BloodMagic/src/main/java/WayofTime/bloodmagic/livingArmour/upgrade/LivingArmourUpgradeFallProtect.java
Phil 28b5caa5aa () Soft Fall / fallProtect Implementation ()
* Fixed softFall / fallProtect upgrade for living armour. Previously it
relied on regular armor properties, which fall damage bypasses by being
marked is unblockable. Created a method subscribed to onPlayerFall which
applies the damage multiplier and the fallProtect stat-tracker. Removed
the armorProperties method of LivingAmourUpgradeFallProtect.java and
replaced it with getDamageMultiplier.

* Fixed formatting issues. [1+1 vs 1 + 1, 1.0F instead of 1.0f]
2019-02-08 19:34:41 -08:00

52 lines
1.3 KiB
Java

package WayofTime.bloodmagic.livingArmour.upgrade;
import WayofTime.bloodmagic.BloodMagic;
import WayofTime.bloodmagic.livingArmour.LivingArmourUpgrade;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.DamageSource;
public class LivingArmourUpgradeFallProtect extends LivingArmourUpgrade {
public static final int[] costs = new int[]{2, 5, 9, 15, 25};
public static final float[] protectionLevel = new float[]{0.2F, 0.4F, 0.6F, 0.8F, 1F};
public LivingArmourUpgradeFallProtect(int level) {
super(level);
}
public float getDamageMultiplier() {
return 1 - protectionLevel[this.level];
}
@Override
public String getUniqueIdentifier() {
return BloodMagic.MODID + ".upgrade.fallProtect";
}
@Override
public int getMaxTier() {
return 5; // Set to here until I can add more upgrades to it.
}
@Override
public int getCostOfUpgrade() {
return costs[this.level];
}
@Override
public void writeToNBT(NBTTagCompound tag) {
// EMPTY
}
@Override
public void readFromNBT(NBTTagCompound tag) {
// EMPTY
}
@Override
public String getTranslationKey() {
return tooltipBase + "fallProtect";
}
}