Use target lifetime rather than construct lifetime when dealing periodic damage; means targets don't all get damaged at once
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@@ -65,7 +65,7 @@ public class EntityBubble extends EntityMagicConstruct {
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if(isDarkOrb){
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if(WizardryUtilities.getRider(this) != null
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&& this.ticksExisted % Spells.entrapment.getProperty(Entrapment.DAMAGE_INTERVAL).intValue() == 0){
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&& WizardryUtilities.getRider(this).ticksExisted % Spells.entrapment.getProperty(Entrapment.DAMAGE_INTERVAL).intValue() == 0){
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if(this.getCaster() != null){
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WizardryUtilities.getRider(this).attackEntityFrom(
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MagicDamage.causeIndirectMagicDamage(this, getCaster(), DamageType.MAGIC),
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@@ -103,8 +103,6 @@ public class EntityHammer extends EntityMagicConstruct {
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this.rotationPitch = 0;
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this.spin = false;
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if(this.ticksExisted % Spells.lightning_hammer.getProperty(LightningHammer.ATTACK_INTERVAL).floatValue() == 0){
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double seekerRange = Spells.lightning_hammer.getProperty(Spell.EFFECT_RADIUS).doubleValue();
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List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(seekerRange, this.posX,
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@@ -115,7 +113,8 @@ public class EntityHammer extends EntityMagicConstruct {
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for(EntityLivingBase target : targets){
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if(WizardryUtilities.isLiving(target) && this.isValidTarget(target)){
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if(WizardryUtilities.isLiving(target) && this.isValidTarget(target)
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&& target.ticksExisted % Spells.lightning_hammer.getProperty(LightningHammer.ATTACK_INTERVAL).floatValue() == 0){
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if(world.isRemote){
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@@ -138,7 +137,6 @@ public class EntityHammer extends EntityMagicConstruct {
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}
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}
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}
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}
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}else{
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@@ -62,7 +62,7 @@ public class EntityHealAura extends EntityMagicConstruct {
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target.motionZ = velZ;
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}
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}else if(target.getHealth() < target.getMaxHealth() && this.ticksExisted % 5 == 0){
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}else if(target.getHealth() < target.getMaxHealth() && target.ticksExisted % 5 == 0){
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target.heal(Spells.healing_aura.getProperty(Spell.HEALTH).floatValue() * damageMultiplier);
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}
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}
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