Updated Forge to 1813. Worked on the SentientArmour so that it is able to use the different will types depending on what is the highest.
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5 changed files with 217 additions and 64 deletions
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@ -18,10 +18,6 @@ import WayofTime.bloodmagic.item.armour.ItemSentientArmour;
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public class ItemSentientArmourGem extends Item
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{
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public static double[] willBracket = new double[] { 30, 200, 600, 1500, 4000, 6000, 8000, 16000 };
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public static double[] consumptionPerHit = new double[] { 0.1, 0.12, 0.15, 0.2, 0.3, 0.35, 0.4, 0.5 };
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public static double[] extraProtectionLevel = new double[] { 0, 0.25, 0.5, 0.6, 0.7, 0.75, 0.85, 0.9 };
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public ItemSentientArmourGem()
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{
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super();
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@ -55,35 +51,16 @@ public class ItemSentientArmourGem extends Item
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ItemSentientArmour.revertAllArmour(player);
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} else
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{
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double will = PlayerDemonWillHandler.getTotalDemonWill(getCurrentType(stack), player);
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EnumDemonWillType type = PlayerDemonWillHandler.getLargestWillType(player);
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double will = PlayerDemonWillHandler.getTotalDemonWill(type, player);
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int bracket = getWillBracket(will);
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if (bracket >= 0)
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{
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// PlayerDemonWillHandler.consumeDemonWill(player, willBracket[bracket]);
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ItemSentientArmour.convertPlayerArmour(player, consumptionPerHit[bracket], extraProtectionLevel[bracket]);
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}
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ItemSentientArmour.convertPlayerArmour(type, will, player);
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}
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return new ActionResult<ItemStack>(EnumActionResult.PASS, stack);
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}
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public int getWillBracket(double will)
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{
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int bracket = -1;
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for (int i = 0; i < willBracket.length; i++)
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{
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if (will >= willBracket[i])
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{
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bracket = i;
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}
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}
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return bracket;
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}
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@SideOnly(Side.CLIENT)
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public ModelResourceLocation getModel(ItemStack stack, EntityPlayer player, int useRemaining)
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{
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