org.bukkit.Material#DIAMOND_LEGGINGS源码实例Demo

下面列出了org.bukkit.Material#DIAMOND_LEGGINGS 实例代码,或者点击链接到github查看源代码,也可以在右侧发表评论。

源代码1 项目: EliteMobs   文件: TierSetSpawner.java
public static void spawnTierItem(int tierLevel, Player player) {

        ItemStack helmet = new ItemStack(Material.DIAMOND_HELMET);
        ItemStack chestplate = new ItemStack(Material.DIAMOND_CHESTPLATE);
        ItemStack leggings = new ItemStack(Material.DIAMOND_LEGGINGS);
        ItemStack boots = new ItemStack(Material.DIAMOND_BOOTS);
        ItemStack sword = new ItemStack(Material.DIAMOND_SWORD);
        ItemStack axe = new ItemStack(Material.DIAMOND_AXE);
        ItemStack bow = new ItemStack(Material.BOW);

        if (tierLevel > 1) {

            applyEnchantment(helmet, Enchantment.PROTECTION_ENVIRONMENTAL, tierLevel);
            applyEnchantment(chestplate, Enchantment.PROTECTION_ENVIRONMENTAL, tierLevel);
            applyEnchantment(leggings, Enchantment.PROTECTION_ENVIRONMENTAL, tierLevel);
            applyEnchantment(boots, Enchantment.PROTECTION_ENVIRONMENTAL, tierLevel);
            applyEnchantment(sword, Enchantment.DAMAGE_ALL, tierLevel);
            applyEnchantment(axe, Enchantment.DAMAGE_ALL, tierLevel);
            applyEnchantment(bow, Enchantment.ARROW_DAMAGE, tierLevel);

        }

        player.getInventory().addItem(helmet);
        player.getInventory().addItem(chestplate);
        player.getInventory().addItem(leggings);
        player.getInventory().addItem(boots);
        player.getInventory().addItem(sword);
        player.getInventory().addItem(axe);
        player.getInventory().addItem(bow);

        return;

    }
 
源代码2 项目: Civs   文件: DamageEffect.java
public static int adjustForArmor(int damage, Player player) {
    org.bukkit.inventory.PlayerInventory inv = player.getInventory();
    ItemStack boots = inv.getBoots();
    ItemStack helmet = inv.getHelmet();
    ItemStack chest = inv.getChestplate();
    ItemStack pants = inv.getLeggings();
    double red = 0.0;
    if (helmet != null) {
        if (helmet.getType() == Material.LEATHER_HELMET) red = red + 0.04;
        else if (helmet.getType() == Material.GOLDEN_HELMET) red = red + 0.08;
        else if (helmet.getType() == Material.CHAINMAIL_HELMET) red = red + 0.08;
        else if (helmet.getType() == Material.IRON_HELMET) red = red + 0.08;
        else if (helmet.getType() == Material.DIAMOND_HELMET) red = red + 0.12;
    }

    if (boots != null) {
        if (boots.getType() == Material.LEATHER_BOOTS) red = red + 0.04;
        else if (boots.getType() == Material.GOLDEN_BOOTS) red = red + 0.04;
        else if (boots.getType() == Material.CHAINMAIL_BOOTS) red = red + 0.04;
        else if (boots.getType() == Material.IRON_BOOTS) red = red + 0.08;
        else if (boots.getType() == Material.DIAMOND_BOOTS) red = red + 0.12;
    }

    if (pants != null) {
        if (pants.getType() == Material.LEATHER_LEGGINGS) red = red + 0.08;
        else if (pants.getType() == Material.GOLDEN_LEGGINGS) red = red + 0.12;
        else if (pants.getType() == Material.CHAINMAIL_LEGGINGS) red = red + 0.16;
        else if (pants.getType() == Material.IRON_LEGGINGS) red = red + 0.20;
        else if (pants.getType() == Material.DIAMOND_LEGGINGS) red = red + 0.24;
    }

    if (chest != null) {
        if (chest.getType() == Material.LEATHER_CHESTPLATE) red = red + 0.12;
        else if (chest.getType() == Material.GOLDEN_CHESTPLATE) red = red + 0.20;
        else if (chest.getType() == Material.CHAINMAIL_CHESTPLATE) red = red + 0.20;
        else if (chest.getType() == Material.IRON_CHESTPLATE) red = red + 0.24;
        else if (chest.getType() == Material.DIAMOND_CHESTPLATE) red = red + 0.32;
    }
    if (red == 0) {
        return damage;
    } else {
        return (int) Math.round(damage / (1 - red));
    }
}
 
