Made the Tough Skin effect easier to get, and increased the durability of living armour by 50%.
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@ -61,6 +61,7 @@ public class ItemLivingArmour extends ItemArmor implements ISpecialArmor, IMeshP
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super(ItemArmor.ArmorMaterial.IRON, 0, armorType);
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super(ItemArmor.ArmorMaterial.IRON, 0, armorType);
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setUnlocalizedName(Constants.Mod.MODID + ".livingArmour.");
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setUnlocalizedName(Constants.Mod.MODID + ".livingArmour.");
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// setMaxDamage(250);
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// setMaxDamage(250);
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setMaxDamage((int) (getMaxDamage() * 1.5));
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setCreativeTab(BloodMagic.tabBloodMagic);
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setCreativeTab(BloodMagic.tabBloodMagic);
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}
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}
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@ -450,8 +451,8 @@ public class ItemLivingArmour extends ItemArmor implements ISpecialArmor, IMeshP
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tag.setTag(Constants.NBT.LIVING_ARMOUR, livingTag);
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tag.setTag(Constants.NBT.LIVING_ARMOUR, livingTag);
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}
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}
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//TODO: Add the ability to have the armour give an upgrade with a higher level
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//TODO: Add the ability to have the armour give an upgrade with a higher level
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public static LivingArmourUpgrade getUpgrade(String uniqueIdentifier, ItemStack stack)
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public static LivingArmourUpgrade getUpgrade(String uniqueIdentifier, ItemStack stack)
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{
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{
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if (!armourMap.containsKey(stack))
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if (!armourMap.containsKey(stack))
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{
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{
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@ -18,7 +18,7 @@ public class StatTrackerPhysicalProtect extends StatTracker
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public int totalDamage = 0;
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public int totalDamage = 0;
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public static HashMap<LivingArmour, Double> changeMap = new HashMap<LivingArmour, Double>();
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public static HashMap<LivingArmour, Double> changeMap = new HashMap<LivingArmour, Double>();
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public static int[] damageRequired = new int[] { 30, 200, 400, 800, 1500, 2500, 3500, 5000, 7000, 15000 };
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public static int[] damageRequired = new int[] { 30, 50, 80, 140, 200, 300, 400, 500, 650, 800 };
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public static void incrementCounter(LivingArmour armour, double damage)
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public static void incrementCounter(LivingArmour armour, double damage)
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{
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{
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