mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2024-11-22 13:16:45 +01:00
converting more SubSkills to be JSON friendly
AxeMaster & SkillShot
This commit is contained in:
parent
4669e3e54d
commit
54cf356b71
@ -17,11 +17,13 @@ Version 2.1.0
|
||||
+ (Commands) Added toggle command /mcchatspy
|
||||
+ (Permissions) Added permission node mcmmo.commands.mcchatspy & mcmmo.commands.mcchatspy.others
|
||||
+ (Permissions) Added permission nodes for Harvest Lumber, Splinter, Nature's Bounty, and Bark Surgeon
|
||||
- (Config) Removed Skills.Archery.SkillShot.IncreaseLevel & Skills.Archery.SkillShot.IncreasePercentage
|
||||
- (Config) Removed SkillShot's IncreaseLevel & IncreasePercentage (replaced by RankDamageMultiplier)
|
||||
- (Config) Removed AxeMastery's MaxBonus & MaxBonusLevel (replaced by RankDamageMultiplier)
|
||||
! (Skills) Woodcutting's Double Drop subskill is now named Harvest Lumber
|
||||
! (Skills) Archery's Skill Shot now uses a rank system
|
||||
! (Config) Archery's Skill Shot now uses IncreaseDamage for its damage bonus
|
||||
! (Config) Archery's Skill shot now uses IncreaseDamageMaxBonus instead of MaxDamage
|
||||
! (Skills) Axe's Axe Mastery now uses a rank system
|
||||
! (Config) Archery's Skill Shot now uses RankDamageMultiplier for its damage bonus calculations
|
||||
! (Config) Axe's Axe mastery now uses RankDamageMultiplier for its damage bonus calculations
|
||||
! (Permissions) Replaced the old Double Drop permission node for woodcutting with a new Harvest Lumber permission node
|
||||
! (Locale) Super Abilities no longer have (ABILITY) in their Skill.Effect strings
|
||||
! (API) mcMMO is now built against Spigot-API instead of Bukkit
|
||||
|
@ -32,7 +32,7 @@ public class ArcheryCommand extends SkillCommand {
|
||||
// SKILL SHOT
|
||||
if (canSkillShot) {
|
||||
double bonus = (skillValue / Archery.skillShotIncreaseLevel) * Archery.skillShotIncreasePercentage;
|
||||
skillShotBonus = percent.format(Math.min(bonus, Archery.skillShotMaxBonusPercentage));
|
||||
skillShotBonus = percent.format(Archery.getSkillShotBonusDamage(player, 0));
|
||||
}
|
||||
|
||||
// ARCHERY_DAZE
|
||||
|
@ -3,8 +3,10 @@ package com.gmail.nossr50.commands.skills;
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
|
||||
import com.gmail.nossr50.config.AdvancedConfig;
|
||||
import com.gmail.nossr50.datatypes.skills.PrimarySkill;
|
||||
import com.gmail.nossr50.datatypes.skills.SubSkill;
|
||||
import com.gmail.nossr50.util.skills.RankUtils;
|
||||
import net.md_5.bungee.api.chat.TextComponent;
|
||||
import org.bukkit.entity.Player;
|
||||
|
||||
@ -53,7 +55,7 @@ public class AxesCommand extends SkillCommand {
|
||||
|
||||
// AXE MASTERY
|
||||
if (canAxeMastery) {
|
||||
axeMasteryDamage = Math.min(skillValue / (Axes.axeMasteryMaxBonusLevel / Axes.axeMasteryMaxBonus), Axes.axeMasteryMaxBonus);
|
||||
axeMasteryDamage = Axes.getAxeMasteryBonusDamage(player);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -119,12 +119,8 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
|
||||
|
||||
/* ARCHERY */
|
||||
|
||||
if (getSkillShotIncreasePercentage() <= 0) {
|
||||
reason.add("Skills.Archery.SkillShot.IncreaseDamage should be greater than 0!");
|
||||
}
