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More work on Impact. Tweaked Unarmed's disarm chance to be 2x better.
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@ -45,6 +45,7 @@ Version 1.3.00-dev
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! Changed Unarmed to start with a +3 DMG (1 Heart = 2 DMG) bonus from Iron Arm Style to make leveling it more viable
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! Changed Unarmed to start with a +3 DMG (1 Heart = 2 DMG) bonus from Iron Arm Style to make leveling it more viable
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! Changed Unarmed to gain bonus damage every 50 skill levels
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! Changed Unarmed to gain bonus damage every 50 skill levels
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! Changed Unarmed to gain more bonus damage total than before
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! Changed Unarmed to gain more bonus damage total than before
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! Changed Unarmed to disarm twice as often as before
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! Changed Tree Feller to take down entire trees
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! Changed Tree Feller to take down entire trees
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! Changed mob spawn tracking to use Unique Entity ID instead of Entity Object
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! Changed mob spawn tracking to use Unique Entity ID instead of Entity Object
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! Changed stats command name to mcstats for better plugin compatibility
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! Changed stats command name to mcstats for better plugin compatibility
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@ -83,8 +83,8 @@ public class Combat
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Axes.axeCriticalCheck(attacker, event, pluginx); //Critical hit
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Axes.axeCriticalCheck(attacker, event, pluginx); //Critical hit
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//Impact
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//Impact
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//if(event.getEntity() instanceof LivingEntity)
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if(event.getEntity() instanceof LivingEntity)
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// Axes.impact(attacker, (LivingEntity)event.getEntity());
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Axes.impact(attacker, (LivingEntity)event.getEntity());
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if (!(event instanceof FakeEntityDamageByEntityEvent) && PPa.getSkullSplitterMode())
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if (!(event instanceof FakeEntityDamageByEntityEvent) && PPa.getSkullSplitterMode())
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Axes.applyAoeDamage(attacker, event, pluginx);
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Axes.applyAoeDamage(attacker, event, pluginx);
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@ -99,6 +99,7 @@ public class Combat
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Unarmed.unarmedBonus(attacker, event);
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Unarmed.unarmedBonus(attacker, event);
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if(PPa.getBerserkMode())
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if(PPa.getBerserkMode())
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event.setDamage(event.getDamage() + (event.getDamage() / 2));
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event.setDamage(event.getDamage() + (event.getDamage() / 2));
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if(target instanceof Player)
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if(target instanceof Player)
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Unarmed.disarmProcCheck(attacker, (Player) target); //Disarm
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Unarmed.disarmProcCheck(attacker, (Player) target); //Disarm
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@ -26,7 +26,7 @@ public class UnarmedCommand implements CommandExecutor {
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float skillvalue = (float) PP.getSkillLevel(SkillType.UNARMED);
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float skillvalue = (float) PP.getSkillLevel(SkillType.UNARMED);
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if (PP.getSkillLevel(SkillType.UNARMED) < 1000)
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if (PP.getSkillLevel(SkillType.UNARMED) < 1000)
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percentage = String.valueOf((skillvalue / 4000) * 100);
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percentage = String.valueOf((skillvalue / 2000) * 100);
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else
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else
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percentage = "25";
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percentage = "25";
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@ -17,6 +17,7 @@
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package com.gmail.nossr50.skills;
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package com.gmail.nossr50.skills;
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import org.bukkit.ChatColor;
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import org.bukkit.ChatColor;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.Material;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.LivingEntity;
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@ -25,6 +26,7 @@ import org.bukkit.entity.Wolf;
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import org.bukkit.event.entity.EntityDamageByEntityEvent;
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import org.bukkit.event.entity.EntityDamageByEntityEvent;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.plugin.Plugin;
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import org.bukkit.plugin.Plugin;
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import org.bukkit.util.Vector;
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import com.gmail.nossr50.Combat;
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import com.gmail.nossr50.Combat;
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import com.gmail.nossr50.Users;
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import com.gmail.nossr50.Users;
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@ -94,7 +96,6 @@ public class Axes {
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for(ItemStack x : targetPlayer.getInventory().getArmorContents())
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for(ItemStack x : targetPlayer.getInventory().getArmorContents())
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{
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{
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System.out.println("[mcMMO] DEBUG: "+x.getType().toString());
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if(x.getType() == Material.AIR)
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if(x.getType() == Material.AIR)
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{
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{
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emptySlots++;
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emptySlots++;
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@ -105,12 +106,13 @@ public class Axes {
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if(emptySlots == 4)
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if(emptySlots == 4)
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{
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{
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targetPlayer.sendMessage("**HIT BY IMPACT**");
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didImpact = applyImpact(attacker, target);
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didImpact = applyImpact(target);
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if(didImpact)
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targetPlayer.sendMessage("**HIT BY IMPACT**");
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}
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}
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} else {
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} else {
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//Since mobs are technically unarmored this will always trigger
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//Since mobs are technically unarmored this will always trigger
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didImpact = applyImpact(target);
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didImpact = applyImpact(attacker, target);
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}
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}
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if(didImpact)
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if(didImpact)
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@ -119,12 +121,12 @@ public class Axes {
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}
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}
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}
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}
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public static boolean applyImpact(LivingEntity target)
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public static boolean applyImpact(Player attacker, LivingEntity target)
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{
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{
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if(Math.random() * 100 > 75)
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if(Math.random() * 100 > 75)
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{
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{
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target.teleport(target.getLocation());
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target.damage(2);
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target.damage(2);
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target.setVelocity(attacker.getLocation().getDirection().normalize().multiply(1.5D));
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return true;
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return true;
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}
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}
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return false;
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return false;
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@ -46,7 +46,7 @@ public class Unarmed {
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{
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{
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if(skillLevel >= 1000)
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if(skillLevel >= 1000)
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{
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{
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if(Math.random() * 4000 <= 1000)
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if(Math.random() * 2000 <= 1000)
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{
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{
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ItemStack item = defender.getItemInHand();
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ItemStack item = defender.getItemInHand();
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if(item != null)
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if(item != null)
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@ -59,7 +59,7 @@ public class Unarmed {
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}
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}
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else
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else
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{
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{
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if(Math.random() * 4000 <= skillLevel)
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if(Math.random() * 2000 <= skillLevel)
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{
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{
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ItemStack item = defender.getItemInHand();
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ItemStack item = defender.getItemInHand();
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if(item != null)
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if(item != null)
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