Burn it with fire

This commit is contained in:
nossr50 2018-12-27 03:04:55 -08:00
parent 7a6b8e3156
commit 3831ca6b0f
15 changed files with 164 additions and 80 deletions

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@ -9,6 +9,7 @@ Key:
Version 2.0.1 Version 2.0.1
! mcMMO skills will now be on a scale from 1-100 instead of 0-1000 (I'll be explaining this in a write-up) ! mcMMO skills will now be on a scale from 1-100 instead of 0-1000 (I'll be explaining this in a write-up)
! Refactored some unreadable code relating to SecondaryAbility activation in SkillUtils
Version 2.0.0 Version 2.0.0

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@ -1,5 +1,6 @@
package com.gmail.nossr50.skills.acrobatics; package com.gmail.nossr50.skills.acrobatics;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import org.bukkit.Location; import org.bukkit.Location;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.enchantments.Enchantment; import org.bukkit.enchantments.Enchantment;
@ -54,7 +55,7 @@ public class AcrobaticsManager extends SkillManager {
double modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier); double modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier);
Player player = getPlayer(); Player player = getPlayer();
if (!isFatal(modifiedDamage) && SkillUtils.activationSuccessful(SecondaryAbility.DODGE, player, getSkillLevel(), activationChance)) { if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.DODGE, player, this.skill, getSkillLevel(), activationChance)) {
ParticleEffectUtils.playDodgeEffect(player); ParticleEffectUtils.playDodgeEffect(player);
if (mcMMOPlayer.useChatNotifications()) { if (mcMMOPlayer.useChatNotifications()) {
@ -87,7 +88,7 @@ public class AcrobaticsManager extends SkillManager {
double modifiedDamage = Acrobatics.calculateModifiedRollDamage(damage, Acrobatics.rollThreshold); double modifiedDamage = Acrobatics.calculateModifiedRollDamage(damage, Acrobatics.rollThreshold);
if (!isFatal(modifiedDamage) && SkillUtils.activationSuccessful(SecondaryAbility.ROLL, player, getSkillLevel(), activationChance)) { if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.ROLL, player, this.skill, getSkillLevel(), activationChance)) {
player.sendMessage(LocaleLoader.getString("Acrobatics.Roll.Text")); player.sendMessage(LocaleLoader.getString("Acrobatics.Roll.Text"));
applyXpGain(calculateRollXP(damage, true), XPGainReason.PVE); applyXpGain(calculateRollXP(damage, true), XPGainReason.PVE);
@ -111,7 +112,7 @@ public class AcrobaticsManager extends SkillManager {
private double gracefulRollCheck(double damage) { private double gracefulRollCheck(double damage) {
double modifiedDamage = Acrobatics.calculateModifiedRollDamage(damage, Acrobatics.gracefulRollThreshold); double modifiedDamage = Acrobatics.calculateModifiedRollDamage(damage, Acrobatics.gracefulRollThreshold);
if (!isFatal(modifiedDamage) && SkillUtils.activationSuccessful(SecondaryAbility.GRACEFUL_ROLL, getPlayer(), getSkillLevel(), activationChance)) { if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.GRACEFUL_ROLL, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
getPlayer().sendMessage(LocaleLoader.getString("Acrobatics.Ability.Proc")); getPlayer().sendMessage(LocaleLoader.getString("Acrobatics.Ability.Proc"));
applyXpGain(calculateRollXP(damage, true), XPGainReason.PVE); applyXpGain(calculateRollXP(damage, true), XPGainReason.PVE);

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@ -1,5 +1,6 @@
package com.gmail.nossr50.skills.archery; package com.gmail.nossr50.skills.archery;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import org.bukkit.Location; import org.bukkit.Location;
import org.bukkit.entity.Entity; import org.bukkit.entity.Entity;
import org.bukkit.entity.LivingEntity; import org.bukkit.entity.LivingEntity;
@ -58,7 +59,7 @@ public class ArcheryManager extends SkillManager {
* @param target The {@link LivingEntity} damaged by the arrow * @param target The {@link LivingEntity} damaged by the arrow
*/ */
public void retrieveArrows(LivingEntity target) { public void retrieveArrows(LivingEntity target) {
if (SkillUtils.activationSuccessful(SecondaryAbility.RETRIEVE, getPlayer(), getSkillLevel(), activationChance)) { if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.RETRIEVE, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
Archery.incrementTrackerValue(target); Archery.incrementTrackerValue(target);
} }
} }
@ -69,7 +70,7 @@ public class ArcheryManager extends SkillManager {
* @param defender The {@link Player} being affected by the ability * @param defender The {@link Player} being affected by the ability
*/ */
public double daze(Player defender) { public double daze(Player defender) {
if (!SkillUtils.activationSuccessful(SecondaryAbility.DAZE, getPlayer(), getSkillLevel(), activationChance)) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.DAZE, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
return 0; return 0;
} }
@ -96,7 +97,7 @@ public class ArcheryManager extends SkillManager {
* @param damage The amount of damage initially dealt by the event * @param damage The amount of damage initially dealt by the event
*/ */
public double skillShot(double damage) { public double skillShot(double damage) {
if (!SkillUtils.activationSuccessful(SecondaryAbility.SKILL_SHOT, getPlayer())) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.ALWAYS_FIRES, SecondaryAbility.SKILL_SHOT, getPlayer(), null, 0, 0)) {
return damage; return damage;
} }