|
||||
|
||||
if (getSkillShotBonusMax() < 0) {
|
||||
reason.add("Skills.Archery.SkillShot.IncreaseDamageMaxBonus should be at least 0!");
|
||||
if (getSkillShotRankDamageMultiplier() <= 0) {
|
||||
reason.add("Skills.Archery.SkillShot.RankDamageMultiplier should be greater than 0!");
|
||||
}
|
||||
|
||||
if (getMaxChance(SubSkill.ARCHERY_DAZE) < 1) {
|
||||
@ -152,12 +148,9 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
|
||||
}
|
||||
|
||||
/* AXES */
|
||||
if (getAxeMasteryBonusMax() < 1) {
|
||||
reason.add("Skills.Axes.AxeMastery.MaxBonus should be at least 1!");
|
||||
}
|
||||
|
||||
if (getAxeMasteryMaxBonusLevel() < 1) {
|
||||
reason.add("Skills.Axes.AxeMastery.MaxBonusLevel should be at least 1!");
|
||||
if(getAxeMasteryRankDamageMultiplier() < 0)
|
||||
{
|
||||
reason.add("Skills.Axes.AxeMastery.RankDamageMultiplier should be at least 0!");
|
||||
}
|
||||
|
||||
if (getMaxChance(SubSkill.AXES_CRITICAL_HIT) < 1) {
|
||||
@ -736,8 +729,7 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
|
||||
|
||||
/* ARCHERY */
|
||||
public int getSkillShotIncreaseLevel() { return config.getInt("Skills.Archery.SkillShot.IncreaseLevel", 50); }
|
||||
public double getSkillShotIncreasePercentage() { return config.getDouble("Skills.Archery.SkillShot.IncreaseDamage", 10.0D); }
|
||||
public double getSkillShotBonusMax() { return config.getDouble("Skills.Archery.SkillShot.IncreaseDamageMaxBonus", 200.0D); }
|
||||
public double getSkillShotRankDamageMultiplier() { return config.getDouble("Skills.Archery.SkillShot.RankDamageMultiplier", 10.0D); }
|
||||
public double getSkillShotDamageMax() { return config.getDouble("Skills.Archery.SkillShot.MaxDamage", 9.0D); }
|
||||
|
||||
public double getDazeBonusDamage() { return config.getDouble("Skills.Archery.Daze.BonusDamage", 4.0D); }
|
||||
@ -745,8 +737,7 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
|
||||
public double getForceMultiplier() { return config.getDouble("Skills.Archery.ForceMultiplier", 2.0D); }
|
||||
|
||||
/* AXES */
|
||||
public double getAxeMasteryBonusMax() { return config.getDouble("Skills.Axes.AxeMastery.MaxBonus", 4.0D); }
|
||||
public int getAxeMasteryMaxBonusLevel() { return config.getInt("Skills.Axes.AxeMastery.MaxBonusLevel", 200); }
|
||||
public double getAxeMasteryRankDamageMultiplier() { return config.getDouble("Skills.Axes.AxeMastery.RankDamageMultiplier", 1.0D); }
|
||||
|
||||
public double getCriticalHitPVPModifier() { return config.getDouble("Skills.Axes.CriticalHit.PVP_Modifier", 1.5D); }
|
||||
public double getCriticalHitPVEModifier() { return config.getDouble("Skills.Axes.CriticalHit.PVE_Modifier", 2.0D); }
|
||||
|
@ -26,9 +26,10 @@ public enum SubSkill {
|
||||
|
||||
/* Axes */
|
||||
AXES_ARMOR_IMPACT,
|
||||
AXES_AXE_MASTERY,
|
||||
AXES_AXE_MASTERY(4),
|
||||
AXES_CRITICAL_HIT,
|
||||
AXES_GREATER_IMPACT,
|
||||
AXES_SKULL_SPLITTER(0, ACTIVE | SUPERABILITY),
|
||||
|
||||
/* Excavation */
|
||||
EXCAVATION_TREASURE_HUNTER,
|
||||
@ -97,6 +98,7 @@ public enum SubSkill {
|
||||
WOODCUTTING_HARVEST_LUMBER(3, RNG);
|
||||
|
||||
private final int numRanks;
|
||||
//TODO: SuperAbility should also contain flags for active by default? Not sure if it should work that way.
