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Make common enchantments less common
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1 changed files with 3 additions and 3 deletions
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@ -30,12 +30,12 @@ public interface UEnchantments {
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/**
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/**
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* Protects against wall collisions and earth pony attacks!
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* Protects against wall collisions and earth pony attacks!
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*/
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*/
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Enchantment PADDED = register("padded", new SimpleEnchantment(Options.armor().rarity(Rarity.COMMON).maxLevel(3)));
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Enchantment PADDED = register("padded", new SimpleEnchantment(Options.armor().rarity(Rarity.UNCOMMON).maxLevel(3)));
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/**
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/**
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* Heavy players move more slowly but are less likely to be flung around wildly.
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* Heavy players move more slowly but are less likely to be flung around wildly.
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*/
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*/
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Enchantment HEAVY = register("heavy", new AttributedEnchantment(Options.armor().rarity(Rarity.COMMON).maxLevel(4)))
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Enchantment HEAVY = register("heavy", new AttributedEnchantment(Options.armor().rarity(Rarity.UNCOMMON).maxLevel(4)))
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.addModifier(EntityAttributes.GENERIC_MOVEMENT_SPEED, (user, level) -> {
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.addModifier(EntityAttributes.GENERIC_MOVEMENT_SPEED, (user, level) -> {
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return new EntityAttributeModifier(UUID.fromString("a3d5a94f-4c40-48f6-a343-558502a13e10"), "Heavyness", (1 - level/(float)10) - 1, Operation.MULTIPLY_TOTAL);
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return new EntityAttributeModifier(UUID.fromString("a3d5a94f-4c40-48f6-a343-558502a13e10"), "Heavyness", (1 - level/(float)10) - 1, Operation.MULTIPLY_TOTAL);
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});
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});
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@ -83,7 +83,7 @@ public interface UEnchantments {
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* Items with loyalty are kept after death.
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* Items with loyalty are kept after death.
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* Only works if they don't also have curse of binding.
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* Only works if they don't also have curse of binding.
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*/
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*/
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Enchantment HEART_BOUND = register("heart_bound", new SimpleEnchantment(Options.create(EnchantmentTarget.VANISHABLE, UEnchantmentValidSlots.ANY).rarity(Rarity.COMMON).maxLevel(5)));
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Enchantment HEART_BOUND = register("heart_bound", new SimpleEnchantment(Options.create(EnchantmentTarget.VANISHABLE, UEnchantmentValidSlots.ANY).rarity(Rarity.UNCOMMON).maxLevel(5)));
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/**
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/**
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* Consumes drops whilst mining and produces experience instead
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* Consumes drops whilst mining and produces experience instead
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