Refactoring, removing useless variables, changing ints to doubles, etc.

This commit is contained in:
GJ 2013-01-14 12:41:39 -05:00
parent 8915a535c6
commit 348887f799
14 changed files with 54 additions and 69 deletions

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@ -6,6 +6,7 @@ import com.gmail.nossr50.commands.SkillCommand;
import com.gmail.nossr50.config.AdvancedConfig; import com.gmail.nossr50.config.AdvancedConfig;
import com.gmail.nossr50.datatypes.SkillType; import com.gmail.nossr50.datatypes.SkillType;
import com.gmail.nossr50.locale.LocaleLoader; import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.skills.acrobatics.Acrobatics;
import com.gmail.nossr50.util.Permissions; import com.gmail.nossr50.util.Permissions;
public class AcrobaticsCommand extends SkillCommand { public class AcrobaticsCommand extends SkillCommand {
@ -18,13 +19,6 @@ public class AcrobaticsCommand extends SkillCommand {
private String gracefulRollChance; private String gracefulRollChance;
private String gracefulRollChanceLucky; private String gracefulRollChanceLucky;
private float dodgeChanceMax = advancedConfig.getDodgeChanceMax();
private float dodgeMaxBonusLevel = advancedConfig.getDodgeMaxBonusLevel();
private float rollChanceMax = advancedConfig.getRollChanceMax();
private float rollMaxBonusLevel = advancedConfig.getRollMaxBonusLevel();
private float gracefulRollChanceMax = advancedConfig.getGracefulRollChanceMax();
private float gracefulRollMaxBonusLevel = advancedConfig.getGracefulRollMaxBonusLevel();
private boolean canDodge; private boolean canDodge;
private boolean canRoll; private boolean canRoll;
private boolean canGracefulRoll; private boolean canGracefulRoll;
@ -41,22 +35,22 @@ public class AcrobaticsCommand extends SkillCommand {
float gracefulRollChanceF; float gracefulRollChanceF;
// DODGE // DODGE
if (skillValue >= dodgeMaxBonusLevel) dodgeChanceF = dodgeChanceMax; if (skillValue >= Acrobatics.dodgeMaxBonusLevel) dodgeChanceF = (float) Acrobatics.dodgeMaxChance;
else dodgeChanceF = (float) (((double) dodgeChanceMax / (double) dodgeMaxBonusLevel) * skillValue); else dodgeChanceF = (float) ((Acrobatics.dodgeMaxChance / Acrobatics.dodgeMaxBonusLevel) * skillValue);
dodgeChance = percent.format(dodgeChanceF / 100D); dodgeChance = percent.format(dodgeChanceF / 100D);
if (dodgeChanceF * 1.3333D >= 100D) dodgeChanceLucky = percent.format(1D); if (dodgeChanceF * 1.3333D >= 100D) dodgeChanceLucky = percent.format(1D);
else dodgeChanceLucky = percent.format(dodgeChanceF * 1.3333D / 100D); else dodgeChanceLucky = percent.format(dodgeChanceF * 1.3333D / 100D);
// ROLL // ROLL
if (skillValue >= rollMaxBonusLevel) rollChanceF = rollChanceMax; if (skillValue >= Acrobatics.rollMaxBonusLevel) rollChanceF = (float) Acrobatics.rollMaxChance;
else rollChanceF = (float) (((double) rollChanceMax / (double) rollMaxBonusLevel) * skillValue); else rollChanceF = (float) ((Acrobatics.rollMaxChance / Acrobatics.rollMaxBonusLevel) * skillValue);
rollChance = percent.format(rollChanceF / 100D); rollChance = percent.format(rollChanceF / 100D);
if (rollChanceF * 1.3333D >= 100D) rollChanceLucky = percent.format(1D); if (rollChanceF * 1.3333D >= 100D) rollChanceLucky = percent.format(1D);
else rollChanceLucky = percent.format(rollChanceF * 1.3333D / 100D); else rollChanceLucky = percent.format(rollChanceF * 1.3333D / 100D);
// GRACEFULROLL // GRACEFULROLL
if (skillValue >= gracefulRollMaxBonusLevel) gracefulRollChanceF = gracefulRollChanceMax; if (skillValue >= Acrobatics.gracefulRollMaxBonusLevel) gracefulRollChanceF = (float) Acrobatics.gracefulRollMaxChance;
else gracefulRollChanceF = (float) (((double) gracefulRollChanceMax / (double) gracefulRollMaxBonusLevel) * skillValue); else gracefulRollChanceF = (float) ((Acrobatics.gracefulRollMaxChance / Acrobatics.gracefulRollMaxBonusLevel) * skillValue);
gracefulRollChance = percent.format(gracefulRollChanceF / 100D); gracefulRollChance = percent.format(gracefulRollChanceF / 100D);
if (gracefulRollChanceF * 1.3333D >= 100D) gracefulRollChanceLucky = percent.format(1D); if (gracefulRollChanceF * 1.3333D >= 100D) gracefulRollChanceLucky = percent.format(1D);
else gracefulRollChanceLucky = percent.format(gracefulRollChanceF * 1.3333D / 100D); else gracefulRollChanceLucky = percent.format(gracefulRollChanceF * 1.3333D / 100D);

