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Fixed arrow boucing off entities on daze proc
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@ -20,6 +20,7 @@ Version 1.3.07
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+ Added config options for enabling/disabling specific double drops
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+ Added automatic zip backup of flatfile database & config files
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+ Added config options to enable/disable specific skills for PVP & PVE
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= Fixed bug where an arrow could bounce off entities on daze proc
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= Fixed bug where a player could gain Acrobatics experience while riding a cart
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= Fixed /party not working properly with 2 arguments
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= Fixed /ability not checking the right permission
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@ -10,13 +10,13 @@ import org.bukkit.Location;
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import org.bukkit.Material;
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import org.bukkit.entity.Entity;
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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.mcMMO;
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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.Combat;
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import com.gmail.nossr50.util.Misc;
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import com.gmail.nossr50.util.Users;
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@ -53,8 +53,9 @@ public class Archery {
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*
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* @param defender Defending player
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* @param attacker Attacking player
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* @param event The event to modify
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*/
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public static void dazeCheck(Player defender, Player attacker) {
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public static void dazeCheck(Player defender, Player attacker, EntityDamageByEntityEvent event) {
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final int MAX_BONUS_LEVEL = 1000;
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int skillLevel = Users.getProfile(attacker).getSkillLevel(SkillType.ARCHERY);
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@ -70,7 +71,7 @@ public class Archery {
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if (random.nextInt(2000) <= skillCheck) {
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defender.teleport(loc);
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Combat.dealDamage(defender, 4);
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event.setDamage(event.getDamage() + 4);
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defender.sendMessage(LocaleLoader.getString("Combat.TouchedFuzzy"));
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attacker.sendMessage(LocaleLoader.getString("Combat.TargetDazed"));
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}
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@ -265,9 +265,8 @@ public class Combat {
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if (shooter instanceof Player) {
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Player attacker = (Player) shooter;
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PlayerProfile PPa = Users.getProfile(attacker);
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int damage = event.getDamage();
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if (permInstance.archery(attacker) && damage > 0) {
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if (permInstance.archery(attacker)) {
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if (permInstance.archeryBonus(attacker)) {
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/*Archery needs a damage bonus to be viable in PVP*/
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int skillLvl = Users.getProfile(attacker).getSkillLevel(SkillType.ARCHERY);
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@ -280,8 +279,14 @@ public class Combat {
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/* Every 50 skill levels Archery gains 10% damage bonus, set that here */
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//TODO: Work in progress for balancing out Archery, will work on it more later...
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int archeryBonus = (int)(event.getDamage() * dmgBonusPercent);
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event.setDamage(event.getDamage() + archeryBonus);
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int damage = event.getDamage();
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int archeryBonus = (int) (damage * dmgBonusPercent);
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event.setDamage(damage + archeryBonus);
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}
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if (target instanceof Player && permInstance.daze(attacker)) {
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Archery.dazeCheck((Player) target, attacker, event);
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}
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if (permInstance.trackArrows(attacker)) {
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@ -291,12 +296,6 @@ public class Combat {
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if (target != attacker) {
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startGainXp(attacker, PPa, target, SkillType.ARCHERY, pluginx);
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}
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if (target instanceof Player) {
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if (permInstance.daze(attacker)) {
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Archery.dazeCheck((Player) target, attacker);
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}
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}
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}
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}
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}
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