Available Methods
- AIR
- getMaterial ( )
- matchMaterial ( )
- valueOf ( )
- STONE
- SKULL_ITEM
- POTION
- CHEST
- WOOL
- equals ( )
- WRITTEN_BOOK
- isBlock ( )
- LAVA
- DISPENSER
- WATER
- getData ( )
- TNT
- getNewData ( )
- REDSTONE_BLOCK
- COBBLESTONE
- LEATHER_HELMET
- EMERALD
- ENDER_CHEST
- ICE
- toString ( )
- SKULL
- BOW
- name ( )
- SPLASH_POTION
- values ( )
- getId ( )
- PLAYER_HEAD
- FLINT_AND_STEEL
- WALL_SIGN
- DIAMOND_AXE
- COMPASS
- LEATHER_CHESTPLATE
- SHEARS
- SAND
- BLAZE_POWDER
- DIAMOND
- STAINED_GLASS
- HOPPER
- FURNACE
- CAULDRON
- LOG
- PAPER
- STICK
- GHAST_TEAR
- BARRIER
- NETHER_WART
- BOOK
- PISTON
- REDSTONE
- CARPET
- FIRE
- OAK_DOOR
- QUARTZ_ORE
- ANVIL
- CAVE_AIR
- GOLD_NUGGET
- LEATHER_LEGGINGS
- IRON_BARS
- CRAFTING_TABLE
- ARROW
- GOLDEN_HOE
- isSolid ( )
- REDSTONE_WIRE
- LEATHER_BOOTS
- CHAINMAIL_CHESTPLATE
- STATIONARY_WATER
- OAK_LEAVES
- POWERED_RAIL
- NOTE_BLOCK
- TRAPPED_CHEST
- WHEAT
- DIAMOND_CHESTPLATE
- GRASS
- SLIME_BALL
- ACACIA_DOOR
- SHIELD
- GOLD_INGOT
- POTATO
- SNOW
- LAPIS_ORE
- ENCHANTING_TABLE
- SPAWNER
- STONE_HOE
- WATER_BUCKET
- DIAMOND_LEGGINGS
- ELYTRA
- BREWING_STAND
- QUARTZ
- WORKBENCH
- COOKED_COD
- IRON_INGOT
- IRON_PICKAXE
- GLOWSTONE
- DRAGON_EGG
- GOLD_ORE
- BEDROCK
- GOLDEN_BOOTS
- LAPIS_BLOCK
- IRON_CHESTPLATE
- SEAGRASS
- PISTON_MOVING_PIECE
- SPRUCE_LEAVES
- TORCH
- LADDER
- LONG_GRASS
- WOOD_HOE
- BIRCH_LOG
- PRISMARINE_SHARD
- isItem ( )
- DIAMOND_ORE
- DIRT
- DETECTOR_RAIL
- DIAMOND_HELMET
- COOKED_SALMON
- COOKED_PORKCHOP
- STATIONARY_LAVA
- ENDER_EYE
- MOVING_PISTON
- MAP
- DROPPER
- PAINTING
- RAW_FISH
- MONSTER_EGG
- LEVER
- IRON_BOOTS
- ACACIA_LEAVES
- BANNER
- IRON_HOE
- LEAVES_2 ( )
- TIPPED_ARROW
- ENDER_PEARL
- RED_BED
- ACACIA_LOG
- CHICKEN
- ordinal ( )
- SIGN_POST
- GLASS_BOTTLE
- BONE_MEAL
- PISTON_HEAD
- LIGHT_WEIGHTED_PRESSURE_PLATE
- NETHER_BRICK_FENCE
- BIRCH_FENCE
- EGG
- BUCKET
- BED_BLOCK
- DARK_OAK_LOG
- JUNGLE_LEAVES
- REDSTONE_COMPARATOR_OFF
- GOLD_HOE
- DIAMOND_HOE
- LOG_2 ( )
- WRITABLE_BOOK
- VINE
- GOLDEN_CHESTPLATE
- COD
- RABBIT
Related Classes
- java.util.Arrays
- java.io.File
- java.util.Collections
- java.util.Random
- java.util.UUID
- java.util.Optional
- java.util.logging.Level
- com.google.common.base.Preconditions
- org.junit.jupiter.api.Test
- java.util.concurrent.ThreadLocalRandom
- org.jetbrains.annotations.NotNull
- org.junit.jupiter.api.Assertions
- org.bukkit.entity.Player
- org.bukkit.Bukkit
- org.bukkit.event.EventHandler
- org.bukkit.ChatColor
- org.bukkit.command.CommandSender
- org.bukkit.inventory.ItemStack
- org.bukkit.event.EventPriority
- org.bukkit.Location
- org.bukkit.World
- org.bukkit.event.Event
- org.bukkit.entity.Entity
- org.bukkit.inventory.meta.ItemMeta
- org.bukkit.block.Block
Java Code Examples for org.bukkit.Material#GOLDEN_CHESTPLATE
The following examples show how to use
org.bukkit.Material#GOLDEN_CHESTPLATE .
