/// <summary> /// Return the (magic) extra damage of the enchantments on player equipped item. /// </summary> public static int GetEnchantmentModifierLiving(InventoryPlayer par0InventoryPlayer, EntityLiving par1EntityLiving) { EnchantmentModifierLiving.LivingModifier = 0; EnchantmentModifierLiving.EntityLiving = par1EntityLiving; ApplyEnchantmentModifier(EnchantmentModifierLiving, par0InventoryPlayer.GetCurrentItem()); if (EnchantmentModifierLiving.LivingModifier > 0) { return(1 + EnchantmentRand.Next(EnchantmentModifierLiving.LivingModifier)); } else { return(0); } }
/// <summary> /// Returns the looting enchantment modifier of the current equipped item of player. /// </summary> public static int GetLootingModifier(InventoryPlayer par0InventoryPlayer) { return(GetEnchantmentLevel(Enchantment.Looting.EffectId, par0InventoryPlayer.GetCurrentItem())); }
/// <summary> /// Returns the fortune enchantment modifier of the current equipped item of player. /// </summary> public static int GetFortuneModifier(InventoryPlayer par0InventoryPlayer) { return(GetEnchantmentLevel(Enchantment.Fortune.EffectId, par0InventoryPlayer.GetCurrentItem())); }
/// <summary> /// Returns the silk touch status of enchantments on current equipped item of player. /// </summary> public static bool GetSilkTouchModifier(InventoryPlayer par0InventoryPlayer) { return(GetEnchantmentLevel(Enchantment.SilkTouch.EffectId, par0InventoryPlayer.GetCurrentItem()) > 0); }
/// <summary> /// Return the fire aspect value of enchantments on equipped player item. /// </summary> public static int GetFireAspectModifier(InventoryPlayer par0InventoryPlayer, EntityLiving par1EntityLiving) { return(GetEnchantmentLevel(Enchantment.FireAspect.EffectId, par0InventoryPlayer.GetCurrentItem())); }