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- if (wave >= 5) {
- ItemStack helmet;
- ItemStack chestplate;
- ItemStack leggings;
- ItemStack boots;
- ItemStack weapon;
- if (wave < 10) {
- helmet = new ItemStack(Material.LEATHER_HELMET);
- chestplate = new ItemStack(Material.LEATHER_CHESTPLATE);
- leggings = new ItemStack(Material.LEATHER_LEGGINGS);
- boots = new ItemStack(Material.LEATHER_BOOTS);
- weapon = new ItemStack(Material.WOOD_SWORD);
- } else if (wave < 15) {
- helmet = new ItemStack(Material.CHAINMAIL_HELMET);
- chestplate = new ItemStack(Material.CHAINMAIL_CHESTPLATE);
- leggings = new ItemStack(Material.CHAINMAIL_LEGGINGS);
- boots = new ItemStack(Material.CHAINMAIL_BOOTS);
- weapon = new ItemStack(Material.WOOD_AXE);
- } else if (wave < 20) {
- helmet = new ItemStack(Material.IRON_HELMET);
- chestplate = new ItemStack(Material.IRON_CHESTPLATE);
- leggings = new ItemStack(Material.IRON_LEGGINGS);
- boots = new ItemStack(Material.IRON_BOOTS);
- weapon = new ItemStack(Material.IRON_SWORD);
- } else if (wave < 25) {
- helmet = new ItemStack(Material.GOLD_HELMET);
- chestplate = new ItemStack(Material.GOLD_CHESTPLATE);
- leggings = new ItemStack(Material.GOLD_LEGGINGS);
- boots = new ItemStack(Material.GOLD_BOOTS);
- weapon = new ItemStack(Material.GOLD_SWORD);
- } else {
- helmet = new ItemStack(Material.DIAMOND_HELMET);
- chestplate = new ItemStack(Material.DIAMOND_CHESTPLATE);
- leggings = new ItemStack(Material.DIAMOND_LEGGINGS);
- boots = new ItemStack(Material.DIAMOND_BOOTS);
- weapon = new ItemStack(Material.DIAMOND_SWORD);
- }
- for (ControllableMob<LivingEntity> cm : monsters) {
- LivingEntity e = cm.getEntity();
- if (!e.getType().equals(EntityType.CREEPER)
- && !e.getType().equals(EntityType.WITCH)) {
- EntityEquipment equip = e.getEquipment();
- equip.setBoots(boots);
- equip.setChestplate(chestplate);
- equip.setHelmet(helmet);
- equip.setLeggings(leggings);
- equip.setItemInHand(weapon);
- equip.setBootsDropChance(0);
- equip.setChestplateDropChance(0);
- equip.setHelmetDropChance(0);
- equip.setLeggingsDropChance(0);
- equip.setItemInHandDropChance(0);
- e.setMaxHealth(Math.round(e.getMaxHealth() + amplifier));
- }
- }
- }
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