diff --git a/src/main/java/electroblob/wizardry/util/MagicDamage.java b/src/main/java/electroblob/wizardry/util/MagicDamage.java index 4df3bccb..20c901bf 100644 --- a/src/main/java/electroblob/wizardry/util/MagicDamage.java +++ b/src/main/java/electroblob/wizardry/util/MagicDamage.java @@ -64,9 +64,9 @@ import net.minecraft.util.EntityDamageSource; public class MagicDamage extends EntityDamageSource implements IElementalDamage { /** The name of the damagesource for direct magic damage from the wizardry mod. */ - public static final String DIRECT_MAGIC_DAMAGE = "wizardryMagic"; + public static final String DIRECT_MAGIC_DAMAGE = "wizardry_magic"; /** The name of the damagesource for indirect magic damage from the wizardry mod. */ - public static final String INDIRECT_MAGIC_DAMAGE = "indirectWizardryMagic"; + public static final String INDIRECT_MAGIC_DAMAGE = "indirect_wizardry_magic"; // Technically, I don't need to specify that the classes in this map must extend entity, but it's good practice to. private static final Map, DamageType[]> immunityMapping = new HashMap, DamageType[]>(); @@ -169,7 +169,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage } /** - * Returns a DamageSource called "wizardryMagic" with the given entity as the caster. Use in preference to vanilla + * Returns a DamageSource called "wizardry_magic" with the given entity as the caster. Use in preference to vanilla * types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.MAGIC, it does * not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for * the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway). @@ -190,7 +190,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage } /** - * Returns a DamageSource called "wizardryMagic" with the given entity as the caster. Use in preference to vanilla + * Returns a DamageSource called "wizardry_magic" with the given entity as the caster. Use in preference to vanilla * types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.MAGIC, it does * not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for * the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway). @@ -212,7 +212,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage } /** - * Returns a DamageSource called "indirectWizardryMagic" with the player as the caster. Use in preference to vanilla + * Returns a DamageSource called "indirect_wizardry_magic" with the player as the caster. Use in preference to vanilla * types to allow things to distinguish between magic and regular arrows/throwables. Unlike * DamageSource.causeIndirectMagicDamage, it does not bypass armour. It is still classed as magic damage (for the * record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway). @@ -234,7 +234,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage } /** - * Returns a DamageSource called "indirectWizardryMagic" with the player as the caster. Use in preference to vanilla + * Returns a DamageSource called "indirect_wizardry_magic" with the player as the caster. Use in preference to vanilla * types to allow things to distinguish between magic and regular arrows/throwables. Unlike * DamageSource.causeIndirectMagicDamage, it does not bypass armour. It is still classed as magic damage (for the * record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).