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@ -2,6 +2,7 @@ package com.gmail.nossr50.skills.axes;
import java.util.Map; import java.util.Map;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import org.bukkit.entity.LivingEntity; import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import org.bukkit.event.entity.EntityDamageEvent.DamageModifier; import org.bukkit.event.entity.EntityDamageEvent.DamageModifier;
@ -54,7 +55,7 @@ public class AxesManager extends SkillManager {
* Handle the effects of the Axe Mastery ability * Handle the effects of the Axe Mastery ability
*/ */
public double axeMastery() { public double axeMastery() {
if (!SkillUtils.activationSuccessful(SecondaryAbility.AXE_MASTERY, getPlayer())) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.ALWAYS_FIRES, SecondaryAbility.AXE_MASTERY, getPlayer(), null, 0, 0)) {
return 0; return 0;
} }
@ -68,7 +69,7 @@ public class AxesManager extends SkillManager {
* @param damage The amount of damage initially dealt by the event * @param damage The amount of damage initially dealt by the event
*/ */
public double criticalHit(LivingEntity target, double damage) { public double criticalHit(LivingEntity target, double damage) {
if (!SkillUtils.activationSuccessful(SecondaryAbility.CRITICAL_HIT, getPlayer(), getSkillLevel(), activationChance)) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.CRITICAL_HIT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
return 0; return 0;
} }
@ -104,7 +105,7 @@ public class AxesManager extends SkillManager {
for (ItemStack armor : target.getEquipment().getArmorContents()) { for (ItemStack armor : target.getEquipment().getArmorContents()) {
if (armor != null && ItemUtils.isArmor(armor)) { if (armor != null && ItemUtils.isArmor(armor)) {
if (SkillUtils.activationSuccessful(SecondaryAbility.ARMOR_IMPACT, getPlayer(), Axes.impactChance, activationChance)) { if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_STATIC_CHANCE, SecondaryAbility.ARMOR_IMPACT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
SkillUtils.handleDurabilityChange(armor, durabilityDamage, Axes.impactMaxDurabilityModifier); SkillUtils.handleDurabilityChange(armor, durabilityDamage, Axes.impactMaxDurabilityModifier);
} }
} }
@ -117,7 +118,8 @@ public class AxesManager extends SkillManager {
* @param target The {@link LivingEntity} being affected by the ability * @param target The {@link LivingEntity} being affected by the ability
*/ */
public double greaterImpact(LivingEntity target) { public double greaterImpact(LivingEntity target) {
if (!SkillUtils.activationSuccessful(SecondaryAbility.GREATER_IMPACT, getPlayer(), Axes.greaterImpactChance, activationChance)) { //static chance (3rd param)
if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_STATIC_CHANCE, SecondaryAbility.GREATER_IMPACT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
return 0; return 0;
} }

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@ -12,6 +12,7 @@ import com.gmail.nossr50.mcMMO;
import com.gmail.nossr50.runnables.skills.HerbalismBlockUpdaterTask; import com.gmail.nossr50.runnables.skills.HerbalismBlockUpdaterTask;
import com.gmail.nossr50.skills.SkillManager; import com.gmail.nossr50.skills.SkillManager;
import com.gmail.nossr50.util.*; import com.gmail.nossr50.util.*;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import com.gmail.nossr50.util.skills.SkillUtils; import com.gmail.nossr50.util.skills.SkillUtils;
import org.bukkit.Location; import org.bukkit.Location;
import org.bukkit.Material; import org.bukkit.Material;
@ -157,7 +158,7 @@ public class HerbalismManager extends SkillManager {
} }
for (int i = greenTerra ? 2 : 1; i != 0; i--) { for (int i = greenTerra ? 2 : 1; i != 0; i--) {
if (SkillUtils.activationSuccessful(SecondaryAbility.HERBALISM_DOUBLE_DROPS, getPlayer(), getSkillLevel(), activationChance)) { if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.HERBALISM_DOUBLE_DROPS, player, this.skill, getSkillLevel(), activationChance)) {
for (ItemStack item : drops) { for (ItemStack item : drops) {
Misc.dropItems(Misc.getBlockCenter(blockState), item, amount); Misc.dropItems(Misc.getBlockCenter(blockState), item, amount);
} }
@ -172,7 +173,7 @@ public class HerbalismManager extends SkillManager {
* @return true if the ability was successful, false otherwise * @return true if the ability was successful, false otherwise
*/ */
public boolean processGreenThumbBlocks(BlockState blockState) { public boolean processGreenThumbBlocks(BlockState blockState) {
if (!SkillUtils.activationSuccessful(SecondaryAbility.GREEN_THUMB_BLOCK, getPlayer(), getSkillLevel(), activationChance)) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.GREEN_THUMB_BLOCK, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
getPlayer().sendMessage(LocaleLoader.getString("Herbalism.Ability.GTh.Fail")); getPlayer().sendMessage(LocaleLoader.getString("Herbalism.Ability.GTh.Fail"));
return false; return false;
} }
@ -187,7 +188,7 @@ public class HerbalismManager extends SkillManager {
* @return true if the ability was successful, false otherwise * @return true if the ability was successful, false otherwise
*/ */
public boolean processHylianLuck(BlockState blockState) { public boolean processHylianLuck(BlockState blockState) {
if (!SkillUtils.activationSuccessful(SecondaryAbility.HYLIAN_LUCK, getPlayer(), getSkillLevel(), activationChance)) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.HYLIAN_LUCK, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
return false; return false;
} }
@ -242,7 +243,7 @@ public class HerbalismManager extends SkillManager {
playerInventory.removeItem(new ItemStack(Material.RED_MUSHROOM)); playerInventory.removeItem(new ItemStack(Material.RED_MUSHROOM));
player.updateInventory(); player.updateInventory();
if (!SkillUtils.activationSuccessful(SecondaryAbility.SHROOM_THUMB, getPlayer(), getSkillLevel(), activationChance)) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.SHROOM_THUMB, player, this.skill, getSkillLevel(), activationChance)) {
player.sendMessage(LocaleLoader.getString("Herbalism.Ability.ShroomThumb.Fail")); player.sendMessage(LocaleLoader.getString("Herbalism.Ability.ShroomThumb.Fail"));
return false; return false;
} }
@ -299,7 +300,7 @@ public class HerbalismManager extends SkillManager {
return; return;
} }
if (!greenTerra && !SkillUtils.activationSuccessful(SecondaryAbility.GREEN_THUMB_PLANT, getPlayer(), getSkillLevel(), activationChance)) { if (!greenTerra && !SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.GREEN_THUMB_PLANT, player, this.skill, getSkillLevel(), activationChance)) {
return; return;
} }