源代码3 项目: BetonQuest   文件: ArmorRatingCondition.java
@Override
protected Boolean execute(String playerID) throws QuestRuntimeException {
    PlayerInventory inv = PlayerConverter.getPlayer(playerID).getInventory();
    int rating = 0;
    ItemStack boots = inv.getBoots();
    ItemStack helmet = inv.getHelmet();
    ItemStack chest = inv.getChestplate();
    ItemStack leggings = inv.getLeggings();
    if (helmet != null) {
        if (helmet.getType() == Material.LEATHER_HELMET)
            rating += 1;
        else if (helmet.getType() == Material.GOLDEN_HELMET)
            rating += 2;
        else if (helmet.getType() == Material.CHAINMAIL_HELMET)
            rating += 2;
        else if (helmet.getType() == Material.IRON_HELMET)
            rating += 2;
        else if (helmet.getType() == Material.DIAMOND_HELMET)
            rating += 3;
    }
    if (boots != null) {
        if (boots.getType() == Material.LEATHER_BOOTS)
            rating += 1;
        else if (boots.getType() == Material.GOLDEN_BOOTS)
            rating += 1;
        else if (boots.getType() == Material.CHAINMAIL_BOOTS)
            rating += 1;
        else if (boots.getType() == Material.IRON_BOOTS)
            rating += 2;
        else if (boots.getType() == Material.DIAMOND_BOOTS)
            rating += 3;
    }
    if (leggings != null) {
        if (leggings.getType() == Material.LEATHER_LEGGINGS)
            rating += 2;
        else if (leggings.getType() == Material.GOLDEN_LEGGINGS)
            rating += 3;
        else if (leggings.getType() == Material.CHAINMAIL_LEGGINGS)
            rating += 4;
        else if (leggings.getType() == Material.IRON_LEGGINGS)
            rating += 5;
        else if (leggings.getType() == Material.DIAMOND_LEGGINGS)
            rating += 6;
    }
    if (chest != null) {
        if (chest.getType() == Material.LEATHER_CHESTPLATE)
            rating += 3;
        else if (chest.getType() == Material.GOLDEN_CHESTPLATE)
            rating += 5;
        else if (chest.getType() == Material.CHAINMAIL_CHESTPLATE)
            rating += 5;
        else if (chest.getType() == Material.IRON_CHESTPLATE)
            rating += 6;
        else if (chest.getType() == Material.DIAMOND_CHESTPLATE)
            rating += 8;
    }
    return rating >= required.getInt(playerID);
}
 
源代码4 项目: skRayFall   文件: ExprArmorValue.java
@Override
@Nullable
public Number convert(Player evt) {
    Number armorValue = 0;
    // Check boots
    if (evt.getInventory().getBoots() != null) {
        if (evt.getInventory().getBoots().getType() == Material.LEATHER_BOOTS) {
            armorValue = armorValue.doubleValue() + 0.5;
        } else if (evt.getInventory().getBoots().getType() == Material.CHAINMAIL_BOOTS) {
            armorValue = armorValue.doubleValue() + 0.5;
        } else if (evt.getInventory().getBoots().getType() == Material.IRON_BOOTS) {
            armorValue = armorValue.doubleValue() + 1;
        } else if (evt.getInventory().getBoots().getType() == Material.GOLD_BOOTS) {
            armorValue = armorValue.doubleValue() + 0.5;
        } else if (evt.getInventory().getBoots().getType() == Material.DIAMOND_BOOTS) {
            armorValue = armorValue.doubleValue() + 1.5;
        }
    }
    // Check legs
    if (evt.getInventory().getLeggings() != null) {
        if (evt.getInventory().getLeggings().getType() == Material.LEATHER_LEGGINGS) {
            armorValue = armorValue.doubleValue() + 1;
        } else if (evt.getInventory().getLeggings().getType() == Material.CHAINMAIL_LEGGINGS) {
            armorValue = armorValue.doubleValue() + 2;
        } else if (evt.getInventory().getLeggings().getType() == Material.IRON_LEGGINGS) {
            armorValue = armorValue.doubleValue() + 2.5;
        } else if (evt.getInventory().getLeggings().getType() == Material.GOLD_LEGGINGS) {
            armorValue = armorValue.doubleValue() + 1.5;
        } else if (evt.getInventory().getLeggings().getType() == Material.DIAMOND_LEGGINGS) {
            armorValue = armorValue.doubleValue() + 3;
        }
    }
    // Check chest plate
    if (evt.getInventory().getChestplate() != null) {
        if (evt.getInventory().getChestplate().getType() == Material.LEATHER_CHESTPLATE) {
            armorValue = armorValue.doubleValue() + 1.5;
        } else if (evt.getInventory().getChestplate().getType() == Material.CHAINMAIL_CHESTPLATE) {
            armorValue = armorValue.doubleValue() + 2.5;
        } else if (evt.getInventory().getChestplate().getType() == Material.IRON_CHESTPLATE) {
            armorValue = armorValue.doubleValue() + 3;
        } else if (evt.getInventory().getChestplate().getType() == Material.GOLD_CHESTPLATE) {
            armorValue = armorValue.doubleValue() + 2.5;
        } else if (evt.getInventory().getChestplate().getType() == Material.DIAMOND_CHESTPLATE) {
            armorValue = armorValue.doubleValue() + 4;
        }
    }
    // Check helm
    if (evt.getInventory().getHelmet() != null) {
        if (evt.getInventory().getHelmet().getType() == Material.LEATHER_HELMET) {
            armorValue = armorValue.doubleValue() + 0.5;
        } else if (evt.getInventory().getHelmet().getType() == Material.CHAINMAIL_HELMET) {
            armorValue = armorValue.doubleValue() + 1;
        } else if (evt.getInventory().getHelmet().getType() == Material.IRON_HELMET) {
            armorValue = armorValue.doubleValue() + 1;
        } else if (evt.getInventory().getHelmet().getType() == Material.GOLD_HELMET) {
            armorValue = armorValue.doubleValue() + 1;
        } else if (evt.getInventory().getHelmet().getType() == Material.DIAMOND_HELMET) {
            armorValue = armorValue.doubleValue() + 1.5;
        }
    }
    return armorValue;
}
 
