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; double armourReduction = 0.0;
int f = 0;
int h = 0;
if (player.isPotionActive(AlchemicalWizardry.customPotionSoulFray)) if (player.isPotionActive(AlchemicalWizardry.customPotionSoulFray))
{ {
int i = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulFray).getAmplifier() + 1; f = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulFray).getAmplifier() + 1;
armourReduction = (i + 1) * 0.1;
} }
double damageAmount = 0.25; double damageAmount = 0.25;
if (player.isPotionActive(AlchemicalWizardry.customPotionSoulHarden)) if (player.isPotionActive(AlchemicalWizardry.customPotionSoulHarden))
{ {
int i = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulHarden).getAmplifier() + 1; h = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulHarden).getAmplifier() + 1;
damageAmount /= Math.max((1 - i * 0.1), 0.1);
} else
{
damageAmount *= 0.9;
} }
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; int maxAbsorption = 100000;

View file

@ -254,6 +254,7 @@ public class TEPedestal extends TileEntity implements IInventory
public void onItemDeletion() public void onItemDeletion()
{ {
worldObj.addWeatherEffect(new EntityLightningBolt(worldObj, xCoord, yCoord, zCoord)); worldObj.addWeatherEffect(new EntityLightningBolt(worldObj, xCoord, yCoord, zCoord));
worldObj.markBlockForUpdate(xCoord, yCoord, zCoord);
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
{ {

View file

@ -379,7 +379,7 @@ public class TEPlinth extends TileEntity implements IInventory
} }
worldObj.createExplosion(entity, entity.posX, entity.posY, entity.posZ, 3, false); worldObj.createExplosion(entity, entity.posX, entity.posY, entity.posZ, 3, false);
deleteItemsInRing(1); //deleteItemsInRing(1);
isActive = false; isActive = false;
progress = 0; progress = 0;