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Corrected probabilities and thresholds for negative modifiers

And weapons no longer check twice to obtain negatives
main
KeyLime17 6 months ago
parent d6ed849ae0
commit e9230f0832

@ -243,7 +243,9 @@ public class CinderEventHandler implements IFuelHandler {
} }
// Smithing Rework event handler // Smithing Rework event handler
if (attacker instanceof EntityPlayerMP player) {
//Removed, there is a handler for when you already attack, this is redundant
/*if (attacker instanceof EntityPlayerMP player) {
ItemStack weapon = player.getHeldItem(); ItemStack weapon = player.getHeldItem();
// smithing rework for melee // smithing rework for melee
if (weapon !=null && (weapon.getItem() instanceof LOTRItemSpear || weapon.getItem() instanceof LOTRItemSword || weapon.getItem() instanceof LOTRItemDagger || weapon.getItem() instanceof LOTRItemBattleaxe || weapon.getItem() instanceof LOTRItemHammer || weapon.getItem() instanceof ItemSword)) { if (weapon !=null && (weapon.getItem() instanceof LOTRItemSpear || weapon.getItem() instanceof LOTRItemSword || weapon.getItem() instanceof LOTRItemDagger || weapon.getItem() instanceof LOTRItemBattleaxe || weapon.getItem() instanceof LOTRItemHammer || weapon.getItem() instanceof ItemSword)) {
@ -260,12 +262,12 @@ public class CinderEventHandler implements IFuelHandler {
} }
} }
} }
} }*/
if (entity instanceof EntityPlayerMP player) { if (entity instanceof EntityPlayerMP player) {
// Durability thresholds and corresponding probabilities for adding a negative modifier // Durability thresholds and corresponding probabilities for adding a negative modifier
float[] durabilityThresholds = {0.6f, 0.5f, 0.4f}; float[] durabilityThresholds = {0.4f, 0.3f, 0.2f};
double[] probabilities = {0.02, 0.05, 0.1}; double[] probabilities = {0.0005, 0.001, 0.005}; // Corrected probabilities
for (int i = 0; i < 4; ++i) { for (int i = 0; i < 4; ++i) {
ItemStack armor = player.getEquipmentInSlot(i + 1); ItemStack armor = player.getEquipmentInSlot(i + 1);

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