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More reworking of Unarmed, renamed ArcheryBonusDamageEventHandler for
clarity's sake.
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@ -1,106 +0,0 @@
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package com.gmail.nossr50.skills.combat;
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import java.util.Random;
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import org.bukkit.ChatColor;
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import org.bukkit.Material;
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import org.bukkit.entity.Player;
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import org.bukkit.event.entity.EntityDamageByEntityEvent;
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import org.bukkit.inventory.ItemStack;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.locale.LocaleLoader;
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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.Users;
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public class Unarmed {
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private static Random random = new Random();
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/**
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* Apply bonus to Unarmed damage.
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*
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* @param PPa Profile of the attacking player
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* @param event The event to modify
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*/
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public static void unarmedBonus(PlayerProfile PPa, EntityDamageByEntityEvent event) {
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final int MAX_BONUS = 8;
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int bonus = 3;
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bonus += PPa.getSkillLevel(SkillType.UNARMED) / 50; //Add 1 DMG for every 50 skill levels
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if (bonus > MAX_BONUS) {
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bonus = MAX_BONUS;
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}
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event.setDamage(event.getDamage() + bonus);
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}
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/**
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* Check for disarm.
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*
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* @param PPa Profile of the attacking player
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* @param defender The defending player
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*/
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public static void disarmProcCheck(Player attacker, Player defender) {
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final int MAX_BONUS_LEVEL = 1000;
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PlayerProfile PPa = Users.getProfile(attacker);
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int skillLevel = PPa.getSkillLevel(SkillType.UNARMED);
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int skillCheck = Misc.skillCheck(skillLevel, MAX_BONUS_LEVEL);
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ItemStack inHand = defender.getItemInHand();
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if (!inHand.getType().equals(Material.AIR)) {
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if (random.nextInt(3000) <= skillCheck && !ironGrip(defender, attacker)) {
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defender.sendMessage(LocaleLoader.getString("Skills.Disarmed"));
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Misc.dropItem(defender.getLocation(), inHand);
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defender.setItemInHand(new ItemStack(Material.AIR));
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}
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}
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}
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/**
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* Check for arrow deflection.
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*
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* @param defender The defending player
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* @param event The event to modify
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*/
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public static void deflectCheck(Player defender, EntityDamageByEntityEvent event) {
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final int MAX_BONUS_LEVEL = 1000;
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int skillLevel = Users.getProfile(defender).getSkillLevel(SkillType.UNARMED);
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int skillCheck = Misc.skillCheck(skillLevel, MAX_BONUS_LEVEL);
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if (random.nextInt(2000) <= skillCheck && Permissions.getInstance().deflect(defender)) {
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event.setCancelled(true);
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defender.sendMessage(LocaleLoader.getString("Combat.ArrowDeflect"));
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}
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}
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/**
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* Check Iron Grip ability success
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*
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* @param defender The defending player
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* @param attacker The attacking player
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* @return true if the defender was not disarmed, false otherwise
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*/
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private static boolean ironGrip(Player defender, Player attacker) {
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final int MAX_BONUS_LEVEL = 1000;
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PlayerProfile PPd = Users.getProfile(defender);
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int skillLevel = PPd.getSkillLevel(SkillType.UNARMED);
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int skillCheck = Misc.skillCheck(skillLevel, MAX_BONUS_LEVEL);
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if (random.nextInt(1000) <= skillCheck) {
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defender.sendMessage(ChatColor.GREEN + "Your iron grip kept you from being disarmed!"); //TODO: Use locale
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attacker.sendMessage(ChatColor.RED + "Your opponent has an iron grip!"); //TODO: Use locale
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return true;
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}
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else {
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return false;
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}
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}
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}
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