forked from TAIGA/TAIGA
[1.2] Material rework (#60)
* Developement tests for nbt data in traits * Lot of trait changes and better balancing * Traits reworked a bit, new traits added. * First correction of NBT Data in Trait (Soulbound). Is shown twice. Still needs corrections. * Few fixes in traits and new trait "catcher" * Small fix, needs workaround * fixed some catch issues * Fixed Catcher and Reviving Traits, new Trait: Souleater. Updated build.gradle for new TiC Version. * Splitted SoulEater to get the bad touch to an extra trait "Cursed". Added method for using nbt more easily. Changed declaration names of fluids * Some minor changes in Traits, Registry and Utils. * Iron_nugget is replaced with oreDict Item when not loaded via TAIGA. * Beginning of new material integration. Lot of names changed, lot more work to do here. Many null pointer exceptions and no changes of values up to now. * Some Small changes in names, registry and recipes * Some weird stuff I don't remember :D * fixed some things I missed while merging * Rollback to something * More Stuff * fixed some merging stuff * Fixed some misspelled names. Actually working with lots of restrictions. * Rearranged alloys, tried to add blocks / ingots for non-tinker-materials, but they won't work. * Again tried to fix the melting issue, but non-tinker materials still are not able to be casted as a block, ingot or nugget... * Fixed integration of materials without tools. * changed IMC to direct lib calls * removed more IMC, removed redundant code * some reformatting * Alloy integration reworked, needs to be balanced. * updated deps, renamed some func's, added duplicate material check * some more renaming * some reformatting, fixed wrong import, fixed string cmp's * Added images for blocks, ingots, nuggets and dust. Json changes do not work yet. * some reformatting * Removed old json files. Placeholder needed. * Fixed block json, items not working yet. * Fixed my own derp (missing json files) * Reduced materials to ensure unique traits for most of them. Still 30 though, but reduced by 20 more :'( RIP * Changed some generator stuff, not working properly right now! * rewrote offset generation, added some debug command, fixed some stuff * fixed on-surface-generation, made dependencies more flexible * reverted gen-weight back to its normal value * Meteor generator implemented. * fixed generating on ground * optimized a thing * Replaced Uru with Osram, replaced Meteorite with Uru, added Meteorite again for Hull-Material and late game alloy. * Some changes in generation of ores, not ready yet. * Added Cobble Meteorite. Added debug command. Implemented rest of ore generation. Some minor fixes left for generation including balancing. * Some changes for ore generation. Added 2 separate Generic Blocks for meteorite and their cobble variant. * some cleanup in Generator class, added meteor world save handler * Added Textures. Added blockstates and item models. Fixed fluid rendering. * renamed world save data file to be little more specific, removed a unused method * some preps for the upcoming release * First attempt of well balancing material stats. Renamed TiberiumX to Triberium. * Final changes... ready for beta testing * Added missing alloys. * Corrected balancing of ore generation. Still WIP * removed some last debug out * one last reformat
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@@ -36,7 +36,7 @@ public class TraitInstable extends AbstractTrait {
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explode(world, player, pos.getX(), pos.getY(), pos.getZ());
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} else explode(world, null, pos.getX(), pos.getY(), pos.getZ());
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}
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ToolHelper.damageTool(tool, 11 + random.nextInt(10), player);
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ToolHelper.damageTool(tool, random.nextInt(10) + 2, player);
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}
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}
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@@ -49,17 +49,17 @@ public class TraitInstable extends AbstractTrait {
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explode(player.getEntityWorld(), player, pos.getX(), pos.getY(), pos.getZ());
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} else explode(player.getEntityWorld(), target, pos.getX(), pos.getY(), pos.getZ());
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}
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ToolHelper.damageTool(tool, 3 + random.nextInt(18), player);
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ToolHelper.damageTool(tool, 2 + random.nextInt(10), player);
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}
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}
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@SubscribeEvent
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public void onMobDrops(LivingDropsEvent event) {
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World w = event.getEntity().getEntityWorld();
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if (!w.isRemote && event.getSource().getEntity() instanceof EntityPlayer) {
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if (random.nextFloat() < 0.05 && !w.isRemote && event.getSource().getEntity() instanceof EntityPlayer) {
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EntityPlayer player = (EntityPlayer) event.getSource().getEntity();
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if (event.getEntity() instanceof EntityMob && TinkerUtil.hasTrait(TagUtil.getTagSafe(player.getHeldItemMainhand()), identifier)) {
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ItemStack i = new ItemStack(Items.GUNPOWDER, random.nextInt(4));
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ItemStack i = new ItemStack(Items.GUNPOWDER, random.nextInt(2));
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event.getDrops().add(0, new EntityItem(w, event.getEntity().posX, event.getEntity().posY, event.getEntity().posZ, i));
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}
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}
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