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@ -6,6 +6,7 @@ import com.gmail.nossr50.commands.SkillCommand;
import com.gmail.nossr50.config.AdvancedConfig; import com.gmail.nossr50.config.AdvancedConfig;
import com.gmail.nossr50.datatypes.SkillType; import com.gmail.nossr50.datatypes.SkillType;
import com.gmail.nossr50.locale.LocaleLoader; import com.gmail.nossr50.locale.LocaleLoader;
import com.gmail.nossr50.skills.archery.Archery;
import com.gmail.nossr50.util.Permissions; import com.gmail.nossr50.util.Permissions;
public class ArcheryCommand extends SkillCommand { public class ArcheryCommand extends SkillCommand {
@ -17,16 +18,6 @@ public class ArcheryCommand extends SkillCommand {
private String retrieveChance; private String retrieveChance;
private String retrieveChanceLucky; private String retrieveChanceLucky;
private int skillShotIncreaseLevel = advancedConfig.getSkillShotIncreaseLevel();
private double skillShotIncreasePercentage = advancedConfig.getSkillShotIncreasePercentage();
private double skillShotBonusMax = advancedConfig.getSkillShotBonusMax();
private float dazeBonusMax = advancedConfig.getDazeBonusMax();
private float dazeMaxBonusLevel = advancedConfig.getDazeMaxBonusLevel();
private float retrieveBonusMax = advancedConfig.getRetrieveBonusMax();
private float retrieveMaxBonusLevel = advancedConfig.getRetrieveMaxBonusLevel();
private boolean canSkillShot; private boolean canSkillShot;
private boolean canDaze; private boolean canDaze;
private boolean canRetrieve; private boolean canRetrieve;
@ -42,20 +33,20 @@ public class ArcheryCommand extends SkillCommand {
float retrieveChanceF; float retrieveChanceF;
// SkillShot // SkillShot
double bonus = (int)((double) skillValue / (double) skillShotIncreaseLevel) * skillShotIncreasePercentage; double bonus = (int)((double) skillValue / (double) Archery.skillShotIncreaseLevel) * Archery.skillShotIncreasePercentage;
if (bonus > skillShotBonusMax) skillShotBonus = percent.format(skillShotBonusMax); if (bonus > Archery.skillShotMaxBonusPercentage) skillShotBonus = percent.format(Archery.skillShotMaxBonusPercentage);
else skillShotBonus = percent.format(bonus); else skillShotBonus = percent.format(bonus);
// Daze // Daze
if (skillValue >= dazeMaxBonusLevel) dazeChanceF = dazeBonusMax; if (skillValue >= Archery.dazeMaxBonusLevel) dazeChanceF = (float) Archery.dazeMaxBonus;
else dazeChanceF = (float) (((double) dazeBonusMax / (double) dazeMaxBonusLevel) * skillValue); else dazeChanceF = (float) (( Archery.dazeMaxBonus / Archery.dazeMaxBonusLevel) * skillValue);
dazeChance = percent.format(dazeChanceF / 100D); dazeChance = percent.format(dazeChanceF / 100D);
if (dazeChanceF * 1.3333D >= 100D) dazeChanceLucky = percent.format(1D); if (dazeChanceF * 1.3333D >= 100D) dazeChanceLucky = percent.format(1D);
else dazeChanceLucky = percent.format(dazeChanceF * 1.3333D / 100D); else dazeChanceLucky = percent.format(dazeChanceF * 1.3333D / 100D);
// Retrieve // Retrieve
if (skillValue >= retrieveMaxBonusLevel) retrieveChanceF = retrieveBonusMax; if (skillValue >= Archery.retrieveMaxBonusLevel) retrieveChanceF = (float) Archery.retrieveMaxChance;
else retrieveChanceF = (float) (((double) retrieveBonusMax / (double) retrieveMaxBonusLevel) * skillValue); else retrieveChanceF = (float) ((Archery.retrieveMaxChance / Archery.retrieveMaxBonusLevel) * skillValue);
retrieveChance = percent.format(retrieveChanceF / 100D); retrieveChance = percent.format(retrieveChanceF / 100D);
if (retrieveChanceF * 1.3333D >= 100D) retrieveChanceLucky = percent.format(1D); if (retrieveChanceF * 1.3333D >= 100D) retrieveChanceLucky = percent.format(1D);
else retrieveChanceLucky = percent.format(retrieveChanceF * 1.3333D / 100D); else retrieveChanceLucky = percent.format(retrieveChanceF * 1.3333D / 100D);

