Fixed bug where Tree Feller had no cooldown whatsoever. GJJJJ!!!!

This commit is contained in:
nossr50 2012-03-01 15:52:21 -08:00
parent 6a79d9f244
commit 9a7ea3b6d0
3 changed files with 28 additions and 2 deletions

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@ -7,6 +7,10 @@ Key:
! Change ! Change
- Removal - Removal
Version 1.3.01
= Fixed bug where Tree Feller had no cooldown
= Fixed bug with activating Skull Splitter after using Tree Feller
Version 1.3.00 Version 1.3.00
+ Added ability to customize drops for Excavation skill (treasures.yml) + Added ability to customize drops for Excavation skill (treasures.yml)
+ Added ability to customize drops for Fishing skill (treasures.yml) + Added ability to customize drops for Fishing skill (treasures.yml)

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@ -2,7 +2,7 @@
<modelVersion>4.0.0</modelVersion> <modelVersion>4.0.0</modelVersion>
<groupId>com.gmail.nossr50.mcMMO</groupId> <groupId>com.gmail.nossr50.mcMMO</groupId>
<artifactId>mcMMO</artifactId> <artifactId>mcMMO</artifactId>
<version>1.3.00</version> <version>1.3.01</version>
<name>mcMMO</name> <name>mcMMO</name>
<url>https://github.com/mcMMO-Dev/mcMMO</url> <url>https://github.com/mcMMO-Dev/mcMMO</url>
<issueManagement> <issueManagement>

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@ -76,7 +76,19 @@ public class Skills
if(!PP.getAbilityUse() || PP.getSuperBreakerMode() || PP.getSerratedStrikesMode() || PP.getTreeFellerMode() || PP.getGreenTerraMode() || PP.getBerserkMode() || PP.getGigaDrillBreakerMode()) if(!PP.getAbilityUse() || PP.getSuperBreakerMode() || PP.getSerratedStrikesMode() || PP.getTreeFellerMode() || PP.getGreenTerraMode() || PP.getBerserkMode() || PP.getGigaDrillBreakerMode())
return; return;
if(ability.getPermissions(player) && tool.inHand(player.getItemInHand()) && !tool.getToolMode(PP)) //Woodcutting & Axes need to be treated differently
//Basically the tool always needs to ready and we check to see if the cooldown is over when the user takes action
if(skill == SkillType.WOODCUTTING || skill == SkillType.AXES)
{
if(tool.inHand(player.getItemInHand()) && !tool.getToolMode(PP))
{
if(LoadProperties.enableAbilityMessages)
player.sendMessage(tool.getRaiseTool());
tool.setToolATS(PP, System.currentTimeMillis());
tool.setToolMode(PP, true);
}
} else if(ability.getPermissions(player) && tool.inHand(player.getItemInHand()) && !tool.getToolMode(PP))
{ {
if(!ability.getMode(PP) && !cooldownOver(player, (PP.getSkillDATS(ability) * 1000), ability.getCooldown())) if(!ability.getMode(PP) && !cooldownOver(player, (PP.getSkillDATS(ability) * 1000), ability.getCooldown()))
{ {
@ -272,6 +284,16 @@ public class Skills
if(type.getTool().getToolMode(PP)) if(type.getTool().getToolMode(PP))
type.getTool().setToolMode(PP, false); type.getTool().setToolMode(PP, false);
//Axes and Woodcutting are odd because they share the same tool so we show them the too tired message when they take action
if(type == SkillType.WOODCUTTING || type == SkillType.AXES)
{
if(!ability.getMode(PP) && !cooldownOver(player, (PP.getSkillDATS(ability) * 1000), ability.getCooldown()))
{
player.sendMessage(mcLocale.getString("Skills.TooTired") + ChatColor.YELLOW + " (" + calculateTimeLeft(player, (PP.getSkillDATS(ability) * 1000), ability.getCooldown()) + "s)");
return;
}
}
int ticks = 2 + (PP.getSkillLevel(type) / 50); int ticks = 2 + (PP.getSkillLevel(type) / 50);
if(!ability.getMode(PP) && cooldownOver(player, PP.getSkillDATS(ability), ability.getCooldown())) if(!ability.getMode(PP) && cooldownOver(player, PP.getSkillDATS(ability), ability.getCooldown()))
{ {