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	static final ItemStack[][] equipment;
2-
			ItemStack helmet;
2+
	static {
3-
			ItemStack chestplate;
3+
		// note - any extra items are ignored in the setArmorContents() method, which we use to compactly store the desired weapon
4-
			ItemStack leggings;
4+
		equipment = new ItemStack[][6];
5-
			ItemStack boots;
5+
		equipment[0] = new ItemStack[5];
6-
			ItemStack weapon;
6+
		equipment[1] = new ItemStack[] { new ItemStack(Material.LEATHER_BOOTS), new ItemStack(Material.LEATHER_LEGGINGS), new ItemStack(Material.LEATHER_CHESTPLATE), new ItemStack(Material.LEATHER_HELMET), new ItemStack(Material.WOOD_AXE) };
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		equipment[2] = new ItemStack[] { new ItemStack(Material.CHAINMAIL_BOOTS), new ItemStack(Material.CHAINMAIL_LEGGINGS), new ItemStack(Material.CHAINMAIL_CHESTPLATE), new ItemStack(Material.CHAINMAIL_HELMET), new ItemStack(Material.WOOD_SWORD) };
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		equipment[3] = new ItemStack[] { new ItemStack(Material.IRON_BOOTS), new ItemStack(Material.IRON_LEGGINGS), new ItemStack(Material.IRON_CHESTPLATE), new ItemStack(Material.IRON_HELMET), new ItemStack(Material.IRON_SWORD) };
9-
				helmet = new ItemStack(Material.LEATHER_HELMET);
9+
		equipment[4] = new ItemStack[] { new ItemStack(Material.GOLD_BOOTS), new ItemStack(Material.GOLD_LEGGINGS), new ItemStack(Material.GOLD_CHESTPLATE), new ItemStack(Material.GOLD_HELMET), new ItemStack(Material.GOLD_SWORD) };
10-
				chestplate = new ItemStack(Material.LEATHER_CHESTPLATE);
10+
		equipment[5] = new ItemStack[] { new ItemStack(Material.DIAMOND_BOOTS), new ItemStack(Material.DIAMOND_LEGGINGS), new ItemStack(Material.DIAMOND_CHESTPLATE), new ItemStack(Material.DIAMOND_HELMET), new ItemStack(Material.DIAMOND_SWORD) };
11-
				leggings = new ItemStack(Material.LEATHER_LEGGINGS);
11+
	}
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				boots = new ItemStack(Material.LEATHER_BOOTS);
12+
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				weapon = new ItemStack(Material.WOOD_SWORD);
13+
....
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		if (wave >= 5) {
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				helmet = new ItemStack(Material.CHAINMAIL_HELMET);
16+
			ItemStack[] waveEquip = equipment[0];
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				chestplate = new ItemStack(Material.CHAINMAIL_CHESTPLATE);
17+
18-
				leggings = new ItemStack(Material.CHAINMAIL_LEGGINGS);
18+
19-
				boots = new ItemStack(Material.CHAINMAIL_BOOTS);
19+
				waveEquip = equipment[1];
20-
				weapon = new ItemStack(Material.WOOD_AXE);
20+
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				waveEquip = equipment[2];
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			} else if (wave < 20) {
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				helmet = new ItemStack(Material.IRON_HELMET);
23+
				waveEquip = equipment[3];
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				chestplate = new ItemStack(Material.IRON_CHESTPLATE);
24+
25-
				leggings = new ItemStack(Material.IRON_LEGGINGS);
25+
				waveEquip = equipment[4];
26-
				boots = new ItemStack(Material.IRON_BOOTS);
26+
27-
				weapon = new ItemStack(Material.IRON_SWORD);
27+
				waveEquip = equipment[5];
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			}
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			for (ControllableMob<LivingEntity> cm : monsters) {
30-
				helmet = new ItemStack(Material.GOLD_HELMET);
30+
31-
				chestplate = new ItemStack(Material.GOLD_CHESTPLATE);
31+
32-
				leggings = new ItemStack(Material.GOLD_LEGGINGS);
32+
33-
				boots = new ItemStack(Material.GOLD_BOOTS);
33+
34-
				weapon = new ItemStack(Material.GOLD_SWORD);
34+
					equip.setArmorContents(waveEquip);
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					equip.setItemInHand(waveEquip[4]);
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37-
				helmet = new ItemStack(Material.DIAMOND_HELMET);
37+
38-
				chestplate = new ItemStack(Material.DIAMOND_CHESTPLATE);
38+
39-
				leggings = new ItemStack(Material.DIAMOND_LEGGINGS);
39+
40-
				boots = new ItemStack(Material.DIAMOND_BOOTS);
40+
41-
				weapon = new ItemStack(Material.DIAMOND_SWORD);
41+
42
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					if (Math.ulp(e.getMaxHealth()) <= 0.0625) { // soft-cap increases
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						e.setMaxHealth(e.getMaxHealth() + amplifier);
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					}
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				}
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			}
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		}