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@ -22,13 +22,13 @@ public class AdvancedConfig extends ConfigLoader {
public int getAbilityLength() { return config.getInt("Skills.General.Ability_IncreaseLevel", 50); } public int getAbilityLength() { return config.getInt("Skills.General.Ability_IncreaseLevel", 50); }
/* ACROBATICS */ /* ACROBATICS */
public int getDodgeChanceMax() { return config.getInt("Skills.Acrobatics.Dodge_ChanceMax", 20); } public double getDodgeChanceMax() { return config.getDouble("Skills.Acrobatics.Dodge_ChanceMax", 20.0D); }
public int getDodgeMaxBonusLevel() { return config.getInt("Skills.Acrobatics.Dodge_MaxBonusLevel", 800); } public int getDodgeMaxBonusLevel() { return config.getInt("Skills.Acrobatics.Dodge_MaxBonusLevel", 800); }
public int getRollChanceMax() { return config.getInt("Skills.Acrobatics.Roll_ChanceMax", 100); } public double getRollChanceMax() { return config.getDouble("Skills.Acrobatics.Roll_ChanceMax", 100.0D); }
public int getRollMaxBonusLevel() { return config.getInt("Skills.Acrobatics.Roll_MaxBonusLevel", 1000); } public int getRollMaxBonusLevel() { return config.getInt("Skills.Acrobatics.Roll_MaxBonusLevel", 1000); }
public int getGracefulRollChanceMax() { return config.getInt("Skills.Acrobatics.GracefulRoll_ChanceMax", 100); } public double getGracefulRollChanceMax() { return config.getDouble("Skills.Acrobatics.GracefulRoll_ChanceMax", 100.0D); }
public int getGracefulRollMaxBonusLevel() { return config.getInt("Skills.Acrobatics.GracefulRoll_MaxBonusLevel", 500); } public int getGracefulRollMaxBonusLevel() { return config.getInt("Skills.Acrobatics.GracefulRoll_MaxBonusLevel", 500); }
public int getDodgeXPModifier() { return config.getInt("Skills.Acrobatics.Dodge_XP_Modifier", 120); } public int getDodgeXPModifier() { return config.getInt("Skills.Acrobatics.Dodge_XP_Modifier", 120); }
@ -40,11 +40,11 @@ public class AdvancedConfig extends ConfigLoader {
public double getSkillShotIncreasePercentage() { return config.getDouble("Skills.Archery.SkillShot_IncreasePercentage", 0.1D); } public double getSkillShotIncreasePercentage() { return config.getDouble("Skills.Archery.SkillShot_IncreasePercentage", 0.1D); }
public double getSkillShotBonusMax() { return config.getDouble("Skills.Archery.SkillShot_MaxBonus", 2.0D); } public double getSkillShotBonusMax() { return config.getDouble("Skills.Archery.SkillShot_MaxBonus", 2.0D); }
public int getDazeBonusMax() { return config.getInt("Skills.Archery.Daze_MaxChance", 50); } public double getDazeBonusMax() { return config.getDouble("Skills.Archery.Daze_MaxChance", 50.0D); }
public int getDazeMaxBonusLevel() { return config.getInt("Skills.Archery.Daze_MaxBonusLevel", 1000); } public int getDazeMaxBonusLevel() { return config.getInt("Skills.Archery.Daze_MaxBonusLevel", 1000); }
public int getDazeModifier() { return config.getInt("Skills.Archery.Daze_BonusDamage", 4); } public int getDazeModifier() { return config.getInt("Skills.Archery.Daze_BonusDamage", 4); }
public int getRetrieveBonusMax() { return config.getInt("Skills.Archery.Retrieve_MaxBonus", 100); } public double getRetrieveChanceMax() { return config.getDouble("Skills.Archery.Retrieve_MaxBonus", 100.0D); }
public int getRetrieveMaxBonusLevel() { return config.getInt("Skills.Archery.Retrieve_MaxBonusLevel", 1000); } public int getRetrieveMaxBonusLevel() { return config.getInt("Skills.Archery.Retrieve_MaxBonusLevel", 1000); }
/* AXES */ /* AXES */
@ -56,12 +56,12 @@ public class AdvancedConfig extends ConfigLoader {
public double getAxesCriticalPVPModifier() { return config.getDouble("Skills.Axes.AxesCritical_PVP_Modifier", 1.5D); } public double getAxesCriticalPVPModifier() { return config.getDouble("Skills.Axes.AxesCritical_PVP_Modifier", 1.5D); }
public double getAxesCriticalPVEModifier() { return config.getDouble("Skills.Axes.AxesCritical_PVE_Modifier", 2.0D); } public double getAxesCriticalPVEModifier() { return config.getDouble("Skills.Axes.AxesCritical_PVE_Modifier", 2.0D); }
public int getGreaterImpactChance() { return config.getInt("Skills.Axes.GreaterImpact_Chance", 25); } public double getGreaterImpactChance() { return config.getDouble("Skills.Axes.GreaterImpact_Chance", 25.0D); }
public double getGreaterImpactModifier() { return config.getDouble("Skills.Axes.GreaterImpact_KnockbackModifier", 1.5); } public double getGreaterImpactModifier() { return config.getDouble("Skills.Axes.GreaterImpact_KnockbackModifier", 1.5); }
public int getGreaterImpactBonusDamage() { return config.getInt("Skills.Axes.GreaterImpact_BonusDamage", 2); } public int getGreaterImpactBonusDamage() { return config.getInt("Skills.Axes.GreaterImpact_BonusDamage", 2); }
public int getArmorImpactIncreaseLevel() { return config.getInt("Skills.Axes.ArmorImpact_IncreaseLevel", 50); } public int getArmorImpactIncreaseLevel() { return config.getInt("Skills.Axes.ArmorImpact_IncreaseLevel", 50); }
public int getArmorImpactMaxDurabilityDamage() { return config.getInt("Skills.Axes.ArmorImpact_MaxPercentageDurabilityDamage", 20); } public double getArmorImpactMaxDurabilityDamage() { return config.getDouble("Skills.Axes.ArmorImpact_MaxPercentageDurabilityDamage", 20.0D); }
/* EXCAVATION */ /* EXCAVATION */
//Nothing to configure, everything is already configurable in config.yml //Nothing to configure, everything is already configurable in config.yml