|
||||
private final int flags;
|
||||
|
||||
/**
|
||||
|
@ -4,8 +4,11 @@ import java.util.ArrayList;
|
||||
import java.util.Iterator;
|
||||
import java.util.List;
|
||||
|
||||
import com.gmail.nossr50.datatypes.skills.SubSkill;
|
||||
import com.gmail.nossr50.util.skills.RankUtils;
|
||||
import org.bukkit.Material;
|
||||
import org.bukkit.entity.LivingEntity;
|
||||
import org.bukkit.entity.Player;
|
||||
import org.bukkit.inventory.ItemStack;
|
||||
|
||||
import com.gmail.nossr50.config.AdvancedConfig;
|
||||
@ -16,8 +19,7 @@ public class Archery {
|
||||
private static List<TrackedEntity> trackedEntities = new ArrayList<TrackedEntity>();
|
||||
|
||||
public static int skillShotIncreaseLevel = AdvancedConfig.getInstance().getSkillShotIncreaseLevel();
|
||||
public static double skillShotIncreasePercentage = AdvancedConfig.getInstance().getSkillShotIncreasePercentage();
|
||||
public static double skillShotMaxBonusPercentage = AdvancedConfig.getInstance().getSkillShotBonusMax();
|
||||
public static double skillShotIncreasePercentage = AdvancedConfig.getInstance().getSkillShotRankDamageMultiplier();
|
||||
public static double skillShotMaxBonusDamage = AdvancedConfig.getInstance().getSkillShotDamageMax();
|
||||
|
||||
public static double dazeBonusDamage = AdvancedConfig.getInstance().getDazeBonusDamage();
|
||||
@ -62,4 +64,19 @@ public class Archery {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Every rank we increase Skill Shot's bonus damage % by the IncreaseDamage percentage value from advanced.yml
|
||||
* Divide end result by 100.0D to get proper scale
|
||||
* Damage is capped in advanced.yml by Archery.SkillShot.MaxDamage
|
||||
*
|
||||
* @param player The target player
|
||||
* @param oldDamage The raw damage of the arrow before we add bonus damage
|
||||
* @return The damage that the arrow will deal after we've added bonus damage, damage is capped by Archery.SkillShot.MaxDamage
|
||||
*/
|
||||
public static double getSkillShotBonusDamage(Player player, double oldDamage)
|
||||
{
|
||||
double damageBonusPercent = ((RankUtils.getRank(player, SubSkill.ARCHERY_SKILL_SHOT)) * Archery.skillShotIncreasePercentage) / 100.0D;
|
||||
return Math.min(oldDamage * damageBonusPercent, Archery.skillShotMaxBonusDamage);
|
||||
}
|
||||
}
|
||||
|
@ -93,23 +93,15 @@ public class ArcheryManager extends SkillManager {
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle the effects of the Skill Shot ability
|
||||
* Calculates the damage to deal after Skill Shot has been applied
|
||||
*
|
||||
* @param damage The amount of damage initially dealt by the event
|
||||
* @param oldDamage The raw damage value of this arrow before we modify it
|
||||
*/
|
||||
public double skillShot(double damage) {
|
||||
public double skillShot(double oldDamage) {
|
||||
if (!SkillUtils.isActivationSuccessful(SubSkillActivationType.ALWAYS_FIRES, SubSkill.ARCHERY_SKILL_SHOT, getPlayer(), null, 0, 0)) {
|
||||
return damage;
|
||||
return oldDamage;
|
||||
}
|
||||
|
||||
/*
|
||||
* Archery
|
||||
* Skill Shot
|
||||
*
|
||||
* Every rank we increase Skill Shot's bonus damage % by the IncreaseDamage percentage value from advanced.yml
|
||||
* Divide end result by 100.0D to get proper scale
|
||||
*/
|
||||
double damageBonusPercent = (Math.min(((RankUtils.getRank(getPlayer(), SubSkill.ARCHERY_SKILL_SHOT)) * Archery.skillShotIncreasePercentage), Archery.skillShotMaxBonusPercentage) / 100.0D);
|
||||
return Math.min(damage * damageBonusPercent, Archery.skillShotMaxBonusDamage);
|
||||
return Archery.getSkillShotBonusDamage(getPlayer(), oldDamage);
|
||||
}
|
||||
}
|
||||
|
@ -1,14 +1,17 @@
|
||||
package com.gmail.nossr50.skills.axes;
|
||||
|
||||
import com.gmail.nossr50.datatypes.player.McMMOPlayer;
|
||||
import com.gmail.nossr50.datatypes.skills.SubSkill;
|
||||
import com.gmail.nossr50.util.skills.RankUtils;
|
||||
import org.bukkit.entity.LivingEntity;
|
||||
import org.bukkit.entity.Player;
|
||||
import org.bukkit.inventory.ItemStack;
|
||||
|
||||
import com.gmail.nossr50.config.AdvancedConfig;
|
||||
import com.gmail.nossr50.util.ItemUtils;
|
||||
|
||||
public class Axes {
|
||||
public static double axeMasteryMaxBonus = AdvancedConfig.getInstance().getAxeMasteryBonusMax();
|
||||
public static int axeMasteryMaxBonusLevel = AdvancedConfig.getInstance().getAxeMasteryMaxBonusLevel();
|
||||
public static double axeMasteryRankDamageMultiplier = AdvancedConfig.getInstance().getAxeMasteryRankDamageMultiplier();
