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Fixed a lot of problems with the bleed task code...
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@ -59,7 +59,7 @@ public class ArcheryManager extends SkillManager {
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* @param target The {@link LivingEntity} damaged by the arrow
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*/
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public void retrieveArrows(LivingEntity target) {
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if (SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.ARCHERY_ARROW_RETRIEVAL, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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if (SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.ARCHERY_ARROW_RETRIEVAL, getPlayer(), getSkillLevel(), activationChance)) {
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Archery.incrementTrackerValue(target);
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}
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}
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@ -70,7 +70,7 @@ public class ArcheryManager extends SkillManager {
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* @param defender The {@link Player} being affected by the ability
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*/
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public double daze(Player defender) {
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if (!SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.ARCHERY_DAZE, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
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if (!SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.ARCHERY_DAZE, getPlayer(), getSkillLevel(), activationChance)) {
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return 0;
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}
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@ -97,7 +97,7 @@ public class ArcheryManager extends SkillManager {
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* @param oldDamage The raw damage value of this arrow before we modify it
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*/
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public double skillShot(double oldDamage) {
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if (!SkillUtils.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.ARCHERY_SKILL_SHOT, getPlayer(), null, 0, 0)) {
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if (!SkillUtils.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.ARCHERY_SKILL_SHOT, getPlayer(), 0, 0)) {
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return oldDamage;
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}
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