mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2024-11-22 21:26:46 +01:00
Command format & permission changes, other minor cleanup.
This commit is contained in:
parent
67de70432c
commit
064fc0a8e2
@ -8,7 +8,9 @@ Key:
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- Removal
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- Removal
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Version 1.3.07
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Version 1.3.07
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+ Added a permission node for Archery bonus damage
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! Changed MySQL to save player information 50ms apart from each other to reduce the load on the MySQL server
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! Changed MySQL to save player information 50ms apart from each other to reduce the load on the MySQL server
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- Removed some unused permission nodes
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Version 1.3.06
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Version 1.3.06
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+ Added Iron Golem XP for aggressive golems
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+ Added Iron Golem XP for aggressive golems
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@ -1,5 +1,7 @@
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package com.gmail.nossr50.commands.skills;
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package com.gmail.nossr50.commands.skills;
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import java.text.DecimalFormat;
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import org.bukkit.command.Command;
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import org.bukkit.command.Command;
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import org.bukkit.command.CommandExecutor;
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import org.bukkit.command.CommandExecutor;
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import org.bukkit.command.CommandSender;
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import org.bukkit.command.CommandSender;
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@ -82,25 +84,27 @@ public class AcrobaticsCommand implements CommandExecutor {
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}
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}
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private void dataCalculations(float skillValue) {
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private void dataCalculations(float skillValue) {
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DecimalFormat percent = new DecimalFormat("##0.00%");
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if (skillValue >= 1000) {
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if (skillValue >= 1000) {
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dodgeChance = "20";
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dodgeChance = "20.00%";
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rollChance = "100";
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rollChance = "100.00%";
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gracefulRollChance = "100";
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gracefulRollChance = "100.00%";
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}
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}
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else if (skillValue >= 800) {
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else if (skillValue >= 800) {
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dodgeChance = "20";
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dodgeChance = "20.00%";
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rollChance = String.valueOf(skillValue / 10);
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rollChance = percent.format(skillValue / 1000);
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gracefulRollChance = "100";
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gracefulRollChance = "100.00%";
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}
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}
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else if (skillValue >= 500) {
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else if (skillValue >= 500) {
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dodgeChance = String.valueOf(skillValue / 40);
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dodgeChance = percent.format(skillValue / 4000);
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rollChance = String.valueOf(skillValue / 10);
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rollChance = percent.format(skillValue / 1000);
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gracefulRollChance = "100";
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gracefulRollChance = "100.00%";
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}
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}
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else {
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else {
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dodgeChance = String.valueOf(skillValue / 40);
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dodgeChance = percent.format(skillValue / 4000);
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rollChance = String.valueOf(skillValue / 10);
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rollChance = percent.format(skillValue / 1000);
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gracefulRollChance = String.valueOf(skillValue / 5);
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gracefulRollChance = percent.format(skillValue / 500);
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}
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}
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}
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}
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@ -1,5 +1,7 @@
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package com.gmail.nossr50.commands.skills;
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package com.gmail.nossr50.commands.skills;
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import java.text.DecimalFormat;
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import org.bukkit.command.Command;
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import org.bukkit.command.Command;
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import org.bukkit.command.CommandExecutor;
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import org.bukkit.command.CommandExecutor;
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import org.bukkit.command.CommandSender;
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import org.bukkit.command.CommandSender;
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@ -10,6 +12,7 @@ import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.util.Page;
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import com.gmail.nossr50.util.Page;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Users;
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import com.gmail.nossr50.util.Users;
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public class ArcheryCommand implements CommandExecutor {
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public class ArcheryCommand implements CommandExecutor {
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@ -18,6 +21,10 @@ public class ArcheryCommand implements CommandExecutor {
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private String dazeChance;
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private String dazeChance;
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private String retrieveChance;
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private String retrieveChance;
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private boolean canSkillShot;
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private boolean canDaze;
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private boolean canRetrieve;
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@Override
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@Override
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public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
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public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
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if (CommandHelper.noConsoleUsage(sender)) {
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if (CommandHelper.noConsoleUsage(sender)) {
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@ -33,20 +40,43 @@ public class ArcheryCommand implements CommandExecutor {
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skillValue = (float) PP.getSkillLevel(SkillType.ARCHERY);