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@ -15,6 +15,7 @@ import com.gmail.nossr50.util.BlockUtils;
import com.gmail.nossr50.util.EventUtils; import com.gmail.nossr50.util.EventUtils;
import com.gmail.nossr50.util.Misc; import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.Permissions; import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import com.gmail.nossr50.util.skills.SkillUtils; import com.gmail.nossr50.util.skills.SkillUtils;
import org.bukkit.inventory.ItemStack; import org.bukkit.inventory.ItemStack;
import org.bukkit.Material; import org.bukkit.Material;
@ -76,8 +77,9 @@ public class MiningManager extends SkillManager {
boolean silkTouch = player.getInventory().getItemInMainHand().containsEnchantment(Enchantment.SILK_TOUCH); boolean silkTouch = player.getInventory().getItemInMainHand().containsEnchantment(Enchantment.SILK_TOUCH);
//TODO: Make this readable
for (int i = mcMMOPlayer.getAbilityMode(skill.getAbility()) ? 2 : 1; i != 0; i--) { for (int i = mcMMOPlayer.getAbilityMode(skill.getAbility()) ? 2 : 1; i != 0; i--) {
if (SkillUtils.activationSuccessful(SecondaryAbility.MINING_DOUBLE_DROPS, getPlayer(), getSkillLevel(), activationChance)) { if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.MINING_DOUBLE_DROPS, player, this.skill, getSkillLevel(), activationChance)) {
if (silkTouch) { if (silkTouch) {
Mining.handleSilkTouchDrops(blockState); Mining.handleSilkTouchDrops(blockState);
} }

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@ -15,6 +15,7 @@ import com.gmail.nossr50.util.EventUtils;
import com.gmail.nossr50.util.Misc; import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.Permissions; import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.StringUtils; import com.gmail.nossr50.util.StringUtils;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import com.gmail.nossr50.util.skills.SkillUtils; import com.gmail.nossr50.util.skills.SkillUtils;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.Sound; import org.bukkit.Sound;
@ -266,7 +267,7 @@ public class RepairManager extends SkillManager {
* @return true if bonus granted, false otherwise * @return true if bonus granted, false otherwise
*/ */
private boolean checkPlayerProcRepair() { private boolean checkPlayerProcRepair() {
if (SkillUtils.activationSuccessful(SecondaryAbility.SUPER_REPAIR, getPlayer(), getSkillLevel(), activationChance)) { if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.SUPER_REPAIR, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
getPlayer().sendMessage(LocaleLoader.getString("Repair.Skills.FeltEasy")); getPlayer().sendMessage(LocaleLoader.getString("Repair.Skills.FeltEasy"));
return true; return true;
} }

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@ -16,6 +16,7 @@ import com.gmail.nossr50.util.EventUtils;
import com.gmail.nossr50.util.Misc; import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.Permissions; import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.skills.ParticleEffectUtils; import com.gmail.nossr50.util.skills.ParticleEffectUtils;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import com.gmail.nossr50.util.skills.SkillUtils; import com.gmail.nossr50.util.skills.SkillUtils;
import org.bukkit.ChatColor; import org.bukkit.ChatColor;
import org.bukkit.Material; import org.bukkit.Material;
@ -40,7 +41,7 @@ public class SmeltingManager extends SkillManager {
} }
public boolean isSecondSmeltSuccessful() { public boolean isSecondSmeltSuccessful() {
return Permissions.secondaryAbilityEnabled(getPlayer(), SecondaryAbility.SECOND_SMELT) && SkillUtils.activationSuccessful(SecondaryAbility.SECOND_SMELT, getPlayer(), getSkillLevel(), activationChance); return Permissions.secondaryAbilityEnabled(getPlayer(), SecondaryAbility.SECOND_SMELT) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.SECOND_SMELT, getPlayer(), this.skill, getSkillLevel(), activationChance);
} }
/** /**

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@ -2,6 +2,7 @@ package com.gmail.nossr50.skills.swords;
import java.util.Map; import java.util.Map;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import org.bukkit.entity.Entity; import org.bukkit.entity.Entity;
import org.bukkit.entity.LivingEntity; import org.bukkit.entity.LivingEntity;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
@ -48,7 +49,7 @@ public class SwordsManager extends SkillManager {
* @param target The defending entity * @param target The defending entity
*/ */
public void bleedCheck(LivingEntity target) { public void bleedCheck(LivingEntity target) {
if (SkillUtils.activationSuccessful(SecondaryAbility.BLEED, getPlayer(), getSkillLevel(), activationChance)) { if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.BLEED, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
if (getSkillLevel() >= AdvancedConfig.getInstance().getMaxBonusLevel(SecondaryAbility.BLEED)) { if (getSkillLevel() >= AdvancedConfig.getInstance().getMaxBonusLevel(SecondaryAbility.BLEED)) {
BleedTimerTask.add(target, Swords.bleedMaxTicks); BleedTimerTask.add(target, Swords.bleedMaxTicks);
@ -82,7 +83,7 @@ public class SwordsManager extends SkillManager {
return; return;
} }
if (SkillUtils.activationSuccessful(SecondaryAbility.COUNTER, getPlayer(), getSkillLevel(), activationChance)) { if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.COUNTER, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
CombatUtils.dealDamage(attacker, damage / Swords.counterAttackModifier, getPlayer()); CombatUtils.dealDamage(attacker, damage / Swords.counterAttackModifier, getPlayer());
getPlayer().sendMessage(LocaleLoader.getString("Swords.Combat.Countered")); getPlayer().sendMessage(LocaleLoader.getString("Swords.Combat.Countered"));