源代码5 项目: askyblock   文件: AcidEffect.java
/**
 * @param player
 * @return A double between 0.0 and 0.80 that reflects how much armor the
 *         player has on. The higher the value, the more protection they
 *         have.
 */
static public double getDamageReduced(Player player) {
    org.bukkit.inventory.PlayerInventory inv = player.getInventory();
    ItemStack boots = inv.getBoots();
    ItemStack helmet = inv.getHelmet();
    ItemStack chest = inv.getChestplate();
    ItemStack pants = inv.getLeggings();
    double red = 0.0;
    if (helmet != null) {
        if (helmet.getType() == Material.LEATHER_HELMET)
            red = red + 0.04;
        else if (helmet.getType() == Material.GOLD_HELMET)
            red = red + 0.08;
        else if (helmet.getType() == Material.CHAINMAIL_HELMET)
            red = red + 0.08;
        else if (helmet.getType() == Material.IRON_HELMET)
            red = red + 0.08;
        else if (helmet.getType() == Material.DIAMOND_HELMET)
            red = red + 0.12;
    }
    if (boots != null) {
        if (boots.getType() == Material.LEATHER_BOOTS)
            red = red + 0.04;
        else if (boots.getType() == Material.GOLD_BOOTS)
            red = red + 0.04;
        else if (boots.getType() == Material.CHAINMAIL_BOOTS)
            red = red + 0.04;
        else if (boots.getType() == Material.IRON_BOOTS)
            red = red + 0.08;
        else if (boots.getType() == Material.DIAMOND_BOOTS)
            red = red + 0.12;
    }
    // Pants
    if (pants != null) {
        if (pants.getType() == Material.LEATHER_LEGGINGS)
            red = red + 0.08;
        else if (pants.getType() == Material.GOLD_LEGGINGS)
            red = red + 0.12;
        else if (pants.getType() == Material.CHAINMAIL_LEGGINGS)
            red = red + 0.16;
        else if (pants.getType() == Material.IRON_LEGGINGS)
            red = red + 0.20;
        else if (pants.getType() == Material.DIAMOND_LEGGINGS)
            red = red + 0.24;
    }
    // Chest plate
    if (chest != null) {
        if (chest.getType() == Material.LEATHER_CHESTPLATE)
            red = red + 0.12;
        else if (chest.getType() == Material.GOLD_CHESTPLATE)
            red = red + 0.20;
        else if (chest.getType() == Material.CHAINMAIL_CHESTPLATE)
            red = red + 0.20;
        else if (chest.getType() == Material.IRON_CHESTPLATE)
            red = red + 0.24;
        else if (chest.getType() == Material.DIAMOND_CHESTPLATE)
            red = red + 0.32;
    }
    return red;
}
 
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