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Infernal Mobs : Wrong number of modifiers?

Open Minamikaze392 opened this issue 6 years ago • 3 comments

Seems that the number of modifiers is calculated incorrectly (in the createMobModifiers method). In the current code, there will only be 2-4 mods for eliteRarity chance, 5-8 mods for ultraRarity chance, and 8-12 mods for infernoRarity chance.

Minamikaze392 avatar Aug 22 '18 08:08 Minamikaze392

And what, the readme says something different? You don't like that 8 can be a result of ultra and inferno both? What is wrong with it?

AtomicStryker avatar Nov 11 '18 15:11 AtomicStryker

Uhh sorry I did not describe the issue clear enough... I'll edit the first post as well. I took a peek at the code and I think the intended mod number for each tier is shown by these few lines:

    private void dropRandomEnchantedItems(EntityLivingBase mob, MobModifier mods)
    {
        int modStr = mods.getModSize();
        /* 0 for elite, 1 for ultra, 2 for infernal */
        int prefix = (modStr <= 5) ? 0 : (modStr <= 10) ? 1 : 2;

So the intended numbers are 5- for elite, 6 - 10 for ultra, and 11+ for infernal. However in the createMobModifiers method the resulting number of mods is less than intended.

Minamikaze392 avatar Nov 12 '18 09:11 Minamikaze392

So the calculation for drops does not match the modifier calculation? That's possible i guess. To match the upper logic:

int prefix = (modStr < 5) ? 0 : (modStr < 9) ? 1 : 2;

But really, it should have been a common constant instead of these magic numbers.

AtomicStryker avatar Nov 12 '18 12:11 AtomicStryker