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! :)

This commit is contained in:
WayofTime 2015-04-12 10:59:41 -04:00
parent 19d768bbfb
commit efa5d89539
8 changed files with 192 additions and 42 deletions

View file

@ -168,6 +168,21 @@ public class BoundArmour extends ItemArmor implements IAlchemyGoggles, ISpecialA
return false;
}
public boolean isAffectedBySoulHarden()
{
return true;
}
public double getBaseArmourReduction()
{
return 0.9;
}
public double getArmourPenetrationReduction()
{
return 0.9;
}
@Override
public ArmorProperties getProperties(EntityLivingBase player, ItemStack armor, DamageSource source, double damage, int slot)
{
@ -188,7 +203,7 @@ public class BoundArmour extends ItemArmor implements IAlchemyGoggles, ISpecialA
h = player.getActivePotionEffect(AlchemicalWizardry.customPotionSoulHarden).getAmplifier() + 1;
}
armourReduction = 1 - 0.1 * Math.pow(1.0/3.0, Math.max(0, h - f)) - 0.1 * Math.max(0, f-h);
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();
damageAmount *= (armourReduction);
@ -224,7 +239,7 @@ public class BoundArmour extends ItemArmor implements IAlchemyGoggles, ISpecialA
{
if (source.isUnblockable())
{
return new ArmorProperties(-1, damageAmount * 0.9d, maxAbsorption);
return new ArmorProperties(-1, damageAmount * getArmourPenetrationReduction(), maxAbsorption);
}
return new ArmorProperties(-1, damageAmount, maxAbsorption);