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https://github.com/mcMMO-Dev/mcMMO.git
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@ -1,11 +1,9 @@
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package com.gmail.nossr50.skills.archery;
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import org.bukkit.Location;
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import org.bukkit.entity.Arrow;
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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.Player;
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import org.bukkit.event.entity.EntityDamageEvent.DamageCause;
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import org.bukkit.potion.PotionEffect;
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import org.bukkit.potion.PotionEffectType;
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@ -18,7 +16,6 @@ import com.gmail.nossr50.skills.SkillManager;
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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.player.UserManager;
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import com.gmail.nossr50.util.skills.CombatUtils;
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import com.gmail.nossr50.util.skills.SkillUtils;
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public class ArcheryManager extends SkillManager {
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@ -70,9 +67,8 @@ public class ArcheryManager extends SkillManager {
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* Handle the effects of the Daze ability
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*
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* @param defender The {@link Player} being affected by the ability
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* @param arrow The {@link Arrow} that was fired
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*/
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public double daze(Player defender, Arrow arrow) {
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public double daze(Player defender) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.DAZE, getPlayer(), getSkillLevel(), activationChance)) {
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return 0;
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}
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@ -91,24 +87,21 @@ public class ArcheryManager extends SkillManager {
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getPlayer().sendMessage(LocaleLoader.getString("Combat.TargetDazed"));
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}
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return CombatUtils.callFakeDamageEvent(arrow, defender, DamageCause.PROJECTILE, Archery.dazeModifier);
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return Archery.dazeBonusDamage;
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}
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/**
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* Handle the effects of the Skill Shot ability
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*
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* @param target The {@link LivingEntity} being affected by the ability
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* @param damage The amount of damage initially dealt by the event
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* @param arrow The {@link Arrow} that was fired
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*/
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public double skillShot(LivingEntity target, double damage, Arrow arrow) {
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public double skillShot(double damage) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.SKILL_SHOT, getPlayer())) {
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return damage;
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}
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double damageBonusPercent = Math.min(((getSkillLevel() / Archery.skillShotIncreaseLevel) * Archery.skillShotIncreasePercentage), Archery.skillShotMaxBonusPercentage);
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double archeryBonus = Math.min(damage * damageBonusPercent, Archery.skillShotMaxBonusDamage);
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return CombatUtils.callFakeDamageEvent(arrow, target, DamageCause.PROJECTILE, archeryBonus);
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return Math.min(damage * damageBonusPercent, Archery.skillShotMaxBonusDamage);
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}
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}
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