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

@ -47,6 +47,7 @@ public final class CombatUtils {
McMMOPlayer mcMMOPlayer = UserManager.getPlayer(player);
SwordsManager swordsManager = mcMMOPlayer.getSwordsManager();
double initialDamage = event.getDamage();
Map<DamageModifier, Double> modifiers = getModifiers(event);
if (swordsManager.canActivateAbility()) {

View File

@ -309,15 +309,14 @@ public class SkillUtils {
* Random skills check for success based on numbers and then fire a cancellable event, if that event is not cancelled they succeed
* All other skills just fire the cancellable event and succeed if it is not cancelled
*
* @param skillActivationType this value represents what kind of activation procedures this sub-skill uses
* @param subSkillType The identifier for this specific sub-skill
* @param player The owner of this sub-skill
* @param skill The identifier for the parent of our sub-skill
* @param activationChance This is the value that we roll against, 100 is normal, and 75 is for lucky perk
* @param skillActivationType this value represents what kind of activation procedures this sub-skill uses
* @return returns true if all conditions are met and they event is not cancelled
*/
public static boolean isActivationSuccessful(SkillActivationType skillActivationType, SubSkillType subSkillType, Player player,
PrimarySkillType skill, int skillLevel, int activationChance)
int skillLevel, int activationChance)
{
//Maximum chance to succeed
double maxChance = AdvancedConfig.getInstance().getMaxChance(subSkillType);
@ -328,9 +327,9 @@ public class SkillUtils {
{
//100 Skill = Guaranteed
case RANDOM_LINEAR_100_SCALE_NO_CAP:
return performRandomSkillCheck(subSkillType, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), 100.0D, 100);
return performRandomSkillCheck(subSkillType, player, skillLevel, PerksUtils.handleLuckyPerks(player, subSkillType.getParentSkill()), 100.0D, 100);
case RANDOM_LINEAR_100_SCALE_WITH_CAP:
return performRandomSkillCheck(subSkillType, player, skillLevel, PerksUtils.handleLuckyPerks(player, skill), maxChance, maxBonusLevel);
return performRandomSkillCheck(subSkillType, player, skillLevel, PerksUtils.handleLuckyPerks(player, subSkillType.getParentSkill()), maxChance, maxBonusLevel);
case RANDOM_STATIC_CHANCE:
//Grab the static activation chance of this skill
double staticRoll = getSecondaryAbilityStaticChance(subSkillType) / activationChance;