fix: Increased the tick rate of continuous spells (#849)

... and added some checks to make sure the spells don't deal too much with mods that interact with the hurt resistance timer.
This commit is contained in:
ipdnaeip
2023-09-09 12:08:38 -04:00
committed by GitHub
parent 85ca4fd100
commit 112a562b2d
7 changed files with 7 additions and 7 deletions
@@ -53,7 +53,7 @@ public class FireBreath extends SpellRay {
this.getNameForTranslationFormatted()), true);
// This now only damages in line with the maxHurtResistantTime. Some mods don't play nicely and fiddle
// with this mechanic for their own purposes, so this line makes sure that doesn't affect wizardry.
}else if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
}else if(ticksInUse % 10 == 0){
target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
EntityUtils.attackEntityWithoutKnockback(target,
MagicDamage.causeDirectMagicDamage(caster, DamageType.FIRE),
@@ -56,7 +56,7 @@ public class FlameRay extends SpellRay {
this.getNameForTranslationFormatted()), true);
// This now only damages in line with the maxHurtResistantTime. Some mods don't play nicely and fiddle
// with this mechanic for their own purposes, so this line makes sure that doesn't affect wizardry.
}else if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
}else if(ticksInUse % 10 == 0){
target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
EntityUtils.attackEntityWithoutKnockback(target,
MagicDamage.causeDirectMagicDamage(caster, DamageType.FIRE),
@@ -65,7 +65,7 @@ public class FrostRay extends SpellRay {
(int)(getProperty(EFFECT_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)),
getProperty(EFFECT_STRENGTH).intValue()));
if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
if(ticksInUse % 10 == 0){
float damage = getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY);
if(target instanceof EntityBlaze || target instanceof EntityMagmaCube) damage *= 2;
@@ -47,7 +47,7 @@ public class LifeDrain extends SpellRay {
if(EntityUtils.isLiving(target)){
if(ticksInUse % 12 == 0){
if(ticksInUse % 10 == 0){
float damage = getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY);
@@ -51,7 +51,7 @@ public class LightningRay extends SpellRay {
this.getNameForTranslationFormatted()), true);
// This now only damages in line with the maxHurtResistantTime. Some mods don't play nicely and fiddle
// with this mechanic for their own purposes, so this line makes sure that doesn't affect wizardry.
}else if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
}else if(ticksInUse % 10 == 0){
EntityUtils.attackEntityWithoutKnockback(target,
MagicDamage.causeDirectMagicDamage(caster, DamageType.SHOCK),
getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY));
@@ -53,7 +53,7 @@ public class LightningWeb extends SpellRay {
@Override
protected boolean onEntityHit(World world, Entity target, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
if(EntityUtils.isLiving(target)){
if(EntityUtils.isLiving(target) && ticksInUse % 10 == 0){
electrocute(world, caster, origin, target, getProperty(PRIMARY_DAMAGE).floatValue()
* modifiers.get(SpellModifiers.POTENCY), ticksInUse);
@@ -58,7 +58,7 @@ public class RayOfPurification extends SpellRay {
if(!world.isRemote && ticksInUse == 1 && caster instanceof EntityPlayer) ((EntityPlayer)caster)
.sendStatusMessage(new TextComponentTranslation("spell.resist", target.getName(),
this.getNameForTranslationFormatted()), true);
}else{
}else if (ticksInUse % 10 == 0) {
float damage = getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY);
// Fire