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Burn it with fire
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7a6b8e3156
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@ -9,6 +9,7 @@ Key:
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Version 2.0.1
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! mcMMO skills will now be on a scale from 1-100 instead of 0-1000 (I'll be explaining this in a write-up)
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! Refactored some unreadable code relating to SecondaryAbility activation in SkillUtils
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Version 2.0.0
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@ -1,5 +1,6 @@
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package com.gmail.nossr50.skills.acrobatics;
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import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
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import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.enchantments.Enchantment;
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@ -54,7 +55,7 @@ public class AcrobaticsManager extends SkillManager {
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double modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier);
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Player player = getPlayer();
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if (!isFatal(modifiedDamage) && SkillUtils.activationSuccessful(SecondaryAbility.DODGE, player, getSkillLevel(), activationChance)) {
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if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.DODGE, player, this.skill, getSkillLevel(), activationChance)) {
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ParticleEffectUtils.playDodgeEffect(player);
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if (mcMMOPlayer.useChatNotifications()) {
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@ -87,7 +88,7 @@ public class AcrobaticsManager extends SkillManager {
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double modifiedDamage = Acrobatics.calculateModifiedRollDamage(damage, Acrobatics.rollThreshold);
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if (!isFatal(modifiedDamage) && SkillUtils.activationSuccessful(SecondaryAbility.ROLL, player, getSkillLevel(), activationChance)) {
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if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.ROLL, player, this.skill, getSkillLevel(), activationChance)) {
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player.sendMessage(LocaleLoader.getString("Acrobatics.Roll.Text"));
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applyXpGain(calculateRollXP(damage, true), XPGainReason.PVE);
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@ -111,7 +112,7 @@ public class AcrobaticsManager extends SkillManager {
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private double gracefulRollCheck(double damage) {
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double modifiedDamage = Acrobatics.calculateModifiedRollDamage(damage, Acrobatics.gracefulRollThreshold);
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if (!isFatal(modifiedDamage) && SkillUtils.activationSuccessful(SecondaryAbility.GRACEFUL_ROLL, getPlayer(), getSkillLevel(), activationChance)) {
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if (!isFatal(modifiedDamage) && SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.GRACEFUL_ROLL, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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getPlayer().sendMessage(LocaleLoader.getString("Acrobatics.Ability.Proc"));
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applyXpGain(calculateRollXP(damage, true), XPGainReason.PVE);
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@ -1,5 +1,6 @@
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package com.gmail.nossr50.skills.archery;
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import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
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import org.bukkit.Location;
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import org.bukkit.entity.Entity;
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import org.bukkit.entity.LivingEntity;
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@ -58,7 +59,7 @@ public class ArcheryManager extends SkillManager {
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* @param target The {@link LivingEntity} damaged by the arrow
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*/
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public void retrieveArrows(LivingEntity target) {
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if (SkillUtils.activationSuccessful(SecondaryAbility.RETRIEVE, getPlayer(), getSkillLevel(), activationChance)) {
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if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.RETRIEVE, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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Archery.incrementTrackerValue(target);
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}
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}
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@ -69,7 +70,7 @@ public class ArcheryManager extends SkillManager {
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* @param defender The {@link Player} being affected by the ability
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*/
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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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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.DAZE, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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return 0;
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}
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@ -96,7 +97,7 @@ public class ArcheryManager extends SkillManager {
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* @param damage The amount of damage initially dealt by the event
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*/
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public double skillShot(double damage) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.SKILL_SHOT, getPlayer())) {
