package dulkirmod.features import dulkirmod.DulkirMod import dulkirmod.DulkirMod.Companion.mc import dulkirmod.config.Config import dulkirmod.utils.Utils import net.minecraft.item.ItemStack import net.minecraft.nbt.NBTTagCompound var oldKill = -1 var oldChampionXp = -1.0 var oldID = "" fun brokenHypeNotif() { if (!Config.notifyHype) return; var kill = -1 var championXp = -1.0 var id = "" if (mc.thePlayer == null) return val stack: ItemStack = mc.thePlayer.heldItem ?: return // get info about held item if (stack.hasTagCompound()) { val tag: NBTTagCompound = stack.tagCompound if (tag.hasKey("ExtraAttributes", 10)) { val ea: NBTTagCompound = tag.getCompoundTag("ExtraAttributes") if (ea.hasKey("id", 8)) { id = ea.getString("id") } if (ea.hasKey("stats_book", 99)) { kill = ea.getInteger("stats_book") } if (ea.hasKey("champion_combat_xp", 99)) { championXp = ea.getDouble("champion_combat_xp") } } } // check if same item as previous run if (id == "") { return; } else if (id != oldID) { // Check if this is a valid item for testing whether bestiary is broken. // That is, to be specific, check that it has champion and book of stats. // If it doesn't, don't reset because it can't be used anyway. if (kill == -1 || championXp == -1.0) { return; } // If we get here this is a new item that is legitimate for testing bugged xp, in theory. oldID = id oldKill = kill oldChampionXp = championXp return; } // If this section of the code is reached, then we have the same item, and we can check for updated stats if (oldKill != kill && oldChampionXp == championXp) { mc.thePlayer.playSound("random.anvil_land", 1f * Config.bestiaryNotifVol, 0f) val color = Utils.getColorString(Config.bestiaryNotifColor) DulkirMod.titleUtils.drawStringForTime("${color}Hype Broken", 5000) } // update item regardless of whether it is bugged or not oldKill = kill oldChampionXp = championXp }