* Potion tipped arrows now get the will effects applied alongside them
- Destructive releases a splash potion at the target location
- potion amplifiers are increased if the potion effect is already applied by the will type (poison, levitation, slowness)
* On hold for now, I'll do the commands first (I've had enough of arrows for this week).
* Revert Sentient Bow/Arrow to handle only potion arrows and fire regular modded arrows.
* Removed last remnants of modded arrow creation code.
* arrowHit() now supports modded Arrows (onUpdate() has the issue of TNT arrows exploding indefinitely atm)
* Crashes when firing a TNT arrow from the SimplyArrows mod with destructive will infused sentient bow
* Fixed potion arrows.
Modded arrows now work fully when hitting the ground (no splash visual effect).
* Added scaling for explosive potion arrows + cleanup
* 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
* 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)
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.
All old configs must be deleted for this to work properly. Since the rest
of the update is filled with world breaking changes, this should be fine.
Also some mapping updates
(cherry picked from commit d587a8c)
Create a class that implements IBloodMagicPlugin and annotate it with
`@BloodMagicPlugin`. The `register` method will be called during init.
Currently implemented systems:
- Blacklisting
- Teleposer
- Teleposer (entity)
- Transposition
- Well of Suffering
- Green Grove
- Setting sacrificial values
- Adding altar components
- Increased the effectiveness of animals for the Gathering of the Forsaken Souls ritual by a factor of 4.
- Added the framework for the Purification Altar.
- Added the Charging rune, which accumulates charge by using the LP from the Blood Altar (1 charge = 1 LP always). If enough charge is stored when crafting, the crafting occurs instantly.