You can vote up the ones you like or vote down the ones you don't like,
and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: DamageEffect.java From Civs with GNU General Public License v3.0 | 4 votes |
public static int adjustForArmor(int damage, Player player) { org.bukkit.inventory.PlayerInventory inv = player.getInventory(); ItemStack boots = inv.getBoots(); ItemStack helmet = inv.getHelmet(); ItemStack chest = inv.getChestplate(); ItemStack pants = inv.getLeggings(); double red = 0.0; if (helmet != null) { if (helmet.getType() == Material.LEATHER_HELMET) red = red + 0.04; else if (helmet.getType() == Material.GOLDEN_HELMET) red = red + 0.08; else if (helmet.getType() == Material.CHAINMAIL_HELMET) red = red + 0.08; else if (helmet.getType() == Material.IRON_HELMET) red = red + 0.08; else if (helmet.getType() == Material.DIAMOND_HELMET) red = red + 0.12; } if (boots != null) { if (boots.getType() == Material.LEATHER_BOOTS) red = red + 0.04; else if (boots.getType() == Material.GOLDEN_BOOTS) red = red + 0.04; else if (boots.getType() == Material.CHAINMAIL_BOOTS) red = red + 0.04; else if (boots.getType() == Material.IRON_BOOTS) red = red + 0.08; else if (boots.getType() == Material.DIAMOND_BOOTS) red = red + 0.12; } if (pants != null) { if (pants.getType() == Material.LEATHER_LEGGINGS) red = red + 0.08; else if (pants.getType() == Material.GOLDEN_LEGGINGS) red = red + 0.12; else if (pants.getType() == Material.CHAINMAIL_LEGGINGS) red = red + 0.16; else if (pants.getType() == Material.IRON_LEGGINGS) red = red + 0.20; else if (pants.getType() == Material.DIAMOND_LEGGINGS) red = red + 0.24; } if (chest != null) { if (chest.getType() == Material.LEATHER_CHESTPLATE) red = red + 0.12; else if (chest.getType() == Material.GOLDEN_CHESTPLATE) red = red + 0.20; else if (chest.getType() == Material.CHAINMAIL_CHESTPLATE) red = red + 0.20; else if (chest.getType() == Material.IRON_CHESTPLATE) red = red + 0.24; else if (chest.getType() == Material.DIAMOND_CHESTPLATE) red = red + 0.32; } if (red == 0) { return damage; } else { return (int) Math.round(damage / (1 - red)); } }
Example 2
Source File: ArmorRatingCondition.java From BetonQuest with GNU General Public License v3.0 | 4 votes |
@Override protected Boolean execute(String playerID) throws QuestRuntimeException { PlayerInventory inv = PlayerConverter.getPlayer(playerID).getInventory(); int rating = 0; ItemStack boots = inv.getBoots(); ItemStack helmet = inv.getHelmet(); ItemStack chest = inv.getChestplate(); ItemStack leggings = inv.getLeggings(); if (helmet != null) { if (helmet.getType() == Material.LEATHER_HELMET) rating += 1; else if (helmet.getType() == Material.GOLDEN_HELMET) rating += 2; else if (helmet.getType() == Material.CHAINMAIL_HELMET) rating += 2; else if (helmet.getType() == Material.IRON_HELMET) rating += 2; else if (helmet.getType() == Material.DIAMOND_HELMET) rating += 3; } if (boots != null) { if (boots.getType() == Material.LEATHER_BOOTS) rating += 1; else if (boots.getType() == Material.GOLDEN_BOOTS) rating += 1; else if (boots.getType() == Material.CHAINMAIL_BOOTS) rating += 1; else if (boots.getType() == Material.IRON_BOOTS) rating += 2; else if (boots.getType() == Material.DIAMOND_BOOTS) rating += 3; } if (leggings != null) { if (leggings.getType() == Material.LEATHER_LEGGINGS) rating += 2; else if (leggings.getType() == Material.GOLDEN_LEGGINGS) rating += 3; else if (leggings.getType() == Material.CHAINMAIL_LEGGINGS) rating += 4; else if (leggings.getType() == Material.IRON_LEGGINGS) rating += 5; else if (leggings.getType() == Material.DIAMOND_LEGGINGS) rating += 6; } if (chest != null) { if (chest.getType() == Material.LEATHER_CHESTPLATE) rating += 3; else if (chest.getType() == Material.GOLDEN_CHESTPLATE) rating += 5; else if (chest.getType() == Material.CHAINMAIL_CHESTPLATE) rating += 5; else if (chest.getType() == Material.IRON_CHESTPLATE) rating += 6; else if (chest.getType() == Material.DIAMOND_CHESTPLATE) rating += 8; } return rating >= required.getInt(playerID); }
Example 3
Source File: AutoEnchanter.java From Slimefun4 with GNU General Public License v3.0 | 4 votes |
@Override public ItemStack getProgressBar() { return new ItemStack(Material.GOLDEN_CHESTPLATE); }