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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
}
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