Changed it so that the Mending enchantment consumes the EXP before the Tome of Peritia does
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@ -4,6 +4,7 @@ Version 2.0.0-35
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- Changed Living Armour so that it is now damagable. The Living Armour Chestplate will be damaged, but will not break. If it gets to ~0 durability, it will damage your LP network heavily.
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- Living Armour is now repairable in an anvil with Binding Reagent.
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- Started adding in the Alchemy Table... not really started.
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- Changed it so that the Mending enchantment consumes the EXP before the Tome of Peritia does
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------------------------------------------------------
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Version 2.0.0-34
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@ -33,6 +33,13 @@ public class ItemExperienceBook extends Item implements IVariantProvider
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setCreativeTab(BloodMagic.tabBloodMagic);
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}
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@Override
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@SideOnly(Side.CLIENT)
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public boolean hasEffect(ItemStack stack)
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{
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return true;
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}
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@Override
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@SideOnly(Side.CLIENT)
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public void addInformation(ItemStack stack, EntityPlayer player, List<String> tooltip, boolean advanced)
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@ -841,7 +841,7 @@ public class EventHandler
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}
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}
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@SubscribeEvent
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@SubscribeEvent(priority = EventPriority.LOWEST)
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public void onExperiencePickup(PlayerPickupXpEvent event)
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{
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EntityPlayer player = event.getEntityPlayer();
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@ -866,6 +866,15 @@ public class EventHandler
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}
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}
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ItemStack itemstack = EnchantmentHelper.getEnchantedItem(Enchantments.MENDING, player);
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if (itemstack != null && itemstack.isItemDamaged())
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{
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int i = Math.min(xpToDurability(event.getOrb().xpValue), itemstack.getItemDamage());
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event.getOrb().xpValue -= durabilityToXp(i);
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itemstack.setItemDamage(itemstack.getItemDamage() - i);
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}
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if (!player.worldObj.isRemote)
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{
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for (ItemStack stack : player.inventory.mainInventory)
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@ -879,4 +888,14 @@ public class EventHandler
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}
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}
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}
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private int xpToDurability(int xp)
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{
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return xp * 2;
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}
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private int durabilityToXp(int durability)
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{
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return durability / 2;
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}
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}
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