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Fixed Arcobatics & Archery ignoring ChanceMax settings from advanced config
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@ -6,12 +6,17 @@ import com.gmail.nossr50.config.AdvancedConfig;
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public class Acrobatics {
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static AdvancedConfig advancedConfig = AdvancedConfig.getInstance();
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public static final int DODGE_MAX_CHANCE = advancedConfig.getDodgeChanceMax();
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public static final int DODGE_MAX_BONUS_LEVEL = advancedConfig.getDodgeMaxBonusLevel();
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public static final int DODGE_XP_MODIFIER = advancedConfig.getDodgeXPModifier();
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public static final int FALL_XP_MODIFIER = advancedConfig.getFallXPModifier();
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public static final int ROLL_MAX_CHANCE = advancedConfig.getRollChanceMax();
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public static final int ROLL_MAX_BONUS_LEVEL = advancedConfig.getRollMaxBonusLevel();
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public static final int GRACEFUL_MAX_CHANCE = advancedConfig.getGracefulRollChanceMax();
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public static final int GRACEFUL_MAX_BONUS_LEVEL = advancedConfig.getGracefulRollMaxBonusLevel();
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public static final int ROLL_XP_MODIFIER = advancedConfig.getRollXPModifier();
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public static final int FALL_XP_MODIFIER = advancedConfig.getFallXPModifier();
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private static Random random = new Random();
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@ -40,13 +40,20 @@ public class AcrobaticsManager {
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RollEventHandler eventHandler = new RollEventHandler(this, event);
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int randomChance = 1000;
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int randomChance = 100;
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if (player.hasPermission("mcmmo.perks.lucky.acrobatics")) {
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randomChance = (int) (randomChance * 0.75);
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}
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if (Acrobatics.getRandom().nextInt(randomChance) <= eventHandler.skillModifier && !eventHandler.isFatal(eventHandler.modifiedDamage)) {
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float chance = (float) (((double) Acrobatics.ROLL_MAX_CHANCE / (double) Acrobatics.ROLL_MAX_BONUS_LEVEL) * skillLevel);
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if (chance > Acrobatics.ROLL_MAX_CHANCE) chance = Acrobatics.ROLL_MAX_CHANCE;
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if (eventHandler.isGraceful) {
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chance = (float) (((double) Acrobatics.GRACEFUL_MAX_CHANCE / (double) Acrobatics.GRACEFUL_MAX_BONUS_LEVEL) * skillLevel);
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if (chance > Acrobatics.GRACEFUL_MAX_CHANCE) chance = Acrobatics.GRACEFUL_MAX_CHANCE;
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}
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if (chance > Acrobatics.getRandom().nextInt(randomChance) && !eventHandler.isFatal(eventHandler.modifiedDamage)) {
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eventHandler.modifyEventDamage();
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eventHandler.sendAbilityMessage();
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eventHandler.processXPGain(eventHandler.damage * Acrobatics.ROLL_XP_MODIFIER);
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@ -71,13 +78,16 @@ public class AcrobaticsManager {
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DodgeEventHandler eventHandler = new DodgeEventHandler(this, event);
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int randomChance = 4000;
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int randomChance = 100;
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if (player.hasPermission("mcmmo.perks.lucky.acrobatics")) {
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randomChance = (int) (randomChance * 0.75);
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}
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if (Acrobatics.getRandom().nextInt(randomChance) <= eventHandler.skillModifier && !eventHandler.isFatal(eventHandler.modifiedDamage)) {
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float chance = (float) (((double) Acrobatics.DODGE_MAX_CHANCE / (double) Acrobatics.DODGE_MAX_BONUS_LEVEL) * skillLevel);
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if (chance > Acrobatics.DODGE_MAX_CHANCE) chance = Acrobatics.DODGE_MAX_CHANCE;
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if (chance > Acrobatics.getRandom().nextInt(randomChance) && !eventHandler.isFatal(eventHandler.modifiedDamage)) {
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eventHandler.modifyEventDamage();
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eventHandler.sendAbilityMessage();
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eventHandler.processXPGain(eventHandler.damage * Acrobatics.DODGE_XP_MODIFIER);
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@ -9,7 +9,7 @@ import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Skills;
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public class RollEventHandler extends AcrobaticsEventHandler {
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private boolean isGraceful;
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public boolean isGraceful;
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private int damageThreshold;
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protected RollEventHandler(AcrobaticsManager manager, EntityDamageEvent event) {
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@ -49,7 +49,10 @@ public class ArcheryManager {
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if (player.hasPermission("mcmmo.perks.lucky.archery")) {
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randomChance = (int) (randomChance * 0.75);
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}
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final float chance = (float) (((double) Archery.ARROW_TRACKING_MAX_BONUS / (double) Archery.ARROW_TRACKING_MAX_BONUS_LEVEL) * skillLevel);
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float chance = (float) (((double) Archery.ARROW_TRACKING_MAX_BONUS / (double) Archery.ARROW_TRACKING_MAX_BONUS_LEVEL) * skillLevel);
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if (chance > Archery.ARROW_TRACKING_MAX_BONUS) chance = Archery.ARROW_TRACKING_MAX_BONUS;
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if (chance > Archery.getRandom().nextInt(randomChance)) {
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eventHandler.addToTracker();
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}
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@ -80,7 +83,9 @@ public class ArcheryManager {
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randomChance = (int) (randomChance * 0.75);
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}
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final float chance = (float) (((double) Archery.DAZE_MAX_BONUS / (double) Archery.DAZE_MAX_BONUS_LEVEL) * skillLevel);
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float chance = (float) (((double) Archery.DAZE_MAX_BONUS / (double) Archery.DAZE_MAX_BONUS_LEVEL) * skillLevel);
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if (chance > Archery.DAZE_MAX_BONUS) chance = Archery.DAZE_MAX_BONUS;
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if (chance > Archery.getRandom().nextInt(randomChance)) {
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eventHandler.handleDazeEffect();
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eventHandler.sendAbilityMessages();
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