diff --git a/CHANGELOG.md b/CHANGELOG.md index ef48413..cab8d0b 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,12 @@ # Changelog +## [0.3.2] - Unreleased + +## Changed + +- Updated textures for Heretics Armor! Thanks Gronglegrowth/Eset! +- Sentient Harm Glyph now consumes will when on successful damage. The values are similar to Sentient Sword. + ## [0.3.1] - 2023-10-30 ### Changed diff --git a/src/main/java/com/mystchonky/tomeofblood/common/glyphs/SentientHarmEffect.java b/src/main/java/com/mystchonky/tomeofblood/common/glyphs/SentientHarmEffect.java index 2c7dd94..8322e11 100644 --- a/src/main/java/com/mystchonky/tomeofblood/common/glyphs/SentientHarmEffect.java +++ b/src/main/java/com/mystchonky/tomeofblood/common/glyphs/SentientHarmEffect.java @@ -1,7 +1,17 @@ package com.mystchonky.tomeofblood.common.glyphs; -import com.hollingsworth.arsnouveau.api.spell.*; -import com.hollingsworth.arsnouveau.common.spell.augment.*; +import com.hollingsworth.arsnouveau.api.spell.AbstractAugment; +import com.hollingsworth.arsnouveau.api.spell.AbstractEffect; +import com.hollingsworth.arsnouveau.api.spell.IDamageEffect; +import com.hollingsworth.arsnouveau.api.spell.SpellContext; +import com.hollingsworth.arsnouveau.api.spell.SpellResolver; +import com.hollingsworth.arsnouveau.api.spell.SpellSchool; +import com.hollingsworth.arsnouveau.api.spell.SpellStats; +import com.hollingsworth.arsnouveau.common.spell.augment.AugmentAmplify; +import com.hollingsworth.arsnouveau.common.spell.augment.AugmentDampen; +import com.hollingsworth.arsnouveau.common.spell.augment.AugmentDurationDown; +import com.hollingsworth.arsnouveau.common.spell.augment.AugmentExtendTime; +import com.hollingsworth.arsnouveau.common.spell.augment.AugmentFortune; import com.hollingsworth.arsnouveau.setup.registry.ModPotions; import com.mystchonky.tomeofblood.TomeOfBlood; import com.mystchonky.tomeofblood.common.registry.IntegrationRegistry; @@ -67,7 +77,10 @@ public void onResolveEntity(EntityHitResult rayTraceResult, Level world, @NotNul } // TODO: Change to bloodmagic damage source later - attemptDamage(world, shooter, spellStats, spellContext, resolver, entity, buildDamageSource(world, shooter), damage); + boolean damaged = attemptDamage(world, shooter, spellStats, spellContext, resolver, entity, buildDamageSource(world, shooter), damage); + if (damaged) { + PlayerDemonWillHandler.consumeDemonWill(type, player, ItemSentientSword.soulDrainPerSwing[bracket]); + } } }