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knightly-armory's Issues

Armor Equip on EntityJoinWorldEvent always overrides items on Hard mode, even with low chance set

Armor equip via overwrites mob equipment even if chance is set low, due to a default item being set.

Could the default item set be removed, so that other mods can set equipment with EntityJoinWorldEvent? For instance:

if (entity instanceof WitherSkeletonEntity && rand0.getNextFloat() <= chance)
            {
                Random rand0 = new Random();
				entity.setItemSlot(EquipmentSlotType.HEAD, getRandomItemStack(witherHelmets, chance, rand0));
                entity.setItemSlot(EquipmentSlotType.CHEST, getRandomItemStack(witherChestplates, chance, rand0));
                entity.setItemSlot(EquipmentSlotType.LEGS, getRandomItemStack(witherLeggings, chance, rand0));
                entity.setItemSlot(EquipmentSlotType.FEET, getRandomItemStack(witherBoots, chance, rand0));
                entity.setItemSlot(EquipmentSlotType.MAINHAND, getRandomItemStack(witherMeleeWeapons, chance, rand0));
            }

is less invasive than

if (entity instanceof WitherSkeletonEntity)
            {
                Random rand0 = new Random();
				entity.setItemSlot(EquipmentSlotType.HEAD, getRandomItemStack(witherHelmets, chance, rand0));
                entity.setItemSlot(EquipmentSlotType.CHEST, getRandomItemStack(witherChestplates, chance, rand0));
                entity.setItemSlot(EquipmentSlotType.LEGS, getRandomItemStack(witherLeggings, chance, rand0));
                entity.setItemSlot(EquipmentSlotType.FEET, getRandomItemStack(witherBoots, chance, rand0));
                entity.setItemSlot(EquipmentSlotType.MAINHAND, getRandomItemStack(witherMeleeWeapons, chance, rand0, Items.STONE_SWORD));
            }

Loot Tables

While this mod is installed no other mods can add loot to vanilla loot tables. The problem is that the mod overrides data/minecraft/loot_tables and adds items that way instead of injecting them and that leads to incompatibility.

About this repo

Could you add the rest of the gradle project in this repo too?

Shield Break

Hi ran into this issue but have not seen any comments or posts concerning it. Had a buddy on my server block an attack from another player and shattered his diamond rondache which was still over half durability. Any idea why this happened? I had a similar experience with a steel rondache breaking around 25% durability from a pillager.

Epic Knights' weapons & shields registering as needles

The sewing tables will accept weapons & shields from "Epic Knights: Shields, Armor and Weapons" as needles:

image

image

According to Gigaherz, these items are giving a positive result for "canPerformAction" for "sewingkit_sew".

[1.18.2] Attribute bonuses of armour items in the player's hotbar are granted despite not having them equipped

Issue description
When playing with this mod on minecraft 1.18.2, attribute bonuses of armour items in the player's hotbar are granted despite not having them equipped

Steps to reproduce
Add this mod to the forge mod loader
acquire some armour items in-game
place armour item in hotbar (but not equipping them)
Use mouse wheel to select the armour item in hotbar without equipping them
notice the player armour attribute increases permanently despite not having equipped any of the selected armour item
This persists sometimes even if the player equips and then unequips the previously selected item
Dying resets the armour value to 0 (as players will not respawn with anything), but selecting an armour item in the above manner causes the glitch again

Also my forge version is 40.1.0 in case that helps. Cheers!

Realistic Horse Genetics and Epic Knights

I'm working on adding compat between Realistic Horse Genetics and Epic Knights, though now I'm realizing Epic Knights is All Rights Reserved. Before I proceed further with adjusting the armors and caparisons to fit the RHG horses I want to check in. Would I be allowed to create compat between the two mods?

Loot Tables spawning multiple horse armor in every chest

Example

Assuming this isn't intended, I'm guessing you misunderstood how the "weight" property works. To my understanding, it's not a chance (x in 100), but a ratio (x in sum-of-all-entries).

So if you have a weight of 5 for chainmail_horse_armor, and a weight of 3 for barding, and nothing else, that means it'll always add one of them, and chainmail slightly more often than barding. and combined with your multiple rolls in each table means it'll always add multiple bardings.

You might wanna add the entry

{
  "type": "empty",
  "weight": 92
}

...to all these loot tables to fix this. Then it'll actually behave like a percentage, as I believe you intended. And even then, I'd reconsider the multiple rolls, because there's really no reason why a ruined portal chest should ever have up to 8 horse armors in there, imho.

If I'm wrong and this works exactly as intended, then.. please reconsider that anyway. This is just way too much horse armor!

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