Adds missing call to Illagers and also adds Arrow ItemStack to skeletons
== AT ==
public net.minecraft.world.entity.projectile.AbstractArrow getPickupItem()Lnet.minecraft.world.item.ItemStack;
Rewrites the Vanilla luck application formula so that luck can be
applied to items that do not have any quality defined.
See: https://luckformula.emc.gs for data and details
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The rough summary is:
My goal was that in a pool, when luck was applied, the pool
rebalances so the percentages for bigger items is
lowered and smaller items is boosted.
Do this by boosting and then reducing the weight value,
so that larger numbers are penalized more than smaller numbers.
resulting in a larger reduction of entries for more common
items than the reduction on small weights,
giving smaller weights more of a chance
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This work kind of obsoletes quality, but quality would be useful
for 2 items with same weight that you want luck to impact
in varying directions.
Fishing still falls into that as the weights are closer, so luck
will invalidate junk more.
This change will result in some major changes to fishing formulas.
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I would love to see this change in Vanilla, so Mojang please pull :)
Make sure the hash code does not change and also remove outdated
equals logic from CraftPlayer. Long-term, the override there should
be entirely removed, but this is good enough for now.
Replacing some getHandle method calls with direct field access will
also reduce overhead from casts that the overridden methods come with,
at least until those are changed later on as well.
Adds ability to control who receives it and who is the source/sender (vanish API)
the standard API is to send the packet to everyone in the world, which is ineffecient.
Adds an option to control the force mode of the particle.
This adds a new Builder API which is much friendlier to use.
Fires an event anytime an enderman intends to teleport away from the player
You may cancel this, enabling ranged attacks to damage the enderman for example.