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.ALWAYS_FIRES, SecondaryAbility.SKILL_SHOT, getPlayer(), null, 0, 0)) {
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return damage;
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}
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@ -2,6 +2,7 @@ package com.gmail.nossr50.skills.axes;
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import java.util.Map;
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import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
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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.DamageModifier;
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@ -54,7 +55,7 @@ public class AxesManager extends SkillManager {
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* Handle the effects of the Axe Mastery ability
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*/
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public double axeMastery() {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.AXE_MASTERY, getPlayer())) {
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.ALWAYS_FIRES, SecondaryAbility.AXE_MASTERY, getPlayer(), null, 0, 0)) {
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return 0;
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}
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@ -68,7 +69,7 @@ public class AxesManager extends SkillManager {
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* @param damage The amount of damage initially dealt by the event
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*/
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public double criticalHit(LivingEntity target, double damage) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.CRITICAL_HIT, getPlayer(), getSkillLevel(), activationChance)) {
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.CRITICAL_HIT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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return 0;
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}
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@ -104,7 +105,7 @@ public class AxesManager extends SkillManager {
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for (ItemStack armor : target.getEquipment().getArmorContents()) {
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if (armor != null && ItemUtils.isArmor(armor)) {
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if (SkillUtils.activationSuccessful(SecondaryAbility.ARMOR_IMPACT, getPlayer(), Axes.impactChance, activationChance)) {
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if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_STATIC_CHANCE, SecondaryAbility.ARMOR_IMPACT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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SkillUtils.handleDurabilityChange(armor, durabilityDamage, Axes.impactMaxDurabilityModifier);
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}
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}
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@ -117,7 +118,8 @@ public class AxesManager extends SkillManager {
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* @param target The {@link LivingEntity} being affected by the ability
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*/
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public double greaterImpact(LivingEntity target) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.GREATER_IMPACT, getPlayer(), Axes.greaterImpactChance, activationChance)) {
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//static chance (3rd param)
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_STATIC_CHANCE, SecondaryAbility.GREATER_IMPACT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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return 0;
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}
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@ -12,6 +12,7 @@ import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.runnables.skills.HerbalismBlockUpdaterTask;
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import com.gmail.nossr50.skills.SkillManager;
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import com.gmail.nossr50.util.*;
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import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
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import com.gmail.nossr50.util.skills.SkillUtils;
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import org.bukkit.Location;
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import org.bukkit.Material;
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@ -157,7 +158,7 @@ public class HerbalismManager extends SkillManager {
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}
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for (int i = greenTerra ? 2 : 1; i != 0; i--) {
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if (SkillUtils.activationSuccessful(SecondaryAbility.HERBALISM_DOUBLE_DROPS, getPlayer(), getSkillLevel(), activationChance)) {
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if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.HERBALISM_DOUBLE_DROPS, player, this.skill, getSkillLevel(), activationChance)) {
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for (ItemStack item : drops) {
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Misc.dropItems(Misc.getBlockCenter(blockState), item, amount);
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}
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@ -172,7 +173,7 @@ public class HerbalismManager extends SkillManager {
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* @return true if the ability was successful, false otherwise
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*/
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public boolean processGreenThumbBlocks(BlockState blockState) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.GREEN_THUMB_BLOCK, getPlayer(), getSkillLevel(), activationChance)) {
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.GREEN_THUMB_BLOCK, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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getPlayer().sendMessage(LocaleLoader.getString("Herbalism.Ability.GTh.Fail"));
