Something that would be nice to have, even if the probability is set low for armor prices it would be nice if this random change might set a complete armor set, so entities don't always have just one or two pieces, and the only way for them to get a complete set is set it so pretty much ever spawn has most or all sets of armor. Here's the code I came up with to make this work:
In EquipHelper just above 'public void equipEntity:
public boolean getChance(int chanceDenominator) {
if (chanceDenominator <= 0) {
return false;
}
return Math.random() <= (float)1/(float)chanceDenominator;
}
And then in the equipEntity function:
// If chance passes, then equip entity with complete set of armor
boolean completeArmorSet = getChance(chancePerPiece);
for (int i = 0; i < pools.length; i++)
{
EquipmentPool pool = pools[i];
EntityEquipmentSlot slot = EntityEquipmentSlot.values()[i];
int rnd = i <= 1 ? chancePerWeapon : chancePerPiece;
if (getChance(rnd) || (completeArmorSet && i > 1))
{
ItemStack stack = pool.getRandom(entity, enchChance, enchMultiplier);
if (stack != null)
{
entity.setItemStackToSlot(slot, stack);
entity.setDropChance(slot, dropChance);
}
}
}
Something that would be nice to have, even if the probability is set low for armor prices it would be nice if this random change might set a complete armor set, so entities don't always have just one or two pieces, and the only way for them to get a complete set is set it so pretty much ever spawn has most or all sets of armor. Here's the code I came up with to make this work:
In EquipHelper just above 'public void equipEntity:
And then in the equipEntity function: