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Make stressed and heavy enchantments less common
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1 changed files with 2 additions and 2 deletions
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@ -35,7 +35,7 @@ public interface UEnchantments {
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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.UNCOMMON).maxLevel(4)))
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Enchantment HEAVY = register("heavy", new AttributedEnchantment(Options.armor().rarity(Rarity.RARE).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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@ -72,7 +72,7 @@ public interface UEnchantments {
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/**
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/**
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* Who doesn't like a good freakout?
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* Who doesn't like a good freakout?
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*/
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*/
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Enchantment STRESSED = register("stressed", new StressfulEnchantment(Options.allItems().rarity(Rarity.RARE).curse().treasure().maxLevel(3)));
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Enchantment STRESSED = register("stressed", new StressfulEnchantment(Options.allItems().rarity(Rarity.VERY_RARE).curse().treasure().maxLevel(3)));
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/**
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/**
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* This item just wants to be held.
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* This item just wants to be held.
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