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@ -3,14 +3,14 @@ package com.gmail.nossr50.skills.acrobatics;
import com.gmail.nossr50.config.AdvancedConfig; import com.gmail.nossr50.config.AdvancedConfig;
public class Acrobatics { public class Acrobatics {
public static int maxDodgeChance = AdvancedConfig.getInstance().getDodgeChanceMax(); public static double dodgeMaxChance = AdvancedConfig.getInstance().getDodgeChanceMax();
public static int maxDodgeBonusLevel = AdvancedConfig.getInstance().getDodgeMaxBonusLevel(); public static int dodgeMaxBonusLevel = AdvancedConfig.getInstance().getDodgeMaxBonusLevel();
public static int dodgeXpModifier = AdvancedConfig.getInstance().getDodgeXPModifier(); public static int dodgeXpModifier = AdvancedConfig.getInstance().getDodgeXPModifier();
public static int maxRollChance = AdvancedConfig.getInstance().getRollChanceMax(); public static double rollMaxChance = AdvancedConfig.getInstance().getRollChanceMax();
public static int maxRollBonusLevel = AdvancedConfig.getInstance().getRollMaxBonusLevel(); public static int rollMaxBonusLevel = AdvancedConfig.getInstance().getRollMaxBonusLevel();
public static int maxGracefulRollChance = AdvancedConfig.getInstance().getGracefulRollChanceMax(); public static double gracefulRollMaxChance = AdvancedConfig.getInstance().getGracefulRollChanceMax();
public static int maxGracefulRollBonusLevel = AdvancedConfig.getInstance().getGracefulRollMaxBonusLevel(); public static int gracefulRollMaxBonusLevel = AdvancedConfig.getInstance().getGracefulRollMaxBonusLevel();
public static int rollXpModifier = AdvancedConfig.getInstance().getRollXPModifier(); public static int rollXpModifier = AdvancedConfig.getInstance().getRollXPModifier();
public static int fallXpModifier = AdvancedConfig.getInstance().getFallXPModifier(); public static int fallXpModifier = AdvancedConfig.getInstance().getFallXPModifier();