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skillValue = (float) PP.getSkillLevel(SkillType.ARCHERY);
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dataCalculations(skillValue);
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dataCalculations(skillValue);
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permissionsCheck(player);
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Archery.SkillName") }));
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Archery.SkillName") }));
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player.sendMessage(LocaleLoader.getString("Commands.XPGain", new Object[] { LocaleLoader.getString("Commands.XPGain.Archery") }));
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player.sendMessage(LocaleLoader.getString("Commands.XPGain", new Object[] { LocaleLoader.getString("Commands.XPGain.Archery") }));
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player.sendMessage(LocaleLoader.getString("Effects.Level", new Object[] { PP.getSkillLevel(SkillType.ARCHERY), PP.getSkillXpLevel(SkillType.ARCHERY), PP.getXpToLevel(SkillType.ARCHERY) }));
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player.sendMessage(LocaleLoader.getString("Effects.Level", new Object[] { PP.getSkillLevel(SkillType.ARCHERY), PP.getSkillXpLevel(SkillType.ARCHERY), PP.getXpToLevel(SkillType.ARCHERY) }));
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Effects.Effects") }));
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if (canSkillShot || canDaze || canRetrieve) {
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Archery.Effect.0"), LocaleLoader.getString("Archery.Effect.1") }));
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Effects.Effects") }));
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Archery.Effect.2"), LocaleLoader.getString("Archery.Effect.3") }));
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}
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Archery.Effect.4"), LocaleLoader.getString("Archery.Effect.5") }));
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Commands.Stats.Self") }));
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if (canSkillShot) {
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player.sendMessage(LocaleLoader.getString("Archery.Combat.SkillshotBonus", new Object[] { skillShotBonus }));
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Archery.Effect.0"), LocaleLoader.getString("Archery.Effect.1") }));
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player.sendMessage(LocaleLoader.getString("Archery.Combat.DazeChance", new Object[] { dazeChance }));
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}
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player.sendMessage(LocaleLoader.getString("Archery.Combat.RetrieveChance", new Object[] { retrieveChance }));
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if (canDaze) {
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Archery.Effect.2"), LocaleLoader.getString("Archery.Effect.3") }));
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}
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if (canRetrieve) {
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Archery.Effect.4"), LocaleLoader.getString("Archery.Effect.5") }));
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}
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if (canSkillShot || canDaze || canRetrieve) {
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Commands.Stats.Self") }));
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}
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if (canSkillShot) {
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player.sendMessage(LocaleLoader.getString("Archery.Combat.SkillshotBonus", new Object[] { skillShotBonus }));
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}
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if (canDaze) {
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player.sendMessage(LocaleLoader.getString("Archery.Combat.DazeChance", new Object[] { dazeChance }));
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}
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if (canRetrieve) {
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player.sendMessage(LocaleLoader.getString("Archery.Combat.RetrieveChance", new Object[] { retrieveChance }));
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}
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Page.grabGuidePageForSkill(SkillType.ARCHERY, player, args);
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Page.grabGuidePageForSkill(SkillType.ARCHERY, player, args);
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@ -54,15 +84,24 @@ public class ArcheryCommand implements CommandExecutor {
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}
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}
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private void dataCalculations(float skillValue) {
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private void dataCalculations(float skillValue) {
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DecimalFormat percent = new DecimalFormat("##0.00%");
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if (skillValue >= 1000) {
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if (skillValue >= 1000) {
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skillShotBonus = "200";
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skillShotBonus = "200.00%";
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dazeChance = "50";
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dazeChance = "50.00%";
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retrieveChance = "100";
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retrieveChance = "100.00%";
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}
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}
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else {
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else {
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skillShotBonus = String.valueOf((int) skillValue / 5);
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skillShotBonus = percent.format(((int) skillValue / 50) * 0.1D); //TODO: Not sure if this is the best way to calculate this or not...
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dazeChance = String.valueOf(skillValue / 20);
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dazeChance = percent.format(skillValue / 2000);
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retrieveChance = String.valueOf(skillValue / 10);
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retrieveChance = percent.format(skillValue / 1000);
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}
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}
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}
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}
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private void permissionsCheck(Player player) {
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Permissions permInstance = Permissions.getInstance();
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canSkillShot = permInstance.archeryBonus(player);
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canDaze = permInstance.daze(player);
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canRetrieve = permInstance.trackArrows(player);
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}
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}
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}
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@ -19,6 +19,7 @@ public class Config extends ConfigLoader {
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* GENERAL SETTINGS
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* GENERAL SETTINGS
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*/
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*/
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/* General Settings */
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/* General Settings */
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public String getLocale() { return config.getString("General.Locale", "en_us"); }
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public String getLocale() { return config.getString("General.Locale", "en_us"); }
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public boolean getMOTDEnabled() { return config.getBoolean("General.MOTD_Enabled", true); }
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public boolean getMOTDEnabled() { return config.getBoolean("General.MOTD_Enabled", true); }
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@ -33,7 +34,8 @@ public class Config extends ConfigLoader {
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public String getMySQLUserName() { return config.getString("MySQL.Database.User_Name", "UserName"); } //Really should be labeled under MySQL.User_Name instead...
