Package org.spout.vanilla.world.generator.normal.object

Examples of org.spout.vanilla.world.generator.normal.object.LootChestObject


  private final LootChestObject chestObject;

  public MineshaftCorridor(Structure parent) {
    super(parent, DEFAULT_NEXT);
    randomize();
    chestObject = new LootChestObject(getRandom());
    chestObject.setMinNumberOfStacks(3);
    chestObject.setMaxNumberOfStacks(6);
    chestObject.addMaterial(VanillaMaterials.IRON_INGOT, 10, 1, 5)
        .addMaterial(VanillaMaterials.GOLD_INGOT, 5, 1, 3)
        .addMaterial(VanillaMaterials.REDSTONE_DUST, 5, 4, 9)
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public class JungleTemple extends StructurePiece {
  private final LootChestObject chestObject;

  public JungleTemple(Structure parent) {
    super(parent);
    chestObject = new LootChestObject(getRandom());
    chestObject.setMinNumberOfStacks(2);
    chestObject.setMaxNumberOfStacks(6);
    chestObject.addMaterial(VanillaMaterials.DIAMOND, 3, 1, 3)
        .addMaterial(VanillaMaterials.IRON_INGOT, 10, 1, 5)
        .addMaterial(VanillaMaterials.GOLD_INGOT, 15, 2, 7)
View Full Code Here

    DOOR.setBlockMaterial('=', Sandstone.DECORATIVE);
  }

  public DesertTemple(Structure parent) {
    super(parent);
    chestObject = new LootChestObject(getRandom());
    chestObject.setMinNumberOfStacks(2);
    chestObject.setMaxNumberOfStacks(6);
    chestObject.addMaterial(VanillaMaterials.DIAMOND, 3, 1, 3)
        .addMaterial(VanillaMaterials.IRON_INGOT, 10, 1, 5)
        .addMaterial(VanillaMaterials.GOLD_INGOT, 15, 2, 7)
View Full Code Here

  private final LootChestObject chestObject;
  private StrongholdRoomType type = null;

  public StrongholdRoom(Structure parent) {
    super(parent, DEFAULT_NEXT);
    chestObject = new LootChestObject(getRandom());
    chestObject.setMinNumberOfStacks(1);
    chestObject.setMaxNumberOfStacks(4);
    chestObject.addMaterial(VanillaMaterials.IRON_INGOT, 10, 1, 5)
        .addMaterial(VanillaMaterials.GOLD_INGOT, 5, 1, 3)
        .addMaterial(VanillaMaterials.REDSTONE_DUST, 5, 4, 9)
View Full Code Here

  private final LootChestObject chestObject;
  private byte height = 11;

  public StrongholdLibrary(Structure parent) {
    super(parent);
    chestObject = new LootChestObject(getRandom());
    chestObject.setMinNumberOfStacks(1);
    chestObject.setMaxNumberOfStacks(4);
    chestObject.addMaterial(VanillaMaterials.BOOK, 20, 1, 3)
        .addMaterial(VanillaMaterials.PAPER, 20, 2, 7)
        .addMaterial(VanillaMaterials.MAP, 1, 1, 1)
View Full Code Here

      add(StrongholdTurn.class, 15);
  private final LootChestObject chestObject;

  public StrongholdChestCorridor(Structure parent) {
    super(parent, DEFAULT_NEXT);
    chestObject = new LootChestObject(getRandom());
    chestObject.setMinNumberOfStacks(2);
    chestObject.setMaxNumberOfStacks(3);
    chestObject.addMaterial(VanillaMaterials.ENDER_PEARL, 10, 1, 1)
        .addMaterial(VanillaMaterials.DIAMOND, 3, 1, 3)
        .addMaterial(VanillaMaterials.IRON_INGOT, 10, 1, 5)
View Full Code Here

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