Added several environmental-based abilities to the Wind and Fire armours. Tweaked the base armour penetration protection on the Omega armour to be a bit more balanced. Made the extra HP bar more fancy! :)
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19d768bbfb
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efa5d89539
8 changed files with 192 additions and 42 deletions
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@ -168,6 +168,21 @@ public class BoundArmour extends ItemArmor implements IAlchemyGoggles, ISpecialA
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return false;
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}
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public boolean isAffectedBySoulHarden()
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{
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return true;
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}
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public double getBaseArmourReduction()
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{
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return 0.9;
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}
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public double getArmourPenetrationReduction()
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{
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return 0.9;
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}
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@Override
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public ArmorProperties getProperties(EntityLivingBase player, ItemStack armor, DamageSource source, double damage, int slot)
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{
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@ -188,7 +203,7 @@ public class BoundArmour extends ItemArmor implements IAlchemyGoggles, ISpecialA
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h = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulHarden).getAmplifier() + 1;
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}
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armourReduction = 1 - 0.1 * Math.pow(1.0/3.0, Math.max(0, h - f)) - 0.1 * Math.max(0, f-h);
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armourReduction = isAffectedBySoulHarden() ? 1 - (1 - this.getBaseArmourReduction()) * Math.pow(1.0/3.0, Math.max(0, h - f)) - 0.1 * Math.max(0, f-h) : getBaseArmourReduction();
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damageAmount *= (armourReduction);
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@ -224,7 +239,7 @@ public class BoundArmour extends ItemArmor implements IAlchemyGoggles, ISpecialA
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{
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if (source.isUnblockable())
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{
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return new ArmorProperties(-1, damageAmount * 0.9d, maxAbsorption);
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return new ArmorProperties(-1, damageAmount * getArmourPenetrationReduction(), maxAbsorption);
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}
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return new ArmorProperties(-1, damageAmount, maxAbsorption);
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