Decreased effect of looting for the Sentient Sword. Allowed the sword to attack when deactivated. Allowed blocking with the sword.
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@ -47,7 +47,7 @@ public class ItemSentientSword extends ItemSword implements IDemonWillWeapon
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@Override
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@Override
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public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player)
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public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player)
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{
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{
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if (player.isSneaking()) //TODO: change its state depending on soul consumption
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if (player.isSneaking())
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setActivated(stack, !getActivated(stack));
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setActivated(stack, !getActivated(stack));
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if (getActivated(stack))
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if (getActivated(stack))
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@ -64,6 +64,7 @@ public class ItemSentientSword extends ItemSword implements IDemonWillWeapon
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setDropOfActivatedSword(stack, level >= 0 ? soulDrop[level] : 0);
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setDropOfActivatedSword(stack, level >= 0 ? soulDrop[level] : 0);
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}
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}
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player.setItemInUse(stack, this.getMaxItemUseDuration(stack));
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return stack;
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return stack;
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}
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}
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@ -121,11 +122,9 @@ public class ItemSentientSword extends ItemSword implements IDemonWillWeapon
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PlayerDemonWillHandler.consumeDemonWill(player, drain);
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PlayerDemonWillHandler.consumeDemonWill(player, drain);
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}
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}
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}
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}
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return super.onLeftClickEntity(stack, player, entity);
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}
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}
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return true;
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return super.onLeftClickEntity(stack, player, entity);
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}
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}
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public boolean getActivated(ItemStack stack)
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public boolean getActivated(ItemStack stack)
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@ -156,8 +155,11 @@ public class ItemSentientSword extends ItemSword implements IDemonWillWeapon
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for (int i = 0; i <= looting; i++)
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for (int i = 0; i <= looting; i++)
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{
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{
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ItemStack soulStack = soul.createWill(0, this.getDropOfActivatedSword(stack) * attackingEntity.worldObj.rand.nextDouble() + this.getStaticDropOfActivatedSword(stack));
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if (i == 0 || attackingEntity.worldObj.rand.nextDouble() < 0.3)
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soulList.add(soulStack);
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{
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ItemStack soulStack = soul.createWill(0, this.getDropOfActivatedSword(stack) * attackingEntity.worldObj.rand.nextDouble() + this.getStaticDropOfActivatedSword(stack));
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soulList.add(soulStack);
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}
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}
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}
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}
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}
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