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@ -35,13 +35,13 @@ public class AcrobaticsManager extends SkillManager {
randomChance = (int) (randomChance * 0.75); randomChance = (int) (randomChance * 0.75);
} }
float chance; double chance;
if (eventHandler.isGraceful) { if (eventHandler.isGraceful) {
chance = ((float) Acrobatics.maxGracefulRollChance / Acrobatics.maxGracefulRollBonusLevel) * eventHandler.skillModifier; chance = (Acrobatics.gracefulRollMaxChance / Acrobatics.gracefulRollMaxBonusLevel) * eventHandler.skillModifier;
} }
else { else {
chance = ((float) Acrobatics.maxRollChance / Acrobatics.maxRollBonusLevel) * eventHandler.skillModifier; chance = (Acrobatics.rollMaxChance / Acrobatics.rollMaxBonusLevel) * eventHandler.skillModifier;
} }
if (chance > Misc.getRandom().nextInt(randomChance) && !eventHandler.isFatal(eventHandler.modifiedDamage)) { if (chance > Misc.getRandom().nextInt(randomChance) && !eventHandler.isFatal(eventHandler.modifiedDamage)) {
@ -71,7 +71,7 @@ public class AcrobaticsManager extends SkillManager {
randomChance = (int) (randomChance * 0.75); randomChance = (int) (randomChance * 0.75);
} }
float chance = ((float) Acrobatics.maxDodgeChance / Acrobatics.maxDodgeBonusLevel) * eventHandler.skillModifier; double chance = (Acrobatics.dodgeMaxChance / Acrobatics.dodgeMaxBonusLevel) * eventHandler.skillModifier;
if (chance > Misc.getRandom().nextInt(randomChance) && !eventHandler.isFatal(eventHandler.modifiedDamage)) { if (chance > Misc.getRandom().nextInt(randomChance) && !eventHandler.isFatal(eventHandler.modifiedDamage)) {
eventHandler.modifyEventDamage(); eventHandler.modifyEventDamage();

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@ -18,7 +18,7 @@ public class DodgeEventHandler extends AcrobaticsEventHandler {
@Override @Override
protected void calculateSkillModifier() { protected void calculateSkillModifier() {
this.skillModifier = Misc.skillCheck(manager.getSkillLevel(), Acrobatics.maxDodgeBonusLevel); this.skillModifier = Misc.skillCheck(manager.getSkillLevel(), Acrobatics.dodgeMaxBonusLevel);
} }
@Override @Override

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@ -29,7 +29,7 @@ public class RollEventHandler extends AcrobaticsEventHandler {
skillModifer = skillModifer * 2; skillModifer = skillModifer * 2;
} }
skillModifer = Misc.skillCheck(skillModifer, Acrobatics.maxRollBonusLevel); skillModifer = Misc.skillCheck(skillModifer, Acrobatics.rollMaxBonusLevel);
this.skillModifier = skillModifer; this.skillModifier = skillModifer;
} }

