De-duplicate armor value
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@@ -180,29 +180,29 @@ public class ItemWizardArmour extends ItemArmor implements ISpecialArmor {
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}
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}
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}
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}
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/*
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* Doesn't actually need to do anything, all values are handled in getAttibuteModifiers below.
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* Returning > 0 in this method will cause it to be added to the defense value below.
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*/
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@Override
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@Override
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public int getArmorDisplay(EntityPlayer player, ItemStack armor, int slotIndex){
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public int getArmorDisplay(EntityPlayer player, ItemStack armor, int slotIndex){
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return 0;
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EntityEquipmentSlot slot = getArmorSlotFromIndex(slotIndex);
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if(armor.getItemDamage() < armor.getMaxDamage()){
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if(armor.hasTagCompound() && armor.getTagCompound().getBoolean("legendary")){
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// Legendary armour gives full 10 shields, like diamond.
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return ArmorMaterial.DIAMOND.getDamageReductionAmount(slot);
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}else{
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return reductions[slotIndex];
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}
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}else{
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return 0;
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}
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}
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}
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/*
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* Properly handles the defense value of the armor. This method is responisble for the tooltip on top of
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* the armor value. It is also what handles armor toughness, but the wizard armor had a value of 0 for that.
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*/
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@Override
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@Override
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public Multimap<String, AttributeModifier> getAttributeModifiers(EntityEquipmentSlot slot, ItemStack stack) {
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public Multimap<String, AttributeModifier> getAttributeModifiers(EntityEquipmentSlot slot, ItemStack stack) {
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Multimap<String, AttributeModifier> map = HashMultimap.create();
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Multimap<String, AttributeModifier> map = HashMultimap.create();
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if(stack.getItemDamage() < stack.getMaxDamage() && this.armorType == slot)
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if(stack.getItemDamage() < stack.getMaxDamage() && this.armorType == slot) {
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int defense = reductions[slot.getIndex()];
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if(stack.hasTagCompound() && stack.getTagCompound().getBoolean("legendary"))
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defense = ArmorMaterial.DIAMOND.getDamageReductionAmount(slot);
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map.put(SharedMonsterAttributes.ARMOR.getName(), new AttributeModifier(ARMOR_MODIFIERS[slot.getIndex()],
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map.put(SharedMonsterAttributes.ARMOR.getName(), new AttributeModifier(ARMOR_MODIFIERS[slot.getIndex()],
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"Armor modifier", reductions[slot.getIndex()], 0));
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"Armor modifier", defense, 0));
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}
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return map;
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return map;
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}
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}
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