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:
Electroblob77
2020-01-25 22:50:45 +00:00
parent 40e77728ad
commit 6cd6411c25
3 changed files with 25 additions and 27 deletions
@@ -65,7 +65,7 @@ public class EntityBubble extends EntityMagicConstruct {
if(isDarkOrb){
if(WizardryUtilities.getRider(this) != null
&& this.ticksExisted % Spells.entrapment.getProperty(Entrapment.DAMAGE_INTERVAL).intValue() == 0){
&& WizardryUtilities.getRider(this).ticksExisted % Spells.entrapment.getProperty(Entrapment.DAMAGE_INTERVAL).intValue() == 0){
if(this.getCaster() != null){
WizardryUtilities.getRider(this).attackEntityFrom(
MagicDamage.causeIndirectMagicDamage(this, getCaster(), DamageType.MAGIC),
@@ -103,8 +103,6 @@ public class EntityHammer extends EntityMagicConstruct {
this.rotationPitch = 0;
this.spin = false;
if(this.ticksExisted % Spells.lightning_hammer.getProperty(LightningHammer.ATTACK_INTERVAL).floatValue() == 0){
double seekerRange = Spells.lightning_hammer.getProperty(Spell.EFFECT_RADIUS).doubleValue();
List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(seekerRange, this.posX,
@@ -115,7 +113,8 @@ public class EntityHammer extends EntityMagicConstruct {
for(EntityLivingBase target : targets){
if(WizardryUtilities.isLiving(target) && this.isValidTarget(target)){
if(WizardryUtilities.isLiving(target) && this.isValidTarget(target)
&& target.ticksExisted % Spells.lightning_hammer.getProperty(LightningHammer.ATTACK_INTERVAL).floatValue() == 0){
if(world.isRemote){
@@ -138,7 +137,6 @@ public class EntityHammer extends EntityMagicConstruct {
}
}
}
}
}else{
@@ -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);
}
}