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@ -14,15 +14,15 @@ import com.gmail.nossr50.util.Misc;
public class Archery { public class Archery {
private static List<TrackedEntity> trackedEntities = new ArrayList<TrackedEntity>(); private static List<TrackedEntity> trackedEntities = new ArrayList<TrackedEntity>();
public static int arrowTrackingMaxBonusLevel = AdvancedConfig.getInstance().getRetrieveMaxBonusLevel(); public static int retrieveMaxBonusLevel = AdvancedConfig.getInstance().getRetrieveMaxBonusLevel();
public static int arrowTrackingMaxBonus = AdvancedConfig.getInstance().getRetrieveBonusMax(); public static double retrieveMaxChance = AdvancedConfig.getInstance().getRetrieveChanceMax();
public static int skillShotIncreaseLevel = AdvancedConfig.getInstance().getSkillShotIncreaseLevel(); public static int skillShotIncreaseLevel = AdvancedConfig.getInstance().getSkillShotIncreaseLevel();
public static double skillShotIncreasePercentage = AdvancedConfig.getInstance().getSkillShotIncreasePercentage(); public static double skillShotIncreasePercentage = AdvancedConfig.getInstance().getSkillShotIncreasePercentage();
public static double skillShotMaxBonusPercentage = AdvancedConfig.getInstance().getSkillShotBonusMax(); public static double skillShotMaxBonusPercentage = AdvancedConfig.getInstance().getSkillShotBonusMax();
public static int dazeMaxBonusLevel = AdvancedConfig.getInstance().getDazeMaxBonusLevel(); public static int dazeMaxBonusLevel = AdvancedConfig.getInstance().getDazeMaxBonusLevel();
public static int dazeMaxBonus = AdvancedConfig.getInstance().getDazeBonusMax(); public static double dazeMaxBonus = AdvancedConfig.getInstance().getDazeBonusMax();
public static int dazeModifier = AdvancedConfig.getInstance().getDazeModifier(); public static int dazeModifier = AdvancedConfig.getInstance().getDazeModifier();
protected static void incrementTrackerValue(LivingEntity livingEntity) { protected static void incrementTrackerValue(LivingEntity livingEntity) {

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@ -31,7 +31,7 @@ public class ArcheryManager extends SkillManager {
randomChance = (int) (randomChance * 0.75); randomChance = (int) (randomChance * 0.75);
} }
float chance = ((float) Archery.arrowTrackingMaxBonus / Archery.arrowTrackingMaxBonusLevel) * eventHandler.skillModifier; double chance = (Archery.retrieveMaxChance / Archery.retrieveMaxBonusLevel) * eventHandler.skillModifier;
if (chance > Misc.getRandom().nextInt(randomChance)) { if (chance > Misc.getRandom().nextInt(randomChance)) {
eventHandler.addToTracker(); eventHandler.addToTracker();
@ -56,7 +56,7 @@ public class ArcheryManager extends SkillManager {
randomChance = (int) (randomChance * 0.75); randomChance = (int) (randomChance * 0.75);
} }
float chance = ((float) Archery.dazeMaxBonus / Archery.dazeMaxBonusLevel) * eventHandler.skillModifier; double chance = (Archery.dazeMaxBonus / Archery.dazeMaxBonusLevel) * eventHandler.skillModifier;
if (chance > Misc.getRandom().nextInt(randomChance)) { if (chance > Misc.getRandom().nextInt(randomChance)) {
eventHandler.handleDazeEffect(); eventHandler.handleDazeEffect();
@ -69,13 +69,13 @@ public class ArcheryManager extends SkillManager {
* *
* @param event The event to modify. * @param event The event to modify.
*/ */
public void bonusDamage(EntityDamageEvent event) { public void skillShot(EntityDamageEvent event) {
if (Misc.isNPC(player) || !Permissions.archeryBonus(player)) { if (Misc.isNPC(player) || !Permissions.archeryBonus(player)) {
return; return;
} }
if (skillLevel >= Archery.skillShotIncreaseLevel) { if (skillLevel >= Archery.skillShotIncreaseLevel) {
ArcheryBonusDamageEventHandler eventHandler = new ArcheryBonusDamageEventHandler(this, event); SkillShotEventHandler eventHandler = new SkillShotEventHandler(this, event);
eventHandler.calculateDamageBonus(); eventHandler.calculateDamageBonus();
eventHandler.modifyEventDamage(); eventHandler.modifyEventDamage();