|
||||
|
||||
public static double criticalHitPVPModifier = AdvancedConfig.getInstance().getCriticalHitPVPModifier();
|
||||
public static double criticalHitPVEModifier = AdvancedConfig.getInstance().getCriticalHitPVEModifier();
|
||||
@ -32,4 +35,14 @@ public class Axes {
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* For every rank in Axe Mastery we add RankDamageMultiplier to get the total bonus damage from Axe Mastery
|
||||
* @param player The target player
|
||||
* @return The axe mastery bonus damage which will be added to their attack
|
||||
*/
|
||||
public static double getAxeMasteryBonusDamage(Player player)
|
||||
{
|
||||
return RankUtils.getRank(player, SubSkill.AXES_AXE_MASTERY) * Axes.axeMasteryRankDamageMultiplier;
|
||||
}
|
||||
}
|
||||
|
@ -3,7 +3,7 @@ package com.gmail.nossr50.skills.axes;
|
||||
import java.util.Map;
|
||||
|
||||
import com.gmail.nossr50.datatypes.skills.SubSkill;
|
||||
import com.gmail.nossr50.util.skills.SubSkillActivationType;
|
||||
import com.gmail.nossr50.util.skills.*;
|
||||
import org.bukkit.entity.LivingEntity;
|
||||
import org.bukkit.entity.Player;
|
||||
import org.bukkit.event.entity.EntityDamageEvent.DamageModifier;
|
||||
@ -18,9 +18,6 @@ import com.gmail.nossr50.skills.SkillManager;
|
||||
import com.gmail.nossr50.util.ItemUtils;
|
||||
import com.gmail.nossr50.util.Permissions;
|
||||
import com.gmail.nossr50.util.player.UserManager;
|
||||
import com.gmail.nossr50.util.skills.CombatUtils;
|
||||
import com.gmail.nossr50.util.skills.ParticleEffectUtils;
|
||||
import com.gmail.nossr50.util.skills.SkillUtils;
|
||||
|
||||
public class AxesManager extends SkillManager {
|
||||
public AxesManager(McMMOPlayer mcMMOPlayer) {
|
||||
@ -59,7 +56,7 @@ public class AxesManager extends SkillManager {
|
||||
return 0;
|
||||
}
|
||||
|
||||
return Math.min(getSkillLevel() / (Axes.axeMasteryMaxBonusLevel / Axes.axeMasteryMaxBonus), Axes.axeMasteryMaxBonus);
|
||||
return Axes.getAxeMasteryBonusDamage(getPlayer());
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -97,17 +97,12 @@ Skills:
|
||||
Rank_18: 90
|
||||
Rank_19: 95
|
||||
Rank_20: 100
|
||||
# IncreaseDamage: Every rank of the skill will add this much additional damage in percentage form, rank 1 = 10% bonus, rank 20 = 200% bonus (with default settings)
|
||||
# IncreaseDamage is a percentage
|
||||
IncreaseDamage: 10.0
|
||||
# IncreaseDamageMax: When the <IncreaseDamageMax> has been reached, the bonus percentage will not go up anymore. 200.0 = 200%
|
||||
IncreaseDamageMaxBonus: 200.0
|
||||
# --OLD SYSTEM -- IncreaseLevel: 5
|
||||
# --OLD SYSTEM -- IncreasePercentage: 0.1
|
||||
# MaxBonus: When the <MaxBonus> has been reached, the bonus percentage will not go up anymore. 2.0 = 200%
|
||||
# --OLD SYSTEM -- MaxBonus: 2.0
|
||||
# RankDamageMultiplier: The current rank of this subskill is multiplied by this value to determine the bonus damage, rank 20 would result in 200% damage increase with a value of 10.0 for RankDamageMultiplier
|
||||
# RankDamageMultiplier is a percentage
|
||||
RankDamageMultiplier: 10.0
|
||||
# MaxDamage: After adding bonus damage, the total damage dealt by the player will not exceed this number
|
||||
# You should be careful to not set this too low
|
||||
MaxDamage: 9.0
|
||||
|
||||
Daze:
|
||||
# ChanceMax: Maximum chance of causing daze to opponents when on <MaxBonusLevel> or higher
|
||||
# MaxBonusLevel: Maximum bonus level of Daze, when a player reaches this level his chance of causing a daze will be <ChanceMax>
|
||||
@ -129,11 +124,14 @@ Skills:
|
||||
###
|
||||
Axes:
|
||||
AxeMastery:
|
||||
# MaxBonus: Maximum bonus damage when on <MaxBonusLevel> or higher
|
||||
# MaxBonusLevel: Level where <MaxBonus> is reached
|
||||
MaxBonus: 4.0
|
||||
MaxBonusLevel: 20
|
||||
|
||||
# This number is multiplied by the current rank the player has in this subskill to find the amount of additional damage to apply
|
||||
# With the default config value of 1.0, at rank 4 a player will deal 4.0 extra damage with Axes (1.0 * 4)
|
||||
RankDamageMultiplier: 1.0
|
||||
Rank_Levels:
|
||||
Rank_1: 5
|
||||
Rank_2: 10
|
||||
Rank_3: 15
|
||||
Rank_4: 20
|
||||
CriticalHit:
|
||||
# ChanceMax: Maximum chance of causing a critical hit when on <MaxBonusLevel> or higher
|
||||
# MaxBonusLevel: Level where <ChanceMax> of causing critical hits is reached
|
||||
|
Loading…
Reference in New Issue
Block a user