTime/bloodmagic/alchemyArray/AlchemyArrayEffectMobSacrifice.java.
The check makes sure the effective health of the currently targeted entity is above 0. So bosses and players are no longer set to -1 health when the array finishes crafting.