Fixed a lot of problems with the bleed task code...

This commit is contained in:
nossr50
2019-01-23 16:01:30 -08:00
parent 6ff13077be
commit 71a3eb6a93
22 changed files with 66 additions and 79 deletions

View File

@ -55,7 +55,7 @@ public class AxesManager extends SkillManager {
* Handle the effects of the Axe Mastery ability
*/
public double axeMastery() {
if (!SkillUtils.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.AXES_AXE_MASTERY, getPlayer(), null, 0, 0)) {
if (!SkillUtils.isActivationSuccessful(SkillActivationType.ALWAYS_FIRES, SubSkillType.AXES_AXE_MASTERY, getPlayer(), 0, 0)) {
return 0;
}
@ -69,7 +69,7 @@ public class AxesManager extends SkillManager {
* @param damage The amount of damage initially dealt by the event
*/
public double criticalHit(LivingEntity target, double damage) {
if (!SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.AXES_CRITICAL_STRIKES, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
if (!SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.AXES_CRITICAL_STRIKES, getPlayer(), getSkillLevel(), activationChance)) {
return 0;
}
@ -105,7 +105,7 @@ public class AxesManager extends SkillManager {
for (ItemStack armor : target.getEquipment().getArmorContents()) {
if (armor != null && ItemUtils.isArmor(armor)) {
if (SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_ARMOR_IMPACT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
if (SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_ARMOR_IMPACT, getPlayer(), getSkillLevel(), activationChance)) {
SkillUtils.handleDurabilityChange(armor, durabilityDamage, Axes.impactMaxDurabilityModifier);
}
}
@ -119,7 +119,7 @@ public class AxesManager extends SkillManager {
*/
public double greaterImpact(LivingEntity target) {
//static chance (3rd param)
if (!SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_GREATER_IMPACT, getPlayer(), this.skill, getSkillLevel(), activationChance)) {
if (!SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_STATIC_CHANCE, SubSkillType.AXES_GREATER_IMPACT, getPlayer(), getSkillLevel(), activationChance)) {
return 0;
}