Posted May 30, 20169 yr 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);
May 30, 20169 yr Author 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);
May 30, 20169 yr 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.
May 30, 20169 yr 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.
May 30, 20169 yr Author 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?
May 30, 20169 yr Author 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?
May 30, 20169 yr 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.
May 30, 20169 yr 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.
May 30, 20169 yr 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.
May 30, 20169 yr 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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