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return false;
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}
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@ -187,7 +188,7 @@ public class HerbalismManager extends SkillManager {
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* @return true if the ability was successful, false otherwise
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*/
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public boolean processHylianLuck(BlockState blockState) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.HYLIAN_LUCK, getPlayer(), getSkillLevel(), activationChance)) {
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.HYLIAN_LUCK, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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return false;
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}
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@ -242,7 +243,7 @@ public class HerbalismManager extends SkillManager {
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playerInventory.removeItem(new ItemStack(Material.RED_MUSHROOM));
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player.updateInventory();
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if (!SkillUtils.activationSuccessful(SecondaryAbility.SHROOM_THUMB, getPlayer(), getSkillLevel(), activationChance)) {
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.SHROOM_THUMB, player, this.skill, getSkillLevel(), activationChance)) {
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player.sendMessage(LocaleLoader.getString("Herbalism.Ability.ShroomThumb.Fail"));
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return false;
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}
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@ -299,7 +300,7 @@ public class HerbalismManager extends SkillManager {
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return;
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}
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if (!greenTerra && !SkillUtils.activationSuccessful(SecondaryAbility.GREEN_THUMB_PLANT, getPlayer(), getSkillLevel(), activationChance)) {
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if (!greenTerra && !SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.GREEN_THUMB_PLANT, player, this.skill, getSkillLevel(), activationChance)) {
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return;
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}
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@ -15,6 +15,7 @@ import com.gmail.nossr50.util.BlockUtils;
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import com.gmail.nossr50.util.EventUtils;
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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.skills.SecondarySkillActivationType;
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import com.gmail.nossr50.util.skills.SkillUtils;
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import org.bukkit.inventory.ItemStack;
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import org.bukkit.Material;
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@ -76,8 +77,9 @@ public class MiningManager extends SkillManager {
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boolean silkTouch = player.getInventory().getItemInMainHand().containsEnchantment(Enchantment.SILK_TOUCH);
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//TODO: Make this readable
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for (int i = mcMMOPlayer.getAbilityMode(skill.getAbility()) ? 2 : 1; i != 0; i--) {
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if (SkillUtils.activationSuccessful(SecondaryAbility.MINING_DOUBLE_DROPS, getPlayer(), getSkillLevel(), activationChance)) {
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if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.MINING_DOUBLE_DROPS, player, this.skill, getSkillLevel(), activationChance)) {
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if (silkTouch) {
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Mining.handleSilkTouchDrops(blockState);
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}
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@ -15,6 +15,7 @@ import com.gmail.nossr50.util.EventUtils;
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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.StringUtils;
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import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
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import com.gmail.nossr50.util.skills.SkillUtils;
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import org.bukkit.Material;
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import org.bukkit.Sound;
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@ -266,7 +267,7 @@ public class RepairManager extends SkillManager {
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* @return true if bonus granted, false otherwise
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*/
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private boolean checkPlayerProcRepair() {
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if (SkillUtils.activationSuccessful(SecondaryAbility.SUPER_REPAIR, getPlayer(), getSkillLevel(), activationChance)) {
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if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.SUPER_REPAIR, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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getPlayer().sendMessage(LocaleLoader.getString("Repair.Skills.FeltEasy"));
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return true;
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}
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@ -16,6 +16,7 @@ import com.gmail.nossr50.util.EventUtils;
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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.skills.ParticleEffectUtils;
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import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
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import com.gmail.nossr50.util.skills.SkillUtils;
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import org.bukkit.ChatColor;
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import org.bukkit.Material;