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@ -18,7 +18,7 @@ public class ArrowTrackingEventHandler {
} }
protected void calculateSkillModifier() { protected void calculateSkillModifier() {
this.skillModifier = Misc.skillCheck(manager.getSkillLevel(), Archery.arrowTrackingMaxBonusLevel); this.skillModifier = Misc.skillCheck(manager.getSkillLevel(), Archery.retrieveMaxBonusLevel);
} }
protected void addToTracker() { protected void addToTracker() {

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@ -2,13 +2,13 @@ package com.gmail.nossr50.skills.archery;
import org.bukkit.event.entity.EntityDamageEvent; import org.bukkit.event.entity.EntityDamageEvent;
public class ArcheryBonusDamageEventHandler { public class SkillShotEventHandler {
private ArcheryManager manager; private ArcheryManager manager;
private EntityDamageEvent event; private EntityDamageEvent event;
protected double damageBonusPercent; protected double damageBonusPercent;
protected ArcheryBonusDamageEventHandler(ArcheryManager manager, EntityDamageEvent event) { protected SkillShotEventHandler(ArcheryManager manager, EntityDamageEvent event) {
this.manager = manager; this.manager = manager;
this.event = event; this.event = event;
} }

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@ -46,7 +46,7 @@ public class Axes {
/* Every 50 Skill Levels you gain 1 durability damage (default values) */ /* Every 50 Skill Levels you gain 1 durability damage (default values) */
int impactIncreaseLevel = advancedConfig.getArmorImpactIncreaseLevel(); int impactIncreaseLevel = advancedConfig.getArmorImpactIncreaseLevel();
float impactMaxDamage = advancedConfig.getArmorImpactMaxDurabilityDamage() / 100F; double impactMaxDamage = advancedConfig.getArmorImpactMaxDurabilityDamage() / 100F;
short maxDurability; short maxDurability;
durabilityDamage += (int) ((double) Users.getProfile(attacker).getSkillLevel(SkillType.AXES) / (double) impactIncreaseLevel); durabilityDamage += (int) ((double) Users.getProfile(attacker).getSkillLevel(SkillType.AXES) / (double) impactIncreaseLevel);
@ -90,7 +90,7 @@ public class Axes {
if (attacker == null) if (attacker == null)
return; return;
final int GREATER_IMPACT_CHANCE = advancedConfig.getGreaterImpactChance(); final double GREATER_IMPACT_CHANCE = advancedConfig.getGreaterImpactChance();
final double GREATER_IMPACT_MULTIPLIER = advancedConfig.getGreaterImpactModifier(); final double GREATER_IMPACT_MULTIPLIER = advancedConfig.getGreaterImpactModifier();
final int GREATER_IMPACT_DAMAGE = advancedConfig.getGreaterImpactBonusDamage(); final int GREATER_IMPACT_DAMAGE = advancedConfig.getGreaterImpactBonusDamage();

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@ -247,7 +247,7 @@ public class Combat {
ArcheryManager archeryManager = new ArcheryManager(shooter); ArcheryManager archeryManager = new ArcheryManager(shooter);
archeryManager.bonusDamage(event); archeryManager.skillShot(event);
if (target instanceof Player) { if (target instanceof Player) {
archeryManager.dazeCheck((Player) target, event); archeryManager.dazeCheck((Player) target, event);

