/** * Helper method to get the max fortune level for the entity, because apparently this method was removed from EnchantmentHelper. * @param entity The entity * @return The max enchantment level for the entity */ public static int getFortuneModifier(EntityLivingBase entity) { return EnchantmentHelper.getMaxEnchantmentLevel(Enchantments.FORTUNE, entity); }
public static boolean getSilkTouchModifier(EntityLivingBase elb) { return getMaxEnchantmentLevel(Enchantments.SILK_TOUCH, elb) > 0; } }
public static int getFortuneModifier(EntityLivingBase elb) { return getMaxEnchantmentLevel(Enchantments.FORTUNE, elb); }
double d3 = MathHelper.sqrt(d0 * d0 + d2 * d2); entitytippedarrow.shoot(d0, d1 + d3 * 0.2D, d2, 1.6F, (float) (14 - host.world.getDifficulty().getDifficultyId() * 4)); int i = EnchantmentHelper.getMaxEnchantmentLevel(Enchantments.POWER, host); int j = EnchantmentHelper.getMaxEnchantmentLevel(Enchantments.PUNCH, host); flag = flag || EnchantmentHelper.getMaxEnchantmentLevel(Enchantments.FLAME, host) > 0;
double d3 = (double) MathHelper.sqrt(d0 * d0 + d2 * d2); entitytippedarrow.shoot(d0, d1 + d3 * 0.2, d2, 1.6F, 0); //TODO: Yes, it is an accurate arrow. Don't be hatin' int i = EnchantmentHelper.getMaxEnchantmentLevel(Enchantments.POWER, this); int j = EnchantmentHelper.getMaxEnchantmentLevel(Enchantments.PUNCH, this); entitytippedarrow.setDamage((double) (velocity * 2.0F) + this.rand.nextGaussian() * 0.25D + (double) ((float) this.getEntityWorld().getDifficulty().getDifficultyId() * 0.11F)); burning = burning || EnchantmentHelper.getMaxEnchantmentLevel(Enchantments.FLAME, this) > 0;