Changed it so the Sentient Sword drops will for IMob instead of EntityMob - slimes have a 33% reduction to will drop.
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@ -12,7 +12,8 @@ import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.SharedMonsterAttributes;
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import net.minecraft.entity.SharedMonsterAttributes;
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import net.minecraft.entity.ai.attributes.AttributeModifier;
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import net.minecraft.entity.ai.attributes.AttributeModifier;
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import net.minecraft.entity.monster.EntityMob;
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import net.minecraft.entity.monster.EntitySlime;
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import net.minecraft.entity.monster.IMob;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.MobEffects;
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import net.minecraft.init.MobEffects;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.inventory.EntityEquipmentSlot;
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@ -332,18 +333,20 @@ public class ItemSentientSword extends ItemSword implements IDemonWillWeapon, IM
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{
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{
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List<ItemStack> soulList = new ArrayList<ItemStack>();
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List<ItemStack> soulList = new ArrayList<ItemStack>();
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if (killedEntity.worldObj.getDifficulty() != EnumDifficulty.PEACEFUL && !(killedEntity instanceof EntityMob))
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if (killedEntity.worldObj.getDifficulty() != EnumDifficulty.PEACEFUL && !(killedEntity instanceof IMob))
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{
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{
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return soulList;
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return soulList;
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}
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}
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double willModifier = killedEntity instanceof EntitySlime ? 0.67 : 1;
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IDemonWill soul = ((IDemonWill) ModItems.monsterSoul);
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IDemonWill soul = ((IDemonWill) ModItems.monsterSoul);
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for (int i = 0; i <= looting; i++)
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for (int i = 0; i <= looting; i++)
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{
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{
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if (i == 0 || attackingEntity.worldObj.rand.nextDouble() < 0.4)
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if (i == 0 || attackingEntity.worldObj.rand.nextDouble() < 0.4)
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{
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{
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ItemStack soulStack = soul.createWill(0, (this.getDropOfActivatedSword(stack) * attackingEntity.worldObj.rand.nextDouble() + this.getStaticDropOfActivatedSword(stack)) * killedEntity.getMaxHealth() / 20d);
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ItemStack soulStack = soul.createWill(0, willModifier * (this.getDropOfActivatedSword(stack) * attackingEntity.worldObj.rand.nextDouble() + this.getStaticDropOfActivatedSword(stack)) * killedEntity.getMaxHealth() / 20d);
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soulList.add(soulStack);
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soulList.add(soulStack);
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}
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}
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}
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}
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