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public String getMySQLUserName() { return config.getString("MySQL.Database.User_Name", "UserName"); } //Really should be labeled under MySQL.User_Name instead...
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public int getMySQLServerPort() { return config.getInt("MySQL.Server.Port", 3306); }
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public int getMySQLServerPort() { return config.getInt("MySQL.Server.Port", 3306); }
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public String getMySQLServerName() { return config.getString("MySQL.Server.Address", "localhost"); }
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public String getMySQLServerName() { return config.getString("MySQL.Server.Address", "localhost"); }
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public String getMySQLUserPassword() {
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public String getMySQLUserPassword() {
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if (config.getString("MySQL.Database.User_Password", null) != null) {
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if (config.getString("MySQL.Database.User_Password", null) != null) {
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return config.getString("MySQL.Database.User_Password", null);
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return config.getString("MySQL.Database.User_Password", null);
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}
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}
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@ -5,16 +5,15 @@ import org.bukkit.entity.Player;
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import com.gmail.nossr50.util.Users;
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import com.gmail.nossr50.util.Users;
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public class ProfileSaveTask implements Runnable {
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public class ProfileSaveTask implements Runnable {
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Player player = null;
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Player player = null;
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public ProfileSaveTask(Player player) {
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public ProfileSaveTask(Player player) {
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this.player = player;
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this.player = player;
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}
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}
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@Override
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@Override
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public void run() {
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public void run() {
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if(player != null) {
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if (player != null) {
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Users.getProfileByName(player.getName()).save();
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Users.getProfileByName(player.getName()).save();
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}
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}
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}
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}
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@ -1,10 +1,8 @@
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package com.gmail.nossr50.runnables;
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package com.gmail.nossr50.runnables;
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import org.bukkit.Bukkit;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Player;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.util.Users;
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public class SaveTimer implements Runnable {
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public class SaveTimer implements Runnable {
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private final mcMMO plugin;
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private final mcMMO plugin;
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@ -17,8 +15,9 @@ public class SaveTimer implements Runnable {
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public void run() {
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public void run() {
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//All player data will be saved periodically through this
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//All player data will be saved periodically through this
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int count = 1;
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int count = 1;
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for (Player player : plugin.getServer().getOnlinePlayers()) {
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for (Player player : plugin.getServer().getOnlinePlayers()) {
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Bukkit.getScheduler().scheduleSyncDelayedTask(plugin, new ProfileSaveTask(player), count);
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plugin.getServer().getScheduler().scheduleSyncDelayedTask(plugin, new ProfileSaveTask(player), count);
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count++;
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count++;
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}
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}
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}
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}
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@ -14,7 +14,6 @@ import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.util.Combat;
