Third update pass (3/?)

Last (?) update pass. AE2 can be launched and used (?) in game.

Rendering system changed again and again - rendering is NOT working, to
be rewritten and CAN be done a lot simpler.
This commit is contained in:
elix-x
2016-06-21 16:36:15 +02:00
parent 05aa6972c4
commit 8acee98b8f
20 changed files with 146 additions and 100 deletions
+2 -2
View File
@@ -28,8 +28,8 @@ public class ChestLoot
{
//TODO 1.9.4 aftermath - All these loot quality, pools and stuff. Figure it out and balance it.
final IMaterials materials = AEApi.instance().definitions().materials();
event.getTable().addPool( new LootPool( ( ( FluentIterable<LootEntryItem> ) Iterables.transform( materials.certusQuartzCrystal().maybeStack( 1 ).asSet(), ( ItemStack itemstack ) -> new LootEntryItem( itemstack.getItem(), 2, 3, new LootFunction[]{ new SetMetadata(null, new RandomValueRange( itemstack.getItemDamage() ))}, new LootCondition[]{ new RandomChance( 1 ) }, "AE2 Crystal_" + itemstack.getItemDamage() ) ) ).toArray( LootEntryItem.class ), null, new RandomValueRange( 1, 4 ), new RandomValueRange( 0, 2 ), "AE2 Crystals" ) );
event.getTable().addPool( new LootPool( ( ( FluentIterable<LootEntryItem> ) Iterables.transform( materials.certusQuartzDust().maybeStack( 1 ).asSet(), ( ItemStack itemstack ) -> new LootEntryItem( itemstack.getItem(), 2, 3, new LootFunction[]{ new SetMetadata(null, new RandomValueRange( itemstack.getItemDamage() ))}, new LootCondition[]{ new RandomChance( 1 ) }, "AE2 Dust_" + itemstack.getItemDamage() ) ) ).toArray( LootEntryItem.class ), null, new RandomValueRange( 1, 4 ), new RandomValueRange( 0, 2 ), "AE2 Dusts" ) );
event.getTable().addPool( new LootPool( ( ( FluentIterable<LootEntryItem> ) Iterables.transform( materials.certusQuartzCrystal().maybeStack( 1 ).asSet(), ( ItemStack itemstack ) -> new LootEntryItem( itemstack.getItem(), 2, 3, new LootFunction[]{ new SetMetadata(null, new RandomValueRange( itemstack.getItemDamage() ))}, new LootCondition[]{ new RandomChance( 1 ) }, "AE2 Crystal_" + itemstack.getItemDamage() ) ) ).toArray( LootEntryItem.class ), new LootCondition[0], new RandomValueRange( 1, 4 ), new RandomValueRange( 0, 2 ), "AE2 Crystals" ) );
event.getTable().addPool( new LootPool( ( ( FluentIterable<LootEntryItem> ) Iterables.transform( materials.certusQuartzDust().maybeStack( 1 ).asSet(), ( ItemStack itemstack ) -> new LootEntryItem( itemstack.getItem(), 2, 3, new LootFunction[]{ new SetMetadata(null, new RandomValueRange( itemstack.getItemDamage() ))}, new LootCondition[]{ new RandomChance( 1 ) }, "AE2 Dust_" + itemstack.getItemDamage() ) ) ).toArray( LootEntryItem.class ), new LootCondition[0], new RandomValueRange( 1, 4 ), new RandomValueRange( 0, 2 ), "AE2 Dusts" ) );
}
}