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Fixed respawn cooldown checks
Thanks @Riking for pointing this out!
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@ -35,6 +35,7 @@ Version 1.4.07-dev
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= Fixed a bug where teleport location was never reset if warmup was set to 0 for "Chimaera Wing".
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= Fixed a bug where teleport location was never reset if warmup was set to 0 for "Chimaera Wing".
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= Fixed a bug where the "Dodge" DamageModifier wasn't being read from advanced.yml
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= Fixed a bug where the "Dodge" DamageModifier wasn't being read from advanced.yml
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= Fixed a bug where squid were not awarding XP.
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= Fixed a bug where squid were not awarding XP.
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= Fixed a bug where Combat XP was granted within 5 seconds for respawned players
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! Changed format of treasures.yml. **YOU WILL NEED TO UPDATE YOUR FILE TO THE NEW FORMAT**
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! Changed format of treasures.yml. **YOU WILL NEED TO UPDATE YOUR FILE TO THE NEW FORMAT**
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! Changed format of repair.vanilla.yml. **YOU WILL NEED TO UPDATE YOUR FILE TO THE NEW FORMAT**
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! Changed format of repair.vanilla.yml. **YOU WILL NEED TO UPDATE YOUR FILE TO THE NEW FORMAT**
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! Witches no longer drop water bottles from Shake, since they no longer drop them in Vanilla.
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! Witches no longer drop water bottles from Shake, since they no longer drop them in Vanilla.
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@ -56,7 +56,7 @@ public class AcrobaticsManager extends SkillManager {
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}
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}
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// Why do we check respawn cooldown here?
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// Why do we check respawn cooldown here?
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if (System.currentTimeMillis() >= mcMMOPlayer.getRespawnATS() + Misc.PLAYER_RESPAWN_COOLDOWN_SECONDS) {
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if (SkillUtils.cooldownExpired(mcMMOPlayer.getRespawnATS(), Misc.PLAYER_RESPAWN_COOLDOWN_SECONDS)) {
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applyXpGain((float) (damage * Acrobatics.dodgeXpModifier));
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applyXpGain((float) (damage * Acrobatics.dodgeXpModifier));
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}
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}
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@ -463,7 +463,7 @@ public final class CombatUtils {
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Player defender = (Player) target;
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Player defender = (Player) target;
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if (defender.isOnline() && System.currentTimeMillis() >= UserManager.getPlayer(defender).getRespawnATS() + 5) {
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if (defender.isOnline() && SkillUtils.cooldownExpired(mcMMOPlayer.getRespawnATS(), Misc.PLAYER_RESPAWN_COOLDOWN_SECONDS)) {
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baseXP = 20 * ExperienceConfig.getInstance().getPlayerVersusPlayerXP();
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baseXP = 20 * ExperienceConfig.getInstance().getPlayerVersusPlayerXP();
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}
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}
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}
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}
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@ -60,12 +60,27 @@ public class SkillUtils {
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*
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*
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* @param deactivatedTimeStamp Time of deactivation
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* @param deactivatedTimeStamp Time of deactivation
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* @param cooldown The length of the cooldown
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* @param cooldown The length of the cooldown
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* @param player The Player to check for cooldown perks
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*
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* @return the number of seconds remaining before the cooldown expires
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* @return the number of seconds remaining before the cooldown expires
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*/
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*/
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public static int calculateTimeLeft(long deactivatedTimeStamp, int cooldown, Player player) {
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public static int calculateTimeLeft(long deactivatedTimeStamp, int cooldown, Player player) {
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return (int) (((deactivatedTimeStamp + (PerksUtils.handleCooldownPerks(player, cooldown) * Misc.TIME_CONVERSION_FACTOR)) - System.currentTimeMillis()) / Misc.TIME_CONVERSION_FACTOR);
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return (int) (((deactivatedTimeStamp + (PerksUtils.handleCooldownPerks(player, cooldown) * Misc.TIME_CONVERSION_FACTOR)) - System.currentTimeMillis()) / Misc.TIME_CONVERSION_FACTOR);
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}
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}
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/**
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* Check if the cooldown has expired.
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* This does NOT account for cooldown perks!
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*
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* @param deactivatedTimeStamp Time of deactivation in seconds
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* @param cooldown The length of the cooldown in seconds
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*
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* @return true if the cooldown is expired
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*/
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public static boolean cooldownExpired(long deactivatedTimeStamp, int cooldown) {
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return (System.currentTimeMillis() >= (deactivatedTimeStamp + cooldown) * Misc.TIME_CONVERSION_FACTOR);
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}
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/**
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/**
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* Process activating abilities & readying the tool.
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* Process activating abilities & readying the tool.
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*
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*
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