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@ -18,6 +18,7 @@ import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.StringUtils; import com.gmail.nossr50.util.StringUtils;
import com.gmail.nossr50.util.player.UserManager; import com.gmail.nossr50.util.player.UserManager;
import com.gmail.nossr50.util.skills.ParticleEffectUtils; import com.gmail.nossr50.util.skills.ParticleEffectUtils;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import com.gmail.nossr50.util.skills.SkillUtils; import com.gmail.nossr50.util.skills.SkillUtils;
import org.bukkit.Location; import org.bukkit.Location;
import org.bukkit.Sound; import org.bukkit.Sound;
@ -83,7 +84,8 @@ public class TamingManager extends SkillManager {
* @param damage The damage being absorbed by the wolf * @param damage The damage being absorbed by the wolf
*/ */
public void fastFoodService(Wolf wolf, double damage) { public void fastFoodService(Wolf wolf, double damage) {
if (!SkillUtils.activationSuccessful(SecondaryAbility.FAST_FOOD, getPlayer(), Taming.fastFoodServiceActivationChance, activationChance)) { //static chance (3rd param)
if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_STATIC_CHANCE, SecondaryAbility.FAST_FOOD, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
return; return;
} }
@ -103,7 +105,7 @@ public class TamingManager extends SkillManager {
* @param damage The initial damage * @param damage The initial damage
*/ */
public double gore(LivingEntity target, double damage) { public double gore(LivingEntity target, double damage) {
if (!SkillUtils.activationSuccessful(SecondaryAbility.GORE, getPlayer(), getSkillLevel(), activationChance)) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.GORE, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
return 0; return 0;
} }

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@ -14,6 +14,7 @@ import com.gmail.nossr50.util.ItemUtils;
import com.gmail.nossr50.util.Misc; import com.gmail.nossr50.util.Misc;
import com.gmail.nossr50.util.Permissions; import com.gmail.nossr50.util.Permissions;
import com.gmail.nossr50.util.player.UserManager; import com.gmail.nossr50.util.player.UserManager;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import com.gmail.nossr50.util.skills.SkillUtils; import com.gmail.nossr50.util.skills.SkillUtils;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.block.BlockState; import org.bukkit.block.BlockState;
@ -55,7 +56,7 @@ public class UnarmedManager extends SkillManager {
} }
public boolean blockCrackerCheck(BlockState blockState) { public boolean blockCrackerCheck(BlockState blockState) {
if (!SkillUtils.activationSuccessful(SecondaryAbility.BLOCK_CRACKER, getPlayer())) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.ALWAYS_FIRES, SecondaryAbility.BLOCK_CRACKER, getPlayer(), null, 0, 0)) {
return false; return false;
} }
@ -81,7 +82,7 @@ public class UnarmedManager extends SkillManager {
* @param defender The defending player * @param defender The defending player
*/ */
public void disarmCheck(Player defender) { public void disarmCheck(Player defender) {
if (SkillUtils.activationSuccessful(SecondaryAbility.DISARM, getPlayer(), getSkillLevel(), activationChance) && !hasIronGrip(defender)) { if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.DISARM, getPlayer(), this.skill, getSkillLevel(), activationChance) && !hasIronGrip(defender)) {
if (EventUtils.callDisarmEvent(defender).isCancelled()) { if (EventUtils.callDisarmEvent(defender).isCancelled()) {
return; return;
} }
@ -101,7 +102,7 @@ public class UnarmedManager extends SkillManager {
* Check for arrow deflection. * Check for arrow deflection.
*/ */
public boolean deflectCheck() { public boolean deflectCheck() {
if (SkillUtils.activationSuccessful(SecondaryAbility.DEFLECT, getPlayer(), getSkillLevel(), activationChance)) { if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.DEFLECT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
getPlayer().sendMessage(LocaleLoader.getString("Combat.ArrowDeflect")); getPlayer().sendMessage(LocaleLoader.getString("Combat.ArrowDeflect"));
return true; return true;
} }
@ -124,10 +125,11 @@ public class UnarmedManager extends SkillManager {
* Handle the effects of the Iron Arm ability * Handle the effects of the Iron Arm ability
*/ */
public double ironArm() { public double ironArm() {
if (!SkillUtils.activationSuccessful(SecondaryAbility.IRON_ARM, getPlayer())) { if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.ALWAYS_FIRES, SecondaryAbility.IRON_ARM, getPlayer(), null, 0, 0)) {
return 0; return 0;
} }
//linear check no cap
return Math.min(Unarmed.ironArmMinBonusDamage + (getSkillLevel() / Unarmed.ironArmIncreaseLevel), Unarmed.ironArmMaxBonusDamage); return Math.min(Unarmed.ironArmMinBonusDamage + (getSkillLevel() / Unarmed.ironArmIncreaseLevel), Unarmed.ironArmMaxBonusDamage);
} }
@ -138,7 +140,7 @@ public class UnarmedManager extends SkillManager {
* @return true if the defender was not disarmed, false otherwise * @return true if the defender was not disarmed, false otherwise
*/ */
private boolean hasIronGrip(Player defender) { private boolean hasIronGrip(Player defender) {
if (!Misc.isNPCEntity(defender) && Permissions.secondaryAbilityEnabled(defender, SecondaryAbility.IRON_GRIP) && SkillUtils.activationSuccessful(SecondaryAbility.IRON_GRIP, defender, skill)) { if (!Misc.isNPCEntity(defender) && Permissions.secondaryAbilityEnabled(defender, SecondaryAbility.IRON_GRIP) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_NO_CAP, SecondaryAbility.IRON_GRIP, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
defender.sendMessage(LocaleLoader.getString("Unarmed.Ability.IronGrip.Defender")); defender.sendMessage(LocaleLoader.getString("Unarmed.Ability.IronGrip.Defender"));
getPlayer().sendMessage(LocaleLoader.getString("Unarmed.Ability.IronGrip.Attacker")); getPlayer().sendMessage(LocaleLoader.getString("Unarmed.Ability.IronGrip.Attacker"));

