Roll & Gracefull Roll have sounds now

This commit is contained in:
nossr50 2019-01-20 02:23:18 -08:00
parent 87f84a5f66
commit b1be43154a
2 changed files with 11 additions and 0 deletions

View File

@ -19,9 +19,12 @@ import com.gmail.nossr50.util.player.UserManager;
import com.gmail.nossr50.util.skills.PerksUtils; import com.gmail.nossr50.util.skills.PerksUtils;
import com.gmail.nossr50.util.skills.SkillActivationType; import com.gmail.nossr50.util.skills.SkillActivationType;
import com.gmail.nossr50.util.skills.SkillUtils; import com.gmail.nossr50.util.skills.SkillUtils;
import com.gmail.nossr50.util.sounds.SoundManager;
import com.gmail.nossr50.util.sounds.SoundType;
import net.md_5.bungee.api.chat.ComponentBuilder; import net.md_5.bungee.api.chat.ComponentBuilder;
import org.bukkit.Location; import org.bukkit.Location;
import org.bukkit.Material; import org.bukkit.Material;
import org.bukkit.SoundCategory;
import org.bukkit.enchantments.Enchantment; import org.bukkit.enchantments.Enchantment;
import org.bukkit.entity.Player; import org.bukkit.entity.Player;
import org.bukkit.event.Event; import org.bukkit.event.Event;
@ -225,6 +228,7 @@ public class Roll extends AcrobaticsSubSkill implements RandomChance {
if (!isFatal(player, modifiedDamage) && SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.ACROBATICS_ROLL, player, getPrimarySkill(), skillLevel, getActivationChance(mcMMOPlayer))) { if (!isFatal(player, modifiedDamage) && SkillUtils.isActivationSuccessful(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, SubSkillType.ACROBATICS_ROLL, player, getPrimarySkill(), skillLevel, getActivationChance(mcMMOPlayer))) {
NotificationManager.sendPlayerInformation(player, NotificationType.SUBSKILL_MESSAGE, "Acrobatics.Roll.Text"); NotificationManager.sendPlayerInformation(player, NotificationType.SUBSKILL_MESSAGE, "Acrobatics.Roll.Text");
SoundManager.sendCategorizedSound(player, player.getLocation(), SoundType.ROLL_ACTIVATED, SoundCategory.PLAYERS);
//player.sendMessage(LocaleLoader.getString("Acrobatics.Roll.Text")); //player.sendMessage(LocaleLoader.getString("Acrobatics.Roll.Text"));
if (!SkillUtils.cooldownExpired((long) mcMMOPlayer.getTeleportATS(), Config.getInstance().getXPAfterTeleportCooldown())) { if (!SkillUtils.cooldownExpired((long) mcMMOPlayer.getTeleportATS(), Config.getInstance().getXPAfterTeleportCooldown())) {
@ -264,6 +268,7 @@ public class Roll extends AcrobaticsSubSkill implements RandomChance {
AdvancedConfig.getInstance().getMaxBonusLevel(SubSkillType.ACROBATICS_ROLL) / 2)) //This effectively makes it so you reach the max chance for success at half the requirements of roll's max chance (which would make graceful roll twice as likely per skill level) AdvancedConfig.getInstance().getMaxBonusLevel(SubSkillType.ACROBATICS_ROLL) / 2)) //This effectively makes it so you reach the max chance for success at half the requirements of roll's max chance (which would make graceful roll twice as likely per skill level)
{ {
NotificationManager.sendPlayerInformation(player, NotificationType.SUBSKILL_MESSAGE, "Acrobatics.Ability.Proc"); NotificationManager.sendPlayerInformation(player, NotificationType.SUBSKILL_MESSAGE, "Acrobatics.Ability.Proc");
SoundManager.sendCategorizedSound(player, player.getLocation(), SoundType.ROLL_ACTIVATED, SoundCategory.PLAYERS,0.5F);
SkillUtils.applyXpGain(mcMMOPlayer, getPrimarySkill(), calculateRollXP(player, damage, true), XPGainReason.PVE); SkillUtils.applyXpGain(mcMMOPlayer, getPrimarySkill(), calculateRollXP(player, damage, true), XPGainReason.PVE);
return modifiedDamage; return modifiedDamage;

View File

@ -23,6 +23,12 @@ public class SoundManager {
player.playSound(location, getSound(soundType), soundCategory, getVolume(soundType), getPitch(soundType)); player.playSound(location, getSound(soundType), soundCategory, getVolume(soundType), getPitch(soundType));
} }
public static void sendCategorizedSound(Player player, Location location, SoundType soundType, SoundCategory soundCategory, float pitchModifier)
{
float totalPitch = Math.min(2.0F, (getPitch(soundType) + pitchModifier));
player.playSound(location, getSound(soundType), soundCategory, getVolume(soundType), totalPitch);
}
public static void worldSendSound(World world, Location location, SoundType soundType) public static void worldSendSound(World world, Location location, SoundType soundType)
{ {
world.playSound(location, getSound(soundType), getVolume(soundType), getPitch(soundType)); world.playSound(location, getSound(soundType), getVolume(soundType), getPitch(soundType));