Made the Tough Skin effect easier to get, and increased the durability of living armour by 50%.
This commit is contained in:
parent
37cb2a1360
commit
e3b72c3b7e
|
@ -61,6 +61,7 @@ public class ItemLivingArmour extends ItemArmor implements ISpecialArmor, IMeshP
|
|||
super(ItemArmor.ArmorMaterial.IRON, 0, armorType);
|
||||
setUnlocalizedName(Constants.Mod.MODID + ".livingArmour.");
|
||||
// setMaxDamage(250);
|
||||
setMaxDamage((int) (getMaxDamage() * 1.5));
|
||||
setCreativeTab(BloodMagic.tabBloodMagic);
|
||||
}
|
||||
|
||||
|
@ -450,7 +451,7 @@ public class ItemLivingArmour extends ItemArmor implements ISpecialArmor, IMeshP
|
|||
tag.setTag(Constants.NBT.LIVING_ARMOUR, livingTag);
|
||||
}
|
||||
|
||||
//TODO: Add the ability to have the armour give an upgrade with a higher level
|
||||
//TODO: Add the ability to have the armour give an upgrade with a higher level
|
||||
public static LivingArmourUpgrade getUpgrade(String uniqueIdentifier, ItemStack stack)
|
||||
{
|
||||
if (!armourMap.containsKey(stack))
|
||||
|
|
|
@ -18,7 +18,7 @@ public class StatTrackerPhysicalProtect extends StatTracker
|
|||
public int totalDamage = 0;
|
||||
|
||||
public static HashMap<LivingArmour, Double> changeMap = new HashMap<LivingArmour, Double>();
|
||||
public static int[] damageRequired = new int[] { 30, 200, 400, 800, 1500, 2500, 3500, 5000, 7000, 15000 };
|
||||
public static int[] damageRequired = new int[] { 30, 50, 80, 140, 200, 300, 400, 500, 650, 800 };
|
||||
|
||||
public static void incrementCounter(LivingArmour armour, double damage)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue