Balance adjustment for the bound armour, made Plinths properly update when items are consumed in demon summoning
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@ -168,25 +168,24 @@ public class BoundArmour extends ItemArmor implements IAlchemyGoggles, ISpecialA
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{
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{
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double armourReduction = 0.0;
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double armourReduction = 0.0;
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int f = 0;
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int h = 0;
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if (player.isPotionActive(AlchemicalWizardry.customPotionSoulFray))
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if (player.isPotionActive(AlchemicalWizardry.customPotionSoulFray))
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{
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{
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int i = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulFray).getAmplifier() + 1;
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f = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulFray).getAmplifier() + 1;
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armourReduction = (i + 1) * 0.1;
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}
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}
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double damageAmount = 0.25;
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double damageAmount = 0.25;
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if (player.isPotionActive(AlchemicalWizardry.customPotionSoulHarden))
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if (player.isPotionActive(AlchemicalWizardry.customPotionSoulHarden))
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{
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{
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int i = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulHarden).getAmplifier() + 1;
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h = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulHarden).getAmplifier() + 1;
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damageAmount /= Math.max((1 - i * 0.1), 0.1);
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} else
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{
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damageAmount *= 0.9;
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}
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}
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armourReduction = 1 - 0.1 * Math.pow(1.0/3.0, Math.max(0, h - f)) - 0.1 * Math.max(0, f-h);
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damageAmount *= (1.0 - armourReduction);
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damageAmount *= (armourReduction);
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int maxAbsorption = 100000;
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int maxAbsorption = 100000;
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@ -254,6 +254,7 @@ public class TEPedestal extends TileEntity implements IInventory
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public void onItemDeletion()
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public void onItemDeletion()
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{
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{
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worldObj.addWeatherEffect(new EntityLightningBolt(worldObj, xCoord, yCoord, zCoord));
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worldObj.addWeatherEffect(new EntityLightningBolt(worldObj, xCoord, yCoord, zCoord));
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worldObj.markBlockForUpdate(xCoord, yCoord, zCoord);
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for (int i = 0; i < 16; i++)
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for (int i = 0; i < 16; i++)
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{
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{
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@ -379,7 +379,7 @@ public class TEPlinth extends TileEntity implements IInventory
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}
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}
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worldObj.createExplosion(entity, entity.posX, entity.posY, entity.posZ, 3, false);
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worldObj.createExplosion(entity, entity.posX, entity.posY, entity.posZ, 3, false);
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deleteItemsInRing(1);
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//deleteItemsInRing(1);
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isActive = false;
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isActive = false;
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progress = 0;
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progress = 0;
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