/// <summary> /// Enchants the selected entities hand item /// </summary> /// <param name="selector">The <see cref="BaseSelector"/> to use</param> /// <param name="enchant">the enchantment to enchant with</param> /// <param name="level">the level of the enchantment</param> public void Enchant(BaseSelector selector, ID.Enchant enchant, int level) { ForFunction.AddCommand(new EnchantCommand(selector, level, enchant)); }
/// <summary> /// Intializes a new <see cref="OreCountChange"/> /// </summary> /// <param name="enchant">The enchant to get the level from (An enchant on the item which activated this loot table)</param> public OreCountChange(ID.Enchant enchant) : base("minecraft:apply_bonus") { Enchant = enchant; }
/// <summary> /// Intializes a new <see cref="UniformDistributionCountChange"/> /// </summary> /// <param name="enchant">The enchant to get the level from.</param> /// <param name="multiplier">The number to multiple the enchant level with.</param> public UniformDistributionCountChange(ID.Enchant enchant, double multiplier) : base("minecraft:apply_bonus") { Enchant = enchant; Multiplier = multiplier; }
/// <summary> /// Intializes a new <see cref="BinomialDistributionCountChange"/> /// </summary> /// <param name="enchant">The enchant to get the level from. The level is added to extra</param> /// <param name="maxItems">The amount of items to drop</param> /// <param name="probability">The probability for an item to drop</param> public BinomialDistributionCountChange(ID.Enchant enchant, int maxItems, double probability) : base("minecraft:apply_bonus") { Enchant = enchant; MaxItems = maxItems; Probability = probability; }
/// <summary> /// Intializes a new <see cref="EnchantChanceCondition"/> /// </summary> /// <param name="chances">The enchant to check for</param> /// <param name="enchant">The chance for each level of the enchantment</param> public EnchantChanceCondition(ID.Enchant enchant, double[] chances) : base("minecraft:table_bonus") { Enchant = enchant; Chances = chances; }