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Posted

So every other armor piece of mine has the right armor value (based on diamond) +3s for boots and helmet but my leggings and chestplate seem to be switched, +6 for chestplate and +8 for leggings, can't figure it out.

 

LEGS:
	super(EnumHelper.addArmorMaterial("TUNGSTEN_LEGGINGS_MATERIAL", "darkpack:tungsten", 181, new int[] {3, 8, 6, 3}, 30, SoundEvents.ITEM_ARMOR_EQUIP_DIAMOND, 4f), 2, EntityEquipmentSlot.LEGS);

CHEST:
	super(EnumHelper.addArmorMaterial("TUNGSTEN_CHESTPLATE_MATERIAL", "darkpack:tungsten", 181, new int[] {3, 8, 6, 3}, 30, SoundEvents.ITEM_ARMOR_EQUIP_DIAMOND, 4f), 1, EntityEquipmentSlot.CHEST);

Posted

So every other armor piece of mine has the right armor value (based on diamond) +3s for boots and helmet but my leggings and chestplate seem to be switched, +6 for chestplate and +8 for leggings, can't figure it out.

 

LEGS:
	super(EnumHelper.addArmorMaterial("TUNGSTEN_LEGGINGS_MATERIAL", "darkpack:tungsten", 181, new int[] {3, 8, 6, 3}, 30, SoundEvents.ITEM_ARMOR_EQUIP_DIAMOND, 4f), 2, EntityEquipmentSlot.LEGS);

CHEST:
	super(EnumHelper.addArmorMaterial("TUNGSTEN_CHESTPLATE_MATERIAL", "darkpack:tungsten", 181, new int[] {3, 8, 6, 3}, 30, SoundEvents.ITEM_ARMOR_EQUIP_DIAMOND, 4f), 1, EntityEquipmentSlot.CHEST);

Posted

EnumHelper#addArmorMaterial() returns the created ArmorMaterial, store it instead of creating it every time. Reflection is expensive, and due to the way Enums work you'll probably break something.

Posted

EnumHelper#addArmorMaterial() returns the created ArmorMaterial, store it instead of creating it every time. Reflection is expensive, and due to the way Enums work you'll probably break something.

Posted

EnumHelper#addArmorMaterial() returns the created ArmorMaterial, store it instead of creating it every time. Reflection is expensive, and due to the way Enums work you'll probably break something.

 

I don't think that's what's causing this though?

Posted

EnumHelper#addArmorMaterial() returns the created ArmorMaterial, store it instead of creating it every time. Reflection is expensive, and due to the way Enums work you'll probably break something.

 

I don't think that's what's causing this though?

Posted

The indexes of

ArmorMaterial#damageReductionAmountArray

were reversed in 1.9.

 

In 1.8.9, it was

{head, chest, legs, feet}

; in 1.9+ it's

{feet, legs, chest, head}

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

The indexes of

ArmorMaterial#damageReductionAmountArray

were reversed in 1.9.

 

In 1.8.9, it was

{head, chest, legs, feet}

; in 1.9+ it's

{feet, legs, chest, head}

.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

EnumHelper#addArmorMaterial() returns the created ArmorMaterial, store it instead of creating it every time. Reflection is expensive, and due to the way Enums work you'll probably break something.

 

I don't think that's what's causing this though?

 

It isn't the problem, but it is a problem.

Posted

EnumHelper#addArmorMaterial() returns the created ArmorMaterial, store it instead of creating it every time. Reflection is expensive, and due to the way Enums work you'll probably break something.

 

I don't think that's what's causing this though?

 

It isn't the problem, but it is a problem.

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