View File

@ -13,6 +13,7 @@ import com.gmail.nossr50.skills.SkillManager;
import com.gmail.nossr50.skills.woodcutting.Woodcutting.ExperienceGainMethod; import com.gmail.nossr50.skills.woodcutting.Woodcutting.ExperienceGainMethod;
import com.gmail.nossr50.util.*; import com.gmail.nossr50.util.*;
import com.gmail.nossr50.util.skills.CombatUtils; import com.gmail.nossr50.util.skills.CombatUtils;
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
import com.gmail.nossr50.util.skills.SkillUtils; import com.gmail.nossr50.util.skills.SkillUtils;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.block.Block; import org.bukkit.block.Block;
@ -38,7 +39,7 @@ public class WoodcuttingManager extends SkillManager {
} }
protected boolean canGetDoubleDrops() { protected boolean canGetDoubleDrops() {
return Permissions.secondaryAbilityEnabled(getPlayer(), SecondaryAbility.WOODCUTTING_DOUBLE_DROPS) && SkillUtils.activationSuccessful(SecondaryAbility.WOODCUTTING_DOUBLE_DROPS, getPlayer(), getSkillLevel(), activationChance); return Permissions.secondaryAbilityEnabled(getPlayer(), SecondaryAbility.WOODCUTTING_DOUBLE_DROPS) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.WOODCUTTING_DOUBLE_DROPS, getPlayer(), this.skill, getSkillLevel(), activationChance);
} }
/** /**

View File

@ -0,0 +1,11 @@
package com.gmail.nossr50.util.skills;
/**
* Defines the type of random calculations to use with a given skill
*/
public enum SecondarySkillActivationType {
RANDOM_LINEAR_100_SCALE_NO_CAP, //A skill level of 100 would guarantee the proc with this
RANDOM_LINEAR_100_SCALE_WITH_CAP, //This one is based on a scale of 1-100 but with a specified cap for max bonus
RANDOM_STATIC_CHANCE, //The skill always has a SPECIFIC chance to succeed
ALWAYS_FIRES //This skill isn't chance based and always fires
}