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import com.gmail.nossr50.util.Combat;
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import com.gmail.nossr50.util.Misc;
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import com.gmail.nossr50.util.Misc;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Users;
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import com.gmail.nossr50.util.Users;
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public class Archery {
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public class Archery {
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@ -61,7 +60,7 @@ public class Archery {
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loc.setPitch(-90);
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loc.setPitch(-90);
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}
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}
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if (random.nextInt(2000) <= skillCheck && Permissions.getInstance().daze(attacker)) {
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if (random.nextInt(2000) <= skillCheck) {
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defender.teleport(loc);
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defender.teleport(loc);
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Combat.dealDamage(defender, 4);
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Combat.dealDamage(defender, 4);
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defender.sendMessage(LocaleLoader.getString("Combat.TouchedFuzzy"));
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defender.sendMessage(LocaleLoader.getString("Combat.TouchedFuzzy"));
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@ -181,7 +181,7 @@ public class Combat {
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if (target instanceof Player) {
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if (target instanceof Player) {
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Player defender = (Player) target;
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Player defender = (Player) target;
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if (Permissions.getInstance().unarmed(defender) && defender.getItemInHand().getType().equals(Material.AIR)) {
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if (defender.getItemInHand().getType().equals(Material.AIR)) {
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Unarmed.deflectCheck(defender, event);
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Unarmed.deflectCheck(defender, event);
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}
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}
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}
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}
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@ -193,20 +193,24 @@ public class Combat {
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if (Permissions.getInstance().archery(attacker) && damage > 0) {
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if (Permissions.getInstance().archery(attacker) && damage > 0) {
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/*Archery needs a damage bonus to be viable in PVP*/
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if (Permissions.getInstance().archeryBonus(attacker)) {
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int skillLvl = Users.getProfile(attacker).getSkillLevel(SkillType.ARCHERY);
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double dmgBonusPercent = ((skillLvl / 50) * 0.1D);
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/*Archery needs a damage bonus to be viable in PVP*/
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int skillLvl = Users.getProfile(attacker).getSkillLevel(SkillType.ARCHERY);
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/* Cap maximum bonus at 200% */
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double dmgBonusPercent = ((skillLvl / 50) * 0.1D);
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if(dmgBonusPercent > 2)
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dmgBonusPercent = 2;
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/* Cap maximum bonus at 200% */
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if (dmgBonusPercent > 2) {
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dmgBonusPercent = 2;
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}
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/* Every 100 skill levels Archery gains 20% damage bonus, set that here */
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//TODO: Work in progress for balancing out Archery, will work on it more later...
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//TODO: Right now this is calculating a 10% bonus every 50 levels, not 20% every 100. Is this intended?
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int archeryBonus = (int)(event.getDamage() * dmgBonusPercent);
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event.setDamage(event.getDamage() + archeryBonus);
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}
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/* Every 100 skill levels Archery gains 20% damage bonus, set that here */
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//TODO: Work in progress for balancing out Archery, will work on it more later...
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//TODO: Right now this is calculating a 10% bonus every 50 levels, not 20% every 100. Is this intended?
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int archeryBonus = (int)(event.getDamage() * dmgBonusPercent);
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event.setDamage(event.getDamage() + archeryBonus);
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if (Permissions.getInstance().trackArrows(attacker)) {
