diff --git a/src/main/java/de/teamlapen/vampirism/entity/ExtendedCreature.java b/src/main/java/de/teamlapen/vampirism/entity/ExtendedCreature.java index b584ea0f4b..9ce8ba55e2 100755 --- a/src/main/java/de/teamlapen/vampirism/entity/ExtendedCreature.java +++ b/src/main/java/de/teamlapen/vampirism/entity/ExtendedCreature.java @@ -275,7 +275,9 @@ public void tick() { * check for sanguinare as the entity might be converting instead of dying */ if (blood == 0 && entity.tickCount % 20 == 10 && entity.getEffect(ModEffects.SANGUINARE.get()) == null) { + this.blood = 1; //Re-add some blood . If the entity does not die by the following damage applied it probably is not supposed to die. Also, avoid death-loops with mods that respawn entities as is (like PlayerCompanion) entity.hurt(VReference.NO_BLOOD, 1000); + return; } if (blood > 0 && blood < getMaxBlood() && entity.tickCount % 40 == 8) { entity.addEffect(new MobEffectInstance(MobEffects.WEAKNESS, 41)); diff --git a/src/main/resources/assets/vampirism/lang/en_us.json b/src/main/resources/assets/vampirism/lang/en_us.json index d8eea13ddd..8fa8ea4cd5 100644 --- a/src/main/resources/assets/vampirism/lang/en_us.json +++ b/src/main/resources/assets/vampirism/lang/en_us.json @@ -298,6 +298,7 @@ "death.attack.holy_water": "%1$s was burned with holy water", "death.attack.holy_water.player": "%2$s burned %1$s with holy water", "death.attack.blood_loss": "%1$s was sucked dry", + "death.attack.blood_loss.player": "%1$s was sucked dry by %2$s", "death.minion.on_behalf": "on behalf of %1$s", "death.attack.vampirism_dbno": "After %1$s, they gave up", "__comment": "task_entity_tags",