Make common enchantments less common

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Sollace 2024-02-11 20:51:12 +00:00
parent 80c31b4a1d
commit a9db2490f5
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@ -30,12 +30,12 @@ public interface UEnchantments {
/**
* Protects against wall collisions and earth pony attacks!
*/
Enchantment PADDED = register("padded", new SimpleEnchantment(Options.armor().rarity(Rarity.COMMON).maxLevel(3)));
Enchantment PADDED = register("padded", new SimpleEnchantment(Options.armor().rarity(Rarity.UNCOMMON).maxLevel(3)));
/**
* Heavy players move more slowly but are less likely to be flung around wildly.
*/
Enchantment HEAVY = register("heavy", new AttributedEnchantment(Options.armor().rarity(Rarity.COMMON).maxLevel(4)))
Enchantment HEAVY = register("heavy", new AttributedEnchantment(Options.armor().rarity(Rarity.UNCOMMON).maxLevel(4)))
.addModifier(EntityAttributes.GENERIC_MOVEMENT_SPEED, (user, level) -> {
return new EntityAttributeModifier(UUID.fromString("a3d5a94f-4c40-48f6-a343-558502a13e10"), "Heavyness", (1 - level/(float)10) - 1, Operation.MULTIPLY_TOTAL);
});
@ -83,7 +83,7 @@ public interface UEnchantments {
* Items with loyalty are kept after death.
* Only works if they don't also have curse of binding.
*/
Enchantment HEART_BOUND = register("heart_bound", new SimpleEnchantment(Options.create(EnchantmentTarget.VANISHABLE, UEnchantmentValidSlots.ANY).rarity(Rarity.COMMON).maxLevel(5)));
Enchantment HEART_BOUND = register("heart_bound", new SimpleEnchantment(Options.create(EnchantmentTarget.VANISHABLE, UEnchantmentValidSlots.ANY).rarity(Rarity.UNCOMMON).maxLevel(5)));
/**
* Consumes drops whilst mining and produces experience instead