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if (Permissions.getInstance().trackArrows(attacker)) {
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Archery.trackArrows(pluginx, target, PPa);
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Archery.trackArrows(pluginx, target, PPa);
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}
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}
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@ -222,7 +226,9 @@ public class Combat {
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return;
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return;
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}
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}
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Archery.dazeCheck(defender, attacker);
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if (Permissions.getInstance().daze(attacker)) {
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Archery.dazeCheck(defender, attacker);
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}
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}
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}
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}
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}
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}
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}
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@ -212,14 +212,14 @@ public class Permissions {
|
|||||||
return player.hasPermission("mcmmo.ability.archery.trackarrows");
|
return player.hasPermission("mcmmo.ability.archery.trackarrows");
|
||||||
}
|
}
|
||||||
|
|
||||||
public boolean ignition(Player player) {
|
|
||||||
return player.hasPermission("mcmmo.ability.archery.ignition");
|
|
||||||
}
|
|
||||||
|
|
||||||
public boolean daze(Player player) {
|
public boolean daze(Player player) {
|
||||||
return player.hasPermission("mcmmo.ability.archery.daze");
|
return player.hasPermission("mcmmo.ability.archery.daze");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public boolean archeryBonus(Player player) {
|
||||||
|
return player.hasPermission("mcmmo.ability.archery.bonusdamage");
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* MCMMO.ABILITY.HERBALISM.*
|
* MCMMO.ABILITY.HERBALISM.*
|
||||||
*/
|
*/
|
||||||
|
@ -18,7 +18,7 @@
|
|||||||
# ACROBATICS
|
# ACROBATICS
|
||||||
Acrobatics.Ability.Proc=[[GREEN]]**Graceful Landing**
|
Acrobatics.Ability.Proc=[[GREEN]]**Graceful Landing**
|
||||||
Acrobatics.Combat.Proc=[[GREEN]]**Dodged**
|
Acrobatics.Combat.Proc=[[GREEN]]**Dodged**
|
||||||
Acrobatics.DodgeChance=[[RED]]Dodge Chance: [[YELLOW]]{0}%
|
Acrobatics.DodgeChance=[[RED]]Dodge Chance: [[YELLOW]]{0}
|
||||||
Acrobatics.Effect.0=Roll
|
Acrobatics.Effect.0=Roll
|
||||||
Acrobatics.Effect.1=Reduces or Negates fall damage
|
Acrobatics.Effect.1=Reduces or Negates fall damage
|
||||||
Acrobatics.Effect.2=Graceful Roll
|
Acrobatics.Effect.2=Graceful Roll
|
||||||
@ -26,16 +26,16 @@ Acrobatics.Effect.3=Twice as effective as a normal Roll
|
|||||||
Acrobatics.Effect.4=Dodge
|
Acrobatics.Effect.4=Dodge
|
||||||
Acrobatics.Effect.5=Reduce attack damage by half
|
Acrobatics.Effect.5=Reduce attack damage by half
|
||||||
Acrobatics.Listener=Acrobatics:
|
Acrobatics.Listener=Acrobatics:
|
||||||
Acrobatics.Roll.Chance=[[RED]]Roll Chance: [[YELLOW]]{0}%
|
Acrobatics.Roll.Chance=[[RED]]Roll Chance: [[YELLOW]]{0}
|
||||||
Acrobatics.Roll.GraceChance=[[RED]]Graceful Roll Chance: [[YELLOW]]{0}%
|
Acrobatics.Roll.GraceChance=[[RED]]Graceful Roll Chance: [[YELLOW]]{0}
|
||||||
Acrobatics.Roll.Text=**Rolled**
|
Acrobatics.Roll.Text=**Rolled**
|
||||||
Acrobatics.SkillName=ACROBATICS
|
Acrobatics.SkillName=ACROBATICS
|
||||||
Acrobatics.Skillup=[[YELLOW]]Acrobatics skill increased by {0}. Total ({1})
|
Acrobatics.Skillup=[[YELLOW]]Acrobatics skill increased by {0}. Total ({1})
|
||||||
|
|
||||||
#ARCHERY
|
#ARCHERY
|
||||||
Archery.Combat.DazeChance=[[RED]]Chance to Daze: [[YELLOW]]{0}%
|
Archery.Combat.DazeChance=[[RED]]Chance to Daze: [[YELLOW]]{0}
|
||||||
Archery.Combat.RetrieveChance=[[RED]]Chance to Retrieve Arrows: [[YELLOW]]{0}%
|
Archery.Combat.RetrieveChance=[[RED]]Chance to Retrieve Arrows: [[YELLOW]]{0}
|
||||||
Archery.Combat.SkillshotBonus=[[RED]]Skill Shot Bonus Damage: [[YELLOW]]{0}%
|
Archery.Combat.SkillshotBonus=[[RED]]Skill Shot Bonus Damage: [[YELLOW]]{0}
|
||||||
Archery.Effect.0=Skill Shot
|
Archery.Effect.0=Skill Shot
|
||||||
Archery.Effect.1=Increases damage done with bows
|
Archery.Effect.1=Increases damage done with bows
|
||||||
Archery.Effect.2=Daze (Players)
|
Archery.Effect.2=Daze (Players)
|
||||||
|
@ -291,14 +291,14 @@ permissions:
|
|||||||
description: Allows access to all Archery abilities
|
description: Allows access to all Archery abilities
|
||||||
children:
|
children:
|
||||||
mcmmo.ability.archery.trackarrows: true
|
mcmmo.ability.archery.trackarrows: true
|
||||||
mcmmo.ability.archery.ignition: true
|
|
||||||
mcmmo.ability.archery.daze: true
|
mcmmo.ability.archery.daze: true
|
||||||
|
mcmmo.ability.archery.bonusdamage : true
|
||||||
mcmmo.ability.archery.trackarrows:
|
mcmmo.ability.archery.trackarrows:
|
||||||
description: Allows tracking & retrieval of arrows
|
description: Allows tracking & retrieval of arrows
|
||||||
mcmmo.ability.archery.ignition:
|
|
||||||
description: Allows access to the Ignition ability
|
|
||||||
mcmmo.ability.archery.daze:
|
mcmmo.ability.archery.daze:
|
||||||
description: Allows access to the Daze ability
|
description: Allows access to the Daze ability
|
||||||
|
mcmmo.ability.archery.bonusdamage:
|
||||||
|
description: Allows bonus damage from Archery
|
||||||
mcmmo.ability.herbalism.*:
|
mcmmo.ability.herbalism.*:
|
||||||
description: Allows access to all Herbalism abilities
|
description: Allows access to all Herbalism abilities
|
||||||
children:
|
children:
|
||||||
|
Loading…
Reference in New Issue
Block a user