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final damage values of 0 are only ignored in certain circumstances, fixes a few bugs
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@ -1,4 +1,5 @@
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Version 2.1.148
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Fixed a bug where weakness potions could prevent unarmed skills from activating and thus making unarmed useless
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Alchemy progression is now more reasonable (delete skillranks.yml or edit it yourself to receive the change)
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NOTES:
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@ -411,7 +411,6 @@ public class EntityListener implements Listener {
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}
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}
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/*
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* This was put here to solve a plugin conflict with a mod called Project Korra
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* Project Korra sends out a damage event with exactly 0 damage
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@ -421,7 +420,7 @@ public class EntityListener implements Listener {
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* Surprising this kind of thing
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*
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*/
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if(damage <= 0) {
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if(event.getDamage() <= 0 && !CombatUtils.isDamageLikelyFromNormalCombat(event.getCause())) {
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return;
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}
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@ -42,6 +42,18 @@ import java.util.Map;
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public final class CombatUtils {
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private CombatUtils() {}
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//Likely.. because who knows what plugins are throwing around
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public static boolean isDamageLikelyFromNormalCombat(DamageCause damageCause) {
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switch (damageCause) {
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case ENTITY_ATTACK:
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case ENTITY_SWEEP_ATTACK:
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case PROJECTILE:
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return true;
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default:
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return false;
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}
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}
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private static void processSwordCombat(LivingEntity target, Player player, EntityDamageByEntityEvent event) {
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if (event.getCause() == DamageCause.THORNS) {
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return;
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