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@ -40,7 +41,7 @@ public class SmeltingManager extends SkillManager {
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}
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public boolean isSecondSmeltSuccessful() {
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return Permissions.secondaryAbilityEnabled(getPlayer(), SecondaryAbility.SECOND_SMELT) && SkillUtils.activationSuccessful(SecondaryAbility.SECOND_SMELT, getPlayer(), getSkillLevel(), activationChance);
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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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}
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/**
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@ -2,6 +2,7 @@ package com.gmail.nossr50.skills.swords;
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import java.util.Map;
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import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
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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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@ -48,7 +49,7 @@ public class SwordsManager extends SkillManager {
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* @param target The defending entity
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*/
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public void bleedCheck(LivingEntity target) {
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if (SkillUtils.activationSuccessful(SecondaryAbility.BLEED, getPlayer(), getSkillLevel(), activationChance)) {
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if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.BLEED, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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if (getSkillLevel() >= AdvancedConfig.getInstance().getMaxBonusLevel(SecondaryAbility.BLEED)) {
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BleedTimerTask.add(target, Swords.bleedMaxTicks);
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@ -82,7 +83,7 @@ public class SwordsManager extends SkillManager {
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return;
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}
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if (SkillUtils.activationSuccessful(SecondaryAbility.COUNTER, getPlayer(), getSkillLevel(), activationChance)) {
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if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.COUNTER, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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CombatUtils.dealDamage(attacker, damage / Swords.counterAttackModifier, getPlayer());
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getPlayer().sendMessage(LocaleLoader.getString("Swords.Combat.Countered"));
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@ -18,6 +18,7 @@ import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.StringUtils;
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import com.gmail.nossr50.util.player.UserManager;
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import com.gmail.nossr50.util.skills.ParticleEffectUtils;
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import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
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import com.gmail.nossr50.util.skills.SkillUtils;
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import org.bukkit.Location;
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import org.bukkit.Sound;
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@ -83,7 +84,8 @@ public class TamingManager extends SkillManager {
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* @param damage The damage being absorbed by the wolf
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*/
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public void fastFoodService(Wolf wolf, double damage) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.FAST_FOOD, getPlayer(), Taming.fastFoodServiceActivationChance, activationChance)) {
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//static chance (3rd param)
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_STATIC_CHANCE, SecondaryAbility.FAST_FOOD, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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return;
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}
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@ -103,7 +105,7 @@ public class TamingManager extends SkillManager {
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* @param damage The initial damage
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*/
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public double gore(LivingEntity target, double damage) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.GORE, getPlayer(), getSkillLevel(), activationChance)) {
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.GORE, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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return 0;
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}
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@ -14,6 +14,7 @@ import com.gmail.nossr50.util.ItemUtils;
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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.SecondarySkillActivationType;
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import com.gmail.nossr50.util.skills.SkillUtils;
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import org.bukkit.Material;
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import org.bukkit.block.BlockState;
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@ -55,7 +56,7 @@ public class UnarmedManager extends SkillManager {
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}
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public boolean blockCrackerCheck(BlockState blockState) {
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if (!SkillUtils.activationSuccessful(SecondaryAbility.BLOCK_CRACKER, getPlayer())) {
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if (!SkillUtils.isActivationSuccessful(SecondarySkillActivationType.ALWAYS_FIRES, SecondaryAbility.BLOCK_CRACKER, getPlayer(), null, 0, 0)) {
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return false;
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}
