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Make stressed and heavy enchantments less common
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Sollace committed Feb 18, 2024
1 parent 0560ff5 commit de016d3
Showing 1 changed file with 2 additions and 2 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -35,7 +35,7 @@ public interface UEnchantments {
/**
* Heavy players move more slowly but are less likely to be flung around wildly.
*/
Enchantment HEAVY = register("heavy", new AttributedEnchantment(Options.armor().rarity(Rarity.UNCOMMON).maxLevel(4)))
Enchantment HEAVY = register("heavy", new AttributedEnchantment(Options.armor().rarity(Rarity.RARE).maxLevel(4)))
.addModifier(EntityAttributes.GENERIC_MOVEMENT_SPEED, (user, level) -> {
return new EntityAttributeModifier(UUID.fromString("a3d5a94f-4c40-48f6-a343-558502a13e10"), "Heavyness", (1 - level/(float)10) - 1, Operation.MULTIPLY_TOTAL);
});
Expand Down Expand Up @@ -72,7 +72,7 @@ public interface UEnchantments {
/**
* Who doesn't like a good freakout?
*/
Enchantment STRESSED = register("stressed", new StressfulEnchantment(Options.allItems().rarity(Rarity.RARE).curse().treasure().maxLevel(3)));
Enchantment STRESSED = register("stressed", new StressfulEnchantment(Options.allItems().rarity(Rarity.VERY_RARE).curse().treasure().maxLevel(3)));

/**
* This item just wants to be held.
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