Fixing several issues related to Bleed/Rupture

Rupture now keeps track of who applied the damage and attributes it correctly in events
Rupture's bleed timer task no longer caps at the low value of 10 ticks internally
Ruptures bleed check code has had some minor refactoring
This commit is contained in:
nossr50
2019-01-23 15:22:16 -08:00
parent e5e86246f3
commit 3e5c4bc617
5 changed files with 19 additions and 19 deletions

View File

@ -61,12 +61,7 @@ public class SwordsManager extends SkillManager {
}
}
if (getSkillLevel() >= AdvancedConfig.getInstance().getMaxBonusLevel(SubSkillType.SWORDS_RUPTURE)) {
BleedTimerTask.add(target, getBleedTicks(), RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_RUPTURE));
}
else {
BleedTimerTask.add(target, getBleedTicks(), RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_RUPTURE));
}
BleedTimerTask.add(target, getRuptureBleedTicks(), RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_RUPTURE));
if (mcMMOPlayer.useChatNotifications()) {
NotificationManager.sendPlayerInformation(getPlayer(), NotificationType.SUBSKILL_MESSAGE, "Swords.Combat.Bleeding");
@ -74,7 +69,7 @@ public class SwordsManager extends SkillManager {
}
}
public int getBleedTicks()
public int getRuptureBleedTicks()
{
int bleedTicks = 2 * RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_RUPTURE);