Open Ghostrider231 opened 6 years ago
I am setting the standard atribute modifiers for all items, any armor piece, even when jot indicated in the tooltip, has a chance to roll a strength attribute. It should stack with any other mod using attribute modifiers but I will research why is this happening. Thanks for the report.
Can confirm this on 1.12.2-0.2.30.jar also. The armor equipped seems to greatly increase the damage you do, unhanded. It also seems to be related to the order you equip the items.
Version: 1.12.2-0.2.24
While attacking any mob with at least a piece of megaloot armor increases your damage dealt even though it doesn't specificity mention about any damage buff.
If you had a 30 Damage sword while having some of the armor equipped, but if you get damaged, your damage dealt with that sword is debuffed as if you were attacking unarmed (16 to 22 DMG), until you at least hit something or switch items.
Reproducing: (Happens in Both modes : Creative/Survival)
(If it doesn't do the sky rocketed damage reequip the armor or take damage)
If you did switch out of a MegaLoot Weapon your damage will be reverted back to normal, but as so as you take damage, your attack damage sky rockets again.
During Debugging from your source code:
According to MLItemArmor and MLItem.
Commenting out 'Multimap' in MLItemArmor seems to stop the unintentional damage dealt modifier, but removes the abilities that are obtained from said MegaLoot Armor.
Update: Inside of MLItem.java, Adding another condition argument "armorpoints < 1" inside of "attackdamage > 0" seems to fix the issue?
Old line of code: if (attackDamage > 0) New line of code: if (attackDamage > 0 & armorPoints < 1) [I'm not a great java coder, I'm still learning this new coding language. So excuse me of my skills]
Different Bug that i've also found:
Another Bug that i've found is that the Samurai Armor (most notably the helmet) are rendered in one solid color and feels like you're wearing a mob head.