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@ -81,7 +82,7 @@ public class UnarmedManager extends SkillManager {
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* @param defender The defending player
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*/
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public void disarmCheck(Player defender) {
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if (SkillUtils.activationSuccessful(SecondaryAbility.DISARM, getPlayer(), getSkillLevel(), activationChance) && !hasIronGrip(defender)) {
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if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.DISARM, getPlayer(), this.skill, getSkillLevel(), activationChance) && !hasIronGrip(defender)) {
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if (EventUtils.callDisarmEvent(defender).isCancelled()) {
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return;
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}
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@ -101,7 +102,7 @@ public class UnarmedManager extends SkillManager {
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* Check for arrow deflection.
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*/
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public boolean deflectCheck() {
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if (SkillUtils.activationSuccessful(SecondaryAbility.DEFLECT, getPlayer(), getSkillLevel(), activationChance)) {
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if (SkillUtils.isActivationSuccessful(SecondarySkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SecondaryAbility.DEFLECT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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getPlayer().sendMessage(LocaleLoader.getString("Combat.ArrowDeflect"));
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return true;
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}
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@ -124,10 +125,11 @@ public class UnarmedManager extends SkillManager {
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* Handle the effects of the Iron Arm ability
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*/
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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;
|
||||
}
|
||||
|
||||
//linear check no cap
|
||||
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
|
||||
*/
|
||||
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"));
|
||||
getPlayer().sendMessage(LocaleLoader.getString("Unarmed.Ability.IronGrip.Attacker"));
|
||||
|
||||
|
@ -13,6 +13,7 @@ import com.gmail.nossr50.skills.SkillManager;
|
||||
import com.gmail.nossr50.skills.woodcutting.Woodcutting.ExperienceGainMethod;
|
||||
import com.gmail.nossr50.util.*;
|
||||
import com.gmail.nossr50.util.skills.CombatUtils;
|
||||
import com.gmail.nossr50.util.skills.SecondarySkillActivationType;
|
||||
import com.gmail.nossr50.util.skills.SkillUtils;
|
||||
import org.bukkit.Material;
|
||||
import org.bukkit.block.Block;
|
||||
@ -38,7 +39,7 @@ public class WoodcuttingManager extends SkillManager {
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -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
|
||||
}
|
@ -25,7 +25,6 @@ import org.bukkit.inventory.Recipe;
|
||||
import org.bukkit.inventory.ShapedRecipe;
|
||||
import org.bukkit.inventory.ShapelessRecipe;
|
||||
import org.bukkit.inventory.meta.ItemMeta;
|
||||
import org.bukkit.block.data.BlockData;
|
||||
import org.bukkit.potion.PotionEffect;
|
||||
import org.bukkit.potion.PotionEffectType;
|
||||
|
||||
@ -198,43 +197,101 @@ public class SkillUtils {
|
||||
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));
|
||||
}
|
||||
|
||||
public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player, int skillLevel, int activationChance) {
|
||||
return activationSuccessful(skillAbility, player, skillLevel, activationChance, AdvancedConfig.getInstance().getMaxChance(skillAbility), AdvancedConfig.getInstance().getMaxBonusLevel(skillAbility));
|
||||
}
|
||||
|
||||
public static boolean activationSuccessful(SecondaryAbility skillAbility, Player player, int skillLevel, int activationChance, double maxChance, int maxLevel) {
|
||||
/**
|
||||
* 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
|
||||
* @param skillLevel The skill level of the corresponding skill
|
||||
* @param activationChance used to determine activation chance
|
||||
* @param maxChance maximum chance
|
||||
* @param maxLevel maximum skill level bonus
|
||||
* @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;
|
||||
return propagateSecondaryAbilityEvent(skillAbility, player, activationChance, chance);
|
||||
return performRandomSkillCheckStatic(skillAbility, player, activationChance, chance);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sends an event out regarding activation of RNG based sub-skills
|
||||
* @param skillAbility The random-chance ability
|
||||
* @param player The player that the skill belong to
|
||||
* @param activationChance parameter used in activation calculations
|
||||
* @param chance parameter used in activation calculations
|
||||
* @return returns true if successful
|
||||
* This method is the final step in determining if a Sub-Skill / Secondary Skill in mcMMO successfully activates either from chance or otherwise
|
||||
*
|
||||
* There are 4 types of Sub-Skill / Secondary Skill activations in mcMMO
|
||||
* 1) Random Chance with a linear increase to 100% (At 100 Skill Level)
|
||||
* 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)
|
||||
* 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);
|
||||
mcMMO.p.getServer().getPluginManager().callEvent(event);
|
||||
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) {
|
||||
SecondaryAbilityWeightedActivationCheckEvent event = new SecondaryAbilityWeightedActivationCheckEvent(player, SecondaryAbility.EXCAVATION_TREASURE_HUNTER, dropChance / activationChance);
|
||||
mcMMO.p.getServer().getPluginManager().callEvent(event);
|
||||
|
@ -29,7 +29,7 @@ Skills:
|
||||
# MaxBonusLevel: On this level or higher, the dodge chance will not go higher than <ChanceMax>
|
||||
# DamageModifier: Dodge damage will be divided by this modifier
|
||||
ChanceMax: 20.0
|
||||
MaxBonusLevel: 800
|
||||
MaxBonusLevel: 80
|
||||
DamageModifier: 2.0
|
||||
|
||||
Roll:
|
||||
