Use target lifetime rather than construct lifetime when dealing periodic damage; means targets don't all get damaged at once
This commit is contained in:
@@ -62,7 +62,7 @@ public class EntityHealAura extends EntityMagicConstruct {
|
||||
target.motionZ = velZ;
|
||||
}
|
||||
|
||||
}else if(target.getHealth() < target.getMaxHealth() && this.ticksExisted % 5 == 0){
|
||||
}else if(target.getHealth() < target.getMaxHealth() && target.ticksExisted % 5 == 0){
|
||||
target.heal(Spells.healing_aura.getProperty(Spell.HEALTH).floatValue() * damageMultiplier);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user