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@ -22,17 +22,17 @@ Skills:
Acrobatics: Acrobatics:
# Dodge_ChanceMax: Maximum chance of dodging when on Dodge_MaxBonusLevel or higher # Dodge_ChanceMax: Maximum chance of dodging when on Dodge_MaxBonusLevel or higher
# Dodge_MaxBonusLevel: On this level or higher, the dodge chance will not go higher than Dodge_ChanceMax # Dodge_MaxBonusLevel: On this level or higher, the dodge chance will not go higher than Dodge_ChanceMax
Dodge_ChanceMax: 20 Dodge_ChanceMax: 20.0
Dodge_MaxBonusLevel: 800 Dodge_MaxBonusLevel: 800
# Roll_ChanceMax: Maximum chance of rolling when on Roll_MaxBonusLevel or higher # Roll_ChanceMax: Maximum chance of rolling when on Roll_MaxBonusLevel or higher
# Roll_MaxBonusLevel: On this level or higher, the roll chance will not go higher than Roll_ChanceMax # Roll_MaxBonusLevel: On this level or higher, the roll chance will not go higher than Roll_ChanceMax
Roll_ChanceMax: 100 Roll_ChanceMax: 100.0
Roll_MaxBonusLevel: 1000 Roll_MaxBonusLevel: 1000
# GracefulRoll_ChanceMax: Maximum chance of graceful rolling when on GracefulRoll_MaxBonusLevel or higher # GracefulRoll_ChanceMax: Maximum chance of graceful rolling when on GracefulRoll_MaxBonusLevel or higher
# GracefulRoll_MaxBonusLevel: On this level or higher, the graceful roll chance will not go higher than GracefulRoll_ChanceMax # GracefulRoll_MaxBonusLevel: On this level or higher, the graceful roll chance will not go higher than GracefulRoll_ChanceMax
GracefulRoll_ChanceMax: 100 GracefulRoll_ChanceMax: 100.0
GracefulRoll_MaxBonusLevel: 500 GracefulRoll_MaxBonusLevel: 500
# Amount of experience for performing a dodge, roll or fall # Amount of experience for performing a dodge, roll or fall
@ -53,13 +53,13 @@ Skills:
# Daze_MaxChance: Maximum chance of causing daze to opponents # Daze_MaxChance: Maximum chance of causing daze to opponents
# Daze_MaxBonusLevel: Maximum bonus level of Daze, when a player reaches this level his chance of causing a daze will be "Daze_MaxChance" # Daze_MaxBonusLevel: Maximum bonus level of Daze, when a player reaches this level his chance of causing a daze will be "Daze_MaxChance"
# Daze_Modifier: Extra damage for arrows that cause a daze (2 damage = 1 heart) # Daze_Modifier: Extra damage for arrows that cause a daze (2 damage = 1 heart)
Daze_MaxChance: 50 Daze_MaxChance: 50.0
Daze_MaxBonusLevel: 1000 Daze_MaxBonusLevel: 1000
Daze_Modifier: 4 Daze_Modifier: 4
# Retrieve_MaxBonus: Maximum chance or retrieving arrows # Retrieve_MaxChance: Maximum chance or retrieving arrows
# Retrieve_MaxBonusLevel: Maximum bonus level for Arrow retrieval, at this level the chance of retrieving arrows from mobs is Retrieve_MaxBonus # Retrieve_MaxBonusLevel: Maximum bonus level for Arrow retrieval, at this level the chance of retrieving arrows from mobs is Retrieve_MaxBonus
Retrieve_MaxBonus: 100 Retrieve_MaxChance: 100.0
Retrieve_MaxBonusLevel: 1000 Retrieve_MaxBonusLevel: 1000
# #
# Settings for Axes # Settings for Axes
@ -82,14 +82,14 @@ Skills:
# GreaterImpact_Chance: Chance of hitting with GreaterImpact, knocksbacks mobs # GreaterImpact_Chance: Chance of hitting with GreaterImpact, knocksbacks mobs
# GreaterImpact_KnockbackModifier: Velocity modifier of GreaterImpact hits, this determines how great the knockback is # GreaterImpact_KnockbackModifier: Velocity modifier of GreaterImpact hits, this determines how great the knockback is
# GreaterImpact_BonusDamage: Extra damage for GreaterImpact hits # GreaterImpact_BonusDamage: Extra damage for GreaterImpact hits
GreaterImpact_Chance: 25 GreaterImpact_Chance: 25.0
GreaterImpact_KnockbackModifier: 1.5 GreaterImpact_KnockbackModifier: 1.5
GreaterImpact_BonusDamage: 2 GreaterImpact_BonusDamage: 2
# ArmorImpact_IncreaseLevel: Every "IncreaseLevel" the durability damage goes up with 1 # ArmorImpact_IncreaseLevel: Every "IncreaseLevel" the durability damage goes up with 1
# ArmorImpact_MaxPercentageDurabilityDamage: Durability damage cap for ArmorImpact, 20% means that you can never destroy a piece of armor in less than 5 hits # ArmorImpact_MaxPercentageDurabilityDamage: Durability damage cap for ArmorImpact, 20% means that you can never destroy a piece of armor in less than 5 hits
ArmorImpact_IncreaseLevel: 50 ArmorImpact_IncreaseLevel: 50
ArmorImpact_MaxPercentageDurabilityDamage: 20 ArmorImpact_MaxPercentageDurabilityDamage: 20.0
# #
# Settings for Fishing # Settings for Fishing
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