@ -37,7 +37,7 @@ Skills:
|
||||
# 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
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
DamageThreshold: 7.0
|
||||
|
||||
GracefulRoll:
|
||||
@ -45,7 +45,7 @@ Skills:
|
||||
# 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
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 500
|
||||
MaxBonusLevel: 50
|
||||
DamageThreshold: 14.0
|
||||
#
|
||||
# Settings for Alchemy
|
||||
@ -57,7 +57,7 @@ Skills:
|
||||
# MinSpeed: Minimum brewing speed allowed when at <UnlockLevel> or lower
|
||||
# MaxSpeed: Maximum brewing speed allowed when at <MaxBonusLevel> or higher
|
||||
UnlockLevel: 100
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
MinSpeed: 1.0
|
||||
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>
|
||||
# Modifier: Extra damage for arrows that cause a daze (2 damage = 1 heart)
|
||||
ChanceMax: 50.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
BonusDamage: 4.0
|
||||
|
||||
Retrieve:
|
||||
# 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>
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
# ForceMultiplier: Multiply the force of the bow by this for an XP boost.
|
||||
ForceMultiplier: 2.0
|
||||
@ -108,7 +108,7 @@ Skills:
|
||||
# MaxBonus: Maximum bonus damage when on <MaxBonusLevel> or higher
|
||||
# MaxBonusLevel: Level where <MaxBonus> is reached
|
||||
MaxBonus: 4.0
|
||||
MaxBonusLevel: 200
|
||||
MaxBonusLevel: 20
|
||||
|
||||
CriticalHit:
|
||||
# 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>
|
||||
StageChange: 200
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1500
|
||||
MaxBonusLevel: 150
|
||||
|
||||
DoubleDrops:
|
||||
# ChanceMax: Maximum chance of receiving double drops when on <MaxBonusLevel> or higher
|
||||
# MaxBonusLevel: Level when <ChanceMax> of receiving double drops is reached
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
HylianLuck:
|
||||
# ChanceMax: Maximum chance of Hylian Luck when on <MaxBonusLevel> or higher
|
||||
# MaxBonusLevel: On this level, Hylian Luck chance will be <ChanceMax>
|
||||
ChanceMax: 10.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
ShroomThumb:
|
||||
# ChanceMax: Maximum chance of ShroomThumb when on <MaxBonusLevel> or higher
|
||||
# MaxBonusLevel: On this level, ShroomThumb chance will be <ChanceMax>
|
||||
ChanceMax: 50.0
|
||||
MaxBonusLevel: 1500
|
||||
MaxBonusLevel: 100
|
||||
#
|
||||
# Settings for Mining
|
||||
###
|
||||
@ -230,7 +230,7 @@ Skills:
|
||||
# ChanceMax: Maximum chance of receiving double drops when on <MaxBonusLevel> or higher
|
||||
# MaxBonusLevel: Level when <ChanceMax> of receiving double drops is reached
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
# BlastMining_Rank: BlastMining rank unlocks
|
||||
BlastMining:
|
||||
@ -306,13 +306,13 @@ Skills:
|
||||
# MaxBonusPercentage: Maximum bonus percentage for Repair Mastery
|
||||
# MaxBonusLevel: On this level, the maximum bonus is reached
|
||||
MaxBonusPercentage: 200.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
SuperRepair:
|
||||
# ChanceMax: Maximum chance of Super Repair when on <MaxBonusLevel> or higher
|
||||
# MaxBonusLevel: On this level, Super Repair chance will be <ChanceMax>
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
ArcaneForging:
|
||||
May_Lose_Enchants: true
|
||||
@ -351,7 +351,7 @@ Skills:
|
||||
# MaxPercentage: Maximum percentage of materials to be returned when Salvaging
|
||||
# MaxPercentageLevel: On this level, the Salvage percentage will be <MaxPercentage>
|
||||
MaxPercentage: 100.0
|
||||
MaxPercentageLevel: 1000
|
||||
MaxPercentageLevel: 100
|
||||
|
||||
# AdvancedSalvage_UnlockLevel: The level at which Advance Salvage become available
|
||||
AdvancedSalvage:
|
||||
@ -401,13 +401,13 @@ Skills:
|
||||
# Multiplier: The furnace burn time will be multiplied by this value.
|
||||
# MaxBonusLevel: On this level, the efficiency multiplier will stop increasing
|
||||
Multiplier: 3.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
SecondSmelt:
|
||||
# ChanceMax: Maximum chance of triggering Second Smelt
|
||||
# MaxBonusLevel: On this level, the chance to cause Second Smelt will be <ChanceMax>
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
FluxMining:
|
||||
# UnlockLevel: Level when Flux Mining becomes available
|
||||
@ -445,7 +445,7 @@ Skills:
|
||||
# ChanceMax: Maximum chance of triggering bleeding
|
||||
# MaxBonusLevel: On this level, the chance to cause Bleeding will be <ChanceMax>
|
||||
ChanceMax: 75.0
|
||||
MaxBonusLevel: 750
|
||||
MaxBonusLevel: 75
|
||||
|
||||
# DamagePlayer: Bleeding damage dealt to players
|
||||
# DamageMobs: Bleeding damage dealt to mobs
|
||||
@ -463,7 +463,7 @@ Skills:
|
||||
# ChanceMax: Maximum chance of triggering a counter attack
|
||||
# MaxBonusLevel: On this level, the chance to Counter will be <ChanceMax>
|
||||
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: 2.0
|
||||
@ -481,7 +481,7 @@ Skills:
|
||||
# ChanceMax: Maximum chance of triggering gore
|
||||
# MaxBonusLevel: On this level, the chance to cause Gore will be <ChanceMax>
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
# BleedTicks: Determines the length of the bleeding effect
|
||||
# Modifier: Damage will get multiplied by this modifier
|
||||
@ -538,20 +538,20 @@ Skills:
|
||||
# MaxBonusLevel: Level when the maximum chance to disarm is reached
|
||||
# AntiTheft: Determines if only the disarmed player can retrieve disarmed items
|
||||
ChanceMax: 33.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
AntiTheft: false
|
||||
|
||||
Deflect:
|
||||
# ChanceMax: Maximum chance of deflecting arrows
|
||||
# MaxBonusLevel: Level when the maximum chance to deflect is reached
|
||||
ChanceMax: 50.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
IronGrip:
|
||||
# ChanceMax: Maximum chance of preventing being disarmed
|
||||
# MaxBonusLevel: Level when the maximum chance to prevent being disarmed is reached
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
|
||||
IronArm:
|
||||
# BonusMin: Minimum bonus damage for unarmed
|
||||
@ -572,7 +572,7 @@ Skills:
|
||||
# ChanceMax: Maximum chance of receiving double drops
|
||||
# MaxBonusLevel: Level when the maximum chance of receiving double drops is reached
|
||||
ChanceMax: 100.0
|
||||
MaxBonusLevel: 1000
|
||||
MaxBonusLevel: 100
|
||||
#
|
||||
# Customize the kraken!
|
||||
###
|
||||
|
Loading…
Reference in New Issue
Block a user