View File

@ -25,7 +25,6 @@ import org.bukkit.inventory.Recipe;
import org.bukkit.inventory.ShapedRecipe; import org.bukkit.inventory.ShapedRecipe;
import org.bukkit.inventory.ShapelessRecipe; import org.bukkit.inventory.ShapelessRecipe;
import org.bukkit.inventory.meta.ItemMeta; import org.bukkit.inventory.meta.ItemMeta;
import org.bukkit.block.data.BlockData;
import org.bukkit.potion.PotionEffect; import org.bukkit.potion.PotionEffect;
import org.bukkit.potion.PotionEffectType; import org.bukkit.potion.PotionEffectType;
@ -198,43 +197,101 @@ public class SkillUtils {
itemStack.setDurability((short) Math.min(itemStack.getDurability() + durabilityModifier, maxDurability)); itemStack.setDurability((short) Math.min(itemStack.getDurability() + durabilityModifier, maxDurability));
} }
public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player, SkillType skill) { /**
return activationSuccessful(skillAbility, player, UserManager.getPlayer(player).getSkillLevel(skill), PerksUtils.handleLuckyPerks(player, skill)); * Checks whether or not the given skill succeeds
} * @param skillAbility The ability corresponding to this check
* @param player The player whose skill levels we are checking against
public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player, int skillLevel, int activationChance) { * @param skillLevel The skill level of the corresponding skill
return activationSuccessful(skillAbility, player, skillLevel, activationChance, AdvancedConfig.getInstance().getMaxChance(skillAbility), AdvancedConfig.getInstance().getMaxBonusLevel(skillAbility)); * @param activationChance used to determine activation chance
} * @param maxChance maximum chance
* @param maxLevel maximum skill level bonus
public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player, int skillLevel, int activationChance, double maxChance, int maxLevel) { * @return true if random chance succeeds and the event isn't cancelled
*/
private static boolean performRandomSkillCheck(SecondaryAbility skillAbility, Player player, int skillLevel, int activationChance, double maxChance, int maxLevel) {
double chance = (maxChance / maxLevel) * Math.min(skillLevel, maxLevel) / activationChance; double chance = (maxChance / maxLevel) * Math.min(skillLevel, maxLevel) / activationChance;
return propagateSecondaryAbilityEvent(skillAbility, player, activationChance, chance); return performRandomSkillCheckStatic(skillAbility, player, activationChance, chance);
} }
/** /**
* Sends an event out regarding activation of RNG based sub-skills * This method is the final step in determining if a Sub-Skill / Secondary Skill in mcMMO successfully activates either from chance or otherwise
* @param skillAbility The random-chance ability *
* @param player The player that the skill belong to * There are 4 types of Sub-Skill / Secondary Skill activations in mcMMO
* @param activationChance parameter used in activation calculations * 1) Random Chance with a linear increase to 100% (At 100 Skill Level)
* @param chance parameter used in activation calculations * 2) Random Chance with a linear increase to 100% at 100 Skill Level but caps out earlier in the curve (At x/100 Skill Level)
* @return returns true if successful * 3) Random Chance with a pre-determined activation roll and threshold roll
* 4) Skills that are not chance based
*
* Random skills check for success based on numbers and then fire a cancellable event, if that event is not cancelled they succeed
* All other skills just fire the cancellable event and succeed if it is not cancelled
*
* @param skillAbility The identifier for this specific sub-skill
* @param player The owner of this sub-skill
* @param skill The identifier for the parent of our sub-skill
* @param activationChance This is the value that we roll against, 100 is normal, and 75 is for lucky perk
* @param secondarySkillActivationType this value represents what kind of activation procedures this sub-skill uses
* @return returns true if all conditions are met and they event is not cancelled
*/ */
private static boolean propagateSecondaryAbilityEvent(SecondaryAbility skillAbility, Player player, int activationChance, double chance) { public static boolean isActivationSuccessful(SecondarySkillActivationType secondarySkillActivationType, SecondaryAbility skillAbility, Player player,
SkillType skill, int skillLevel, int activationChance)
{
//Maximum chance to succeed
double maxChance = AdvancedConfig.getInstance().getMaxChance(skillAbility);
//Maximum roll we can make
int maxBonusLevel = AdvancedConfig.getInstance().getMaxBonusLevel(skillAbility);
switch(secondarySkillActivationType)
{
//100 Skill = Guaranteed
case RANDOM_LINEAR_100_SCALE_NO_CAP:
return performRandomSkillCheck(skillAbility, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), 100.0D, 100);
case RANDOM_LINEAR_100_SCALE_WITH_CAP:
return performRandomSkillCheck(skillAbility, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), AdvancedConfig.getInstance().getMaxChance(skillAbility), AdvancedConfig.getInstance().getMaxBonusLevel(skillAbility));
case RANDOM_STATIC_CHANCE:
//Grab the static activation chance of this skill
double staticRoll = getSecondaryAbilityStaticChance(skillAbility) / activationChance;
return performRandomSkillCheckStatic(skillAbility, player, activationChance, staticRoll);
case ALWAYS_FIRES:
SecondaryAbilityEvent event = EventUtils.callSecondaryAbilityEvent(player, skillAbility);
return !event.isCancelled();
default:
return false;
}
}
/**
* Grabs static activation rolls for Secondary Abilities
* @param secondaryAbility The secondary ability to grab properties of
* @return The static activation roll involved in the RNG calculation
*/
public static double getSecondaryAbilityStaticChance(SecondaryAbility secondaryAbility)
{
switch(secondaryAbility)
{
case ARMOR_IMPACT:
return AdvancedConfig.getInstance().getImpactChance();
case GREATER_IMPACT:
return AdvancedConfig.getInstance().getGreaterImpactChance();
case FAST_FOOD:
return AdvancedConfig.getInstance().getFastFoodChance();
default:
return 100.0D;
}
}
/**
* Used to determine whether or not a sub-skill activates from random chance (using static values)
* @param skillAbility The identifier for this specific sub-skill
* @param player The owner of this sub-skill
* @param activationChance This is the value that we roll against, 100 is normal, and 75 is for lucky perk
* @param chance This is the static modifier for our random calculations
* @return true if random chance was successful and the event wasn't cancelled
*/
private static boolean performRandomSkillCheckStatic(SecondaryAbility skillAbility, Player player, int activationChance, double chance) {
SecondaryAbilityWeightedActivationCheckEvent event = new SecondaryAbilityWeightedActivationCheckEvent(player, skillAbility, chance); SecondaryAbilityWeightedActivationCheckEvent event = new SecondaryAbilityWeightedActivationCheckEvent(player, skillAbility, chance);
mcMMO.p.getServer().getPluginManager().callEvent(event); mcMMO.p.getServer().getPluginManager().callEvent(event);
return (event.getChance() * activationChance) > Misc.getRandom().nextInt(activationChance) && !event.isCancelled(); return (event.getChance() * activationChance) > Misc.getRandom().nextInt(activationChance) && !event.isCancelled();
} }
public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player, double staticChance, int activationChance) {
double chance = staticChance / activationChance;
return propagateSecondaryAbilityEvent(skillAbility, player, activationChance, chance);
}
public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player) {
SecondaryAbilityEvent event = EventUtils.callSecondaryAbilityEvent(player, skillAbility);
return !event.isCancelled();
}
public static boolean treasureDropSuccessful(Player player, double dropChance, int activationChance) { public static boolean treasureDropSuccessful(Player player, double dropChance, int activationChance) {
SecondaryAbilityWeightedActivationCheckEvent event = new SecondaryAbilityWeightedActivationCheckEvent(player, SecondaryAbility.EXCAVATION_TREASURE_HUNTER, dropChance / activationChance); SecondaryAbilityWeightedActivationCheckEvent event = new SecondaryAbilityWeightedActivationCheckEvent(player, SecondaryAbility.EXCAVATION_TREASURE_HUNTER, dropChance / activationChance);
mcMMO.p.getServer().getPluginManager().callEvent(event); mcMMO.p.getServer().getPluginManager().callEvent(event);

