Modified armor calculations to work as intended
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@ -68,20 +68,23 @@ public abstract class ItemPowerArmor extends ItemArmor
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// take no damage.
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int priority = 1;
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double armorDouble;
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if (player instanceof EntityPlayer) {
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armorDouble = getArmorDouble((EntityPlayer) player, armor);
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} else {
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armorDouble = 2;
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}
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// How much of incoming damage is absorbed by this armor piece.
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// 1.0 = absorbs all damage
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// 0.5 = 50% damage to item, 50% damage carried over
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double absorbRatio;
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if (player instanceof EntityPlayer) {
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absorbRatio = 0.04 * getArmorDouble((EntityPlayer) player, armor);
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} else {
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absorbRatio = 0.1;
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}
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double absorbRatio = 0.04 * armorDouble;
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// Maximum damage absorbed by this piece. Actual damage to this item
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// will be clamped between (damage * absorbRatio) and (absorbMax). Note
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// that a player has 20 hp (1hp = 1 half-heart)
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int absorbMax = 5;
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int absorbMax = (int) armorDouble*25; // Not sure why this is necessary but oh well
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return new ArmorProperties(priority, absorbRatio,
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absorbMax);
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