* 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
* Ported RitualDismantler
Signed-off-by: tobias <angryaeon@icloud.com>
* Added Hellfire Forge recipe
Destructive Will Crystal, Destructive Will Crystal, Ritual Diviner (default), Weak Blood Shard
Requires a minimum of 500 will and consumes 100 will to craft
* Changed costs (lazy proposal):
- 50 LP per normal Ritual Stone
- discount cost of 200 LP for a whole ritual (smallest ritual has 4 ritual stones)
- 100 LP for an MRS
* 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???)
The old access to IBloodMagicRecipeRegistrar still exists, but should not
be used so mods like CraftTweaker can do their thing.
This commit also introduces @BloodMagicPlugin.Inject which will inject the
active API instance into an annotated field with the API interface as it's
type. These fields are populated during pre init.
Rewrites the crafting recipe portion of alchemy arrays. Currently the rewritten
portion is wrapped in the old stuff. Ideally the remaining old stuff will
be rewritten as well.
Mods who wish to do custom array effects still need to depend on internal
classes and I think this is fine.
The new one is now built for the api jar and the old one is now internal.
It will slowly be moved around to sane places within the internal code. Most
of the features provided in the old "api" are addon specific features which
will generally rely on the main jar anyways. The new API will be specific
to compatibility features, such as blacklists, recipes, and value modification.