View File

@ -29,7 +29,7 @@ Skills:
# MaxBonusLevel: On this level or higher, the dodge chance will not go higher than <ChanceMax> # MaxBonusLevel: On this level or higher, the dodge chance will not go higher than <ChanceMax>
# DamageModifier: Dodge damage will be divided by this modifier # DamageModifier: Dodge damage will be divided by this modifier
ChanceMax: 20.0 ChanceMax: 20.0
MaxBonusLevel: 800 MaxBonusLevel: 80
DamageModifier: 2.0 DamageModifier: 2.0
Roll: Roll:
@ -37,7 +37,7 @@ Skills:
# MaxBonusLevel: On this level or higher, the roll chance will not go higher than <ChanceMax> # MaxBonusLevel: On this level or higher, the roll chance will not go higher than <ChanceMax>
# DamageThreshold: The max damage a player can negate with a roll # DamageThreshold: The max damage a player can negate with a roll
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
DamageThreshold: 7.0 DamageThreshold: 7.0
GracefulRoll: GracefulRoll:
@ -45,7 +45,7 @@ Skills:
# MaxBonusLevel: On this level or higher, the graceful roll chance will not go higher than <ChanceMax> # MaxBonusLevel: On this level or higher, the graceful roll chance will not go higher than <ChanceMax>
# DamageThreshold: The max damage a player can negate with a graceful roll # DamageThreshold: The max damage a player can negate with a graceful roll
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 500 MaxBonusLevel: 50
DamageThreshold: 14.0 DamageThreshold: 14.0
# #
# Settings for Alchemy # Settings for Alchemy
@ -57,7 +57,7 @@ Skills:
# MinSpeed: Minimum brewing speed allowed when at <UnlockLevel> or lower # MinSpeed: Minimum brewing speed allowed when at <UnlockLevel> or lower
# MaxSpeed: Maximum brewing speed allowed when at <MaxBonusLevel> or higher # MaxSpeed: Maximum brewing speed allowed when at <MaxBonusLevel> or higher
UnlockLevel: 100 UnlockLevel: 100
MaxBonusLevel: 1000 MaxBonusLevel: 100
MinSpeed: 1.0 MinSpeed: 1.0
MaxSpeed: 4.0 MaxSpeed: 4.0
@ -89,14 +89,14 @@ Skills:
# MaxBonusLevel: Maximum bonus level of Daze, when a player reaches this level his chance of causing a daze will be <ChanceMax> # MaxBonusLevel: Maximum bonus level of Daze, when a player reaches this level his chance of causing a daze will be <ChanceMax>
# Modifier: Extra damage for arrows that cause a daze (2 damage = 1 heart) # Modifier: Extra damage for arrows that cause a daze (2 damage = 1 heart)
ChanceMax: 50.0 ChanceMax: 50.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
BonusDamage: 4.0 BonusDamage: 4.0
Retrieve: Retrieve:
# ChanceMax: Maximum chance of retrieving arrows when on <MaxBonusLevel> or higher # ChanceMax: Maximum chance of retrieving arrows when on <MaxBonusLevel> or higher
# MaxBonusLevel: Maximum bonus level for Arrow retrieval, at this level the chance of retrieving arrows from mobs is <ChanceMax> # MaxBonusLevel: Maximum bonus level for Arrow retrieval, at this level the chance of retrieving arrows from mobs is <ChanceMax>
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
# ForceMultiplier: Multiply the force of the bow by this for an XP boost. # ForceMultiplier: Multiply the force of the bow by this for an XP boost.
ForceMultiplier: 2.0 ForceMultiplier: 2.0
@ -108,7 +108,7 @@ Skills:
# MaxBonus: Maximum bonus damage when on <MaxBonusLevel> or higher # MaxBonus: Maximum bonus damage when on <MaxBonusLevel> or higher
# MaxBonusLevel: Level where <MaxBonus> is reached # MaxBonusLevel: Level where <MaxBonus> is reached
MaxBonus: 4.0 MaxBonus: 4.0
MaxBonusLevel: 200 MaxBonusLevel: 20
CriticalHit: CriticalHit:
# ChanceMax: Maximum chance of causing a critical hit when on <MaxBonusLevel> or higher # ChanceMax: Maximum chance of causing a critical hit when on <MaxBonusLevel> or higher
@ -203,25 +203,25 @@ Skills:
# MaxBonusLevel: On this level, GreenThumb chance will be <ChanceMax> # MaxBonusLevel: On this level, GreenThumb chance will be <ChanceMax>
StageChange: 200 StageChange: 200
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1500 MaxBonusLevel: 150
DoubleDrops: DoubleDrops:
# ChanceMax: Maximum chance of receiving double drops when on <MaxBonusLevel> or higher # ChanceMax: Maximum chance of receiving double drops when on <MaxBonusLevel> or higher
# MaxBonusLevel: Level when <ChanceMax> of receiving double drops is reached # MaxBonusLevel: Level when <ChanceMax> of receiving double drops is reached
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
HylianLuck: HylianLuck:
# ChanceMax: Maximum chance of Hylian Luck when on <MaxBonusLevel> or higher # ChanceMax: Maximum chance of Hylian Luck when on <MaxBonusLevel> or higher
# MaxBonusLevel: On this level, Hylian Luck chance will be <ChanceMax> # MaxBonusLevel: On this level, Hylian Luck chance will be <ChanceMax>
ChanceMax: 10.0 ChanceMax: 10.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
ShroomThumb: ShroomThumb:
# ChanceMax: Maximum chance of ShroomThumb when on <MaxBonusLevel> or higher # ChanceMax: Maximum chance of ShroomThumb when on <MaxBonusLevel> or higher
# MaxBonusLevel: On this level, ShroomThumb chance will be <ChanceMax> # MaxBonusLevel: On this level, ShroomThumb chance will be <ChanceMax>
ChanceMax: 50.0 ChanceMax: 50.0
MaxBonusLevel: 1500 MaxBonusLevel: 100
# #
# Settings for Mining # Settings for Mining
### ###
@ -230,7 +230,7 @@ Skills:
# ChanceMax: Maximum chance of receiving double drops when on <MaxBonusLevel> or higher # ChanceMax: Maximum chance of receiving double drops when on <MaxBonusLevel> or higher
# MaxBonusLevel: Level when <ChanceMax> of receiving double drops is reached # MaxBonusLevel: Level when <ChanceMax> of receiving double drops is reached
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
# BlastMining_Rank: BlastMining rank unlocks # BlastMining_Rank: BlastMining rank unlocks
BlastMining: BlastMining:
