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package com.gmail.nossr50.skills ;
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import org.bukkit.Material ;
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import org.bukkit.entity.Entity ;
import org.bukkit.entity.LivingEntity ;
import org.bukkit.entity.Player ;
import org.bukkit.entity.Wolf ;
import org.bukkit.event.entity.EntityDamageByEntityEvent ;
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import org.bukkit.inventory.ItemStack ;
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import com.gmail.nossr50.ItemChecks ;
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import com.gmail.nossr50.Users ;
import com.gmail.nossr50.mcPermissions ;
import com.gmail.nossr50.datatypes.PlayerProfile ;
import com.gmail.nossr50.datatypes.SkillType ;
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import com.gmail.nossr50.locale.mcLocale ;
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import com.gmail.nossr50.party.Party ;
public class Axes {
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public static void axesBonus ( Player attacker , EntityDamageByEntityEvent event )
{
int bonus = 0 ;
//Add 1 DMG for every 50 skill levels
bonus + = Users . getProfile ( attacker ) . getSkillLevel ( SkillType . AXES ) / 50 ;
if ( bonus > 4 )
bonus = 4 ;
event . setDamage ( event . getDamage ( ) + bonus ) ;
}
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public static void axeCriticalCheck ( Player attacker , EntityDamageByEntityEvent event )
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{
Entity x = event . getEntity ( ) ;
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if ( x instanceof Wolf ) {
Wolf wolf = ( Wolf ) x ;
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if ( wolf . getOwner ( ) instanceof Player )
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{
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Player owner = ( Player ) wolf . getOwner ( ) ;
if ( owner = = attacker )
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return ;
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if ( Party . getInstance ( ) . inSameParty ( attacker , owner ) )
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return ;
}
}
PlayerProfile PPa = Users . getProfile ( attacker ) ;
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if ( ItemChecks . isAxe ( attacker . getItemInHand ( ) ) & & mcPermissions . getInstance ( ) . axes ( attacker ) ) {
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if ( PPa . getSkillLevel ( SkillType . AXES ) > = 750 ) {
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if ( Math . random ( ) * 2000 < = 750 & & ! x . isDead ( ) ) {
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if ( x instanceof Player ) {
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int damage = ( event . getDamage ( ) * 2 ) - ( event . getDamage ( ) / 2 ) ;
event . setDamage ( damage ) ;
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Player player = ( Player ) x ;
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player . sendMessage ( mcLocale . getString ( " Axes.HitCritically " ) ) ;
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}
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else {
int damage = event . getDamage ( ) * 2 ;
event . setDamage ( damage ) ;
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}
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attacker . sendMessage ( mcLocale . getString ( " Axes.CriticalHit " ) ) ;
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}
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} else if ( Math . random ( ) * 2000 < = PPa . getSkillLevel ( SkillType . AXES ) & & ! x . isDead ( ) ) {
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if ( x instanceof Player ) {
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int damage = ( event . getDamage ( ) * 2 ) - ( event . getDamage ( ) / 2 ) ;
event . setDamage ( damage ) ;
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Player player = ( Player ) x ;
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player . sendMessage ( mcLocale . getString ( " Axes.HitCritically " ) ) ;
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}
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else {
int damage = event . getDamage ( ) * 2 ;
event . setDamage ( damage ) ;
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}
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attacker . sendMessage ( mcLocale . getString ( " Axes.CriticalHit " ) ) ;
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}
}
}
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public static void impact ( Player attacker , LivingEntity target , EntityDamageByEntityEvent event )
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{
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//TODO: Finish this skill, the idea is you will greatly damage an opponents armor and when they are armor less you have a proc that will stun them and deal additional damage.
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if ( target instanceof Player )
{
Player targetPlayer = ( Player ) target ;
int emptySlots = 0 ;
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short durDmg = 5 ; //Start with 5 durability dmg
durDmg + = Users . getProfile ( attacker ) . getSkillLevel ( SkillType . AXES ) / 30 ; //Every 30 Skill Levels you gain 1 durability dmg
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for ( ItemStack x : targetPlayer . getInventory ( ) . getArmorContents ( ) )
{
if ( x . getType ( ) = = Material . AIR )
{
emptySlots + + ;
} else {
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x . setDurability ( ( short ) ( x . getDurability ( ) + durDmg ) ) ; //Damage armor piece
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}
}
if ( emptySlots = = 4 )
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applyImpact ( attacker , target , event ) ;
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}
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else
//Since mobs are technically unarmored this will always trigger
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applyImpact ( attacker , target , event ) ;
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}
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public static void applyImpact ( Player attacker , LivingEntity target , EntityDamageByEntityEvent event )
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{
if ( Math . random ( ) * 100 > 75 )
{
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event . setDamage ( event . getDamage ( ) + 2 ) ;
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target . setVelocity ( attacker . getLocation ( ) . getDirection ( ) . normalize ( ) . multiply ( 1 . 5D ) ) ;
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attacker . sendMessage ( mcLocale . getString ( " Axes.GreaterImpactOnEnemy " ) ) ;
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}
}
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}