BloodMagic/src/main/java/WayofTime/bloodmagic/potion/PotionBloodMagic.java
WayofTime acde7ceccd Did some work on the Crushing ritual and made it so that it ignores liquids.
The Lava Ritual now places source blocks when the fluid is flowing.
Added the ability for my potions to (finally) have custom sprites.
2016-07-12 16:57:22 -04:00

65 lines
1.8 KiB
Java

package WayofTime.bloodmagic.potion;
import WayofTime.bloodmagic.api.Constants;
import net.minecraft.client.Minecraft;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
public class PotionBloodMagic extends Potion
{
public static ResourceLocation texture = new ResourceLocation(Constants.Mod.MODID, "textures/misc/potions.png");
public PotionBloodMagic(String name, ResourceLocation texture, boolean badEffect, int potionColor, int iconIndexX, int iconIndexY)
{
super(badEffect, potionColor);
this.setPotionName(name);
this.setIconIndex(iconIndexX, iconIndexY);
}
@Override
public boolean shouldRenderInvText(PotionEffect effect)
{
return true;
}
public PotionEffect apply(EntityLivingBase entity, int duration)
{
return apply(entity, duration, 0);
}
public PotionEffect apply(EntityLivingBase entity, int duration, int level)
{
PotionEffect effect = new PotionEffect(this, duration, level, false, false);
entity.addPotionEffect(effect);
return effect;
}
public int getLevel(EntityLivingBase entity)
{
PotionEffect effect = entity.getActivePotionEffect(this);
if (effect != null)
{
return effect.getAmplifier();
}
return 0;
}
@Override
public boolean shouldRender(PotionEffect effect)
{
return true;
}
@Override
@SideOnly(Side.CLIENT)
public int getStatusIconIndex()
{
Minecraft.getMinecraft().renderEngine.bindTexture(texture);
return super.getStatusIconIndex();
}
}