@ -306,13 +306,13 @@ Skills:
# MaxBonusPercentage: Maximum bonus percentage for Repair Mastery # MaxBonusPercentage: Maximum bonus percentage for Repair Mastery
# MaxBonusLevel: On this level, the maximum bonus is reached # MaxBonusLevel: On this level, the maximum bonus is reached
MaxBonusPercentage: 200.0 MaxBonusPercentage: 200.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
SuperRepair: SuperRepair:
# ChanceMax: Maximum chance of Super Repair when on <MaxBonusLevel> or higher # ChanceMax: Maximum chance of Super Repair when on <MaxBonusLevel> or higher
# MaxBonusLevel: On this level, Super Repair chance will be <ChanceMax> # MaxBonusLevel: On this level, Super Repair chance will be <ChanceMax>
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
ArcaneForging: ArcaneForging:
May_Lose_Enchants: true May_Lose_Enchants: true
@ -351,7 +351,7 @@ Skills:
# MaxPercentage: Maximum percentage of materials to be returned when Salvaging # MaxPercentage: Maximum percentage of materials to be returned when Salvaging
# MaxPercentageLevel: On this level, the Salvage percentage will be <MaxPercentage> # MaxPercentageLevel: On this level, the Salvage percentage will be <MaxPercentage>
MaxPercentage: 100.0 MaxPercentage: 100.0
MaxPercentageLevel: 1000 MaxPercentageLevel: 100
# AdvancedSalvage_UnlockLevel: The level at which Advance Salvage become available # AdvancedSalvage_UnlockLevel: The level at which Advance Salvage become available
AdvancedSalvage: AdvancedSalvage:
@ -401,13 +401,13 @@ Skills:
# Multiplier: The furnace burn time will be multiplied by this value. # Multiplier: The furnace burn time will be multiplied by this value.
# MaxBonusLevel: On this level, the efficiency multiplier will stop increasing # MaxBonusLevel: On this level, the efficiency multiplier will stop increasing
Multiplier: 3.0 Multiplier: 3.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
SecondSmelt: SecondSmelt:
# ChanceMax: Maximum chance of triggering Second Smelt # ChanceMax: Maximum chance of triggering Second Smelt
# MaxBonusLevel: On this level, the chance to cause Second Smelt will be <ChanceMax> # MaxBonusLevel: On this level, the chance to cause Second Smelt will be <ChanceMax>
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
FluxMining: FluxMining:
# UnlockLevel: Level when Flux Mining becomes available # UnlockLevel: Level when Flux Mining becomes available
@ -445,7 +445,7 @@ Skills:
# ChanceMax: Maximum chance of triggering bleeding # ChanceMax: Maximum chance of triggering bleeding
# MaxBonusLevel: On this level, the chance to cause Bleeding will be <ChanceMax> # MaxBonusLevel: On this level, the chance to cause Bleeding will be <ChanceMax>
ChanceMax: 75.0 ChanceMax: 75.0
MaxBonusLevel: 750 MaxBonusLevel: 75
# DamagePlayer: Bleeding damage dealt to players # DamagePlayer: Bleeding damage dealt to players
# DamageMobs: Bleeding damage dealt to mobs # DamageMobs: Bleeding damage dealt to mobs
@ -463,7 +463,7 @@ Skills:
# ChanceMax: Maximum chance of triggering a counter attack # ChanceMax: Maximum chance of triggering a counter attack
# MaxBonusLevel: On this level, the chance to Counter will be <ChanceMax> # MaxBonusLevel: On this level, the chance to Counter will be <ChanceMax>
ChanceMax: 30.0 ChanceMax: 30.0
MaxBonusLevel: 600 MaxBonusLevel: 60
# DamageModifier: Damaged caused by the damager will get divided by this modifier and dealt back to the damager # DamageModifier: Damaged caused by the damager will get divided by this modifier and dealt back to the damager
DamageModifier: 2.0 DamageModifier: 2.0
@ -481,7 +481,7 @@ Skills:
# ChanceMax: Maximum chance of triggering gore # ChanceMax: Maximum chance of triggering gore
# MaxBonusLevel: On this level, the chance to cause Gore will be <ChanceMax> # MaxBonusLevel: On this level, the chance to cause Gore will be <ChanceMax>
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
# BleedTicks: Determines the length of the bleeding effect # BleedTicks: Determines the length of the bleeding effect
# Modifier: Damage will get multiplied by this modifier # Modifier: Damage will get multiplied by this modifier
@ -538,20 +538,20 @@ Skills:
# MaxBonusLevel: Level when the maximum chance to disarm is reached # MaxBonusLevel: Level when the maximum chance to disarm is reached
# AntiTheft: Determines if only the disarmed player can retrieve disarmed items # AntiTheft: Determines if only the disarmed player can retrieve disarmed items
ChanceMax: 33.0 ChanceMax: 33.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
AntiTheft: false AntiTheft: false
Deflect: Deflect:
# ChanceMax: Maximum chance of deflecting arrows # ChanceMax: Maximum chance of deflecting arrows
# MaxBonusLevel: Level when the maximum chance to deflect is reached # MaxBonusLevel: Level when the maximum chance to deflect is reached
ChanceMax: 50.0 ChanceMax: 50.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
IronGrip: IronGrip:
# ChanceMax: Maximum chance of preventing being disarmed # ChanceMax: Maximum chance of preventing being disarmed
# MaxBonusLevel: Level when the maximum chance to prevent being disarmed is reached # MaxBonusLevel: Level when the maximum chance to prevent being disarmed is reached
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
IronArm: IronArm:
# BonusMin: Minimum bonus damage for unarmed # BonusMin: Minimum bonus damage for unarmed
@ -572,7 +572,7 @@ Skills:
# ChanceMax: Maximum chance of receiving double drops # ChanceMax: Maximum chance of receiving double drops
# MaxBonusLevel: Level when the maximum chance of receiving double drops is reached # MaxBonusLevel: Level when the maximum chance of receiving double drops is reached
ChanceMax: 100.0 ChanceMax: 100.0
MaxBonusLevel: 1000 MaxBonusLevel: 100
# #
# Customize the kraken! # Customize the kraken!
### ###