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Two small fixes (#4321)
* Fixed armor counting in BleedTimerTask * Key instead of Name for Piercing
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@ -31,6 +31,7 @@ import com.gmail.nossr50.util.skills.SkillActivationType;
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import com.gmail.nossr50.worldguard.WorldGuardManager;
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import com.gmail.nossr50.worldguard.WorldGuardUtils;
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import org.bukkit.Material;
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import org.bukkit.NamespacedKey;
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import org.bukkit.OfflinePlayer;
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import org.bukkit.block.Block;
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import org.bukkit.enchantments.Enchantment;
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@ -54,6 +55,12 @@ public class EntityListener implements Listener {
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private final mcMMO pluginRef;
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private final @NotNull AbstractPersistentDataLayer persistentDataLayer;
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/**
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* We can use this {@link NamespacedKey} for {@link Enchantment} comparisons to
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* check if a {@link Player} has a {@link Trident} enchanted with "Piercing".
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*/
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private final NamespacedKey piercingEnchantment = NamespacedKey.minecraft("piercing");
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public EntityListener(final mcMMO pluginRef) {
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this.pluginRef = pluginRef;
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persistentDataLayer = mcMMO.getCompatibilityManager().getPersistentDataLayer();
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@ -161,9 +168,10 @@ public class EntityListener implements Listener {
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projectile.setMetadata(mcMMO.bowForceKey, new FixedMetadataValue(pluginRef, 1.0));
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projectile.setMetadata(mcMMO.arrowDistanceKey, new FixedMetadataValue(pluginRef, projectile.getLocation()));
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for(Enchantment enchantment : player.getInventory().getItemInMainHand().getEnchantments().keySet()) {
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if(enchantment.getName().equalsIgnoreCase("piercing"))
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for (Enchantment enchantment : player.getInventory().getItemInMainHand().getEnchantments().keySet()) {
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if (enchantment.getKey().equals(piercingEnchantment)) {
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return;
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}
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}
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if (RandomChanceUtil.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.ARCHERY_ARROW_RETRIEVAL, player)) {
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@ -69,9 +69,11 @@ public class BleedTimerTask extends BukkitRunnable {
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}
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//Count Armor
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for(ItemStack armorPiece : ((Player) target).getInventory().getArmorContents())
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{
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armorCount++;
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for (ItemStack armorPiece : ((Player) target).getInventory().getArmorContents()) {
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//We only want to count slots that contain armor.
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if (armorPiece != null) {
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armorCount++;
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}
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}
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} else {
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