Balance adjustment for the bound armour, made Plinths properly update when items are consumed in demon summoning

This commit is contained in:
WayofTime 2014-11-25 18:18:50 -05:00
parent 1ac6fdda98
commit 98e7d6ede7
3 changed files with 10 additions and 10 deletions

View file

@ -168,25 +168,24 @@ public class BoundArmour extends ItemArmor implements IAlchemyGoggles, ISpecialA
{
double armourReduction = 0.0;
int f = 0;
int h = 0;
if (player.isPotionActive(AlchemicalWizardry.customPotionSoulFray))
{
int i = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulFray).getAmplifier() + 1;
armourReduction = (i + 1) * 0.1;
f = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulFray).getAmplifier() + 1;
}
double damageAmount = 0.25;
if (player.isPotionActive(AlchemicalWizardry.customPotionSoulHarden))
{
int i = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulHarden).getAmplifier() + 1;
damageAmount /= Math.max((1 - i * 0.1), 0.1);
} else
{
damageAmount *= 0.9;
h = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulHarden).getAmplifier() + 1;
}
armourReduction = 1 - 0.1 * Math.pow(1.0/3.0, Math.max(0, h - f)) - 0.1 * Math.max(0, f-h);
damageAmount *= (1.0 - armourReduction);
damageAmount *= (armourReduction);
int maxAbsorption = 100000;