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Removed PVP requirement on Stab, added info about Stab to /swords
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@ -14,10 +14,11 @@ Version 2.1.26
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NOTE: Combat skills will be completely configurable in the upcoming 2.2 update, be patient <3
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Notes:
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These changes are meant to be minor tweaks to PVP, a dedicated PVP update where I do a lot more research and testing will happen after 2.3
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I collected several sets of data before making these changes, including damage to player with and without prot 4 diamond armor, damage to those players with and without enchanted weapons, damage with and without leveling your skills, and combinations of the previously mentioned things.
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These changes are meant to be minor tweaks for endgame PVP, a dedicated PVP update where I do a lot more research and testing will happen after 2.3
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Stab is unlocked at level 75/750, and ranks up again at level 100/1000
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Stab permanently adds small amounts of extra damage when attacking players with a sword.
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Stab permanently adds small amounts of extra damage when attacking with a sword.
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Stab is meant to make up for Swords lackluster damage against fully geared opponents.
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Iron Arm got buffed because Unarmed was dealing lackluster damage compared to other skills.
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@ -94,6 +94,12 @@ public class SwordsCommand extends SkillCommand {
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+ (hasEndurance ? LocaleLoader.getString("Perks.ActivationTime.Bonus", serratedStrikesLengthEndurance) : ""));
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}
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if(canUseSubskill(player, SubSkillType.SWORDS_STAB))
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{
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messages.add(getStatMessage(SubSkillType.SWORDS_STAB,
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String.valueOf(UserManager.getPlayer(player).getSwordsManager().getStabDamage())));
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}
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return messages;
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}
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@ -84,11 +84,8 @@ public class SwordsManager extends SkillManager {
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}
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}
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public double stabCheck(LivingEntity target)
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public double getStabDamage()
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{
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if(!(target instanceof Player))
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return 0;
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int rank = RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_STAB);
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if(rank > 0)
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@ -21,7 +21,6 @@ import com.gmail.nossr50.util.*;
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import com.gmail.nossr50.util.player.NotificationManager;
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import com.gmail.nossr50.util.player.UserManager;
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import com.google.common.collect.ImmutableMap;
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import org.bukkit.Bukkit;
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import org.bukkit.GameMode;
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import org.bukkit.Material;
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import org.bukkit.entity.*;
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@ -64,7 +63,7 @@ public final class CombatUtils {
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//Add Stab Damage
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if(swordsManager.canUseStab())
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{
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event.setDamage(swordsManager.stabCheck(target) + initialDamage);
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event.setDamage(swordsManager.getStabDamage(target) + initialDamage);
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}
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if (swordsManager.canUseSerratedStrike()) {
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@ -405,7 +405,8 @@ Swords.SubSkill.SerratedStrikes.Stat=Serrated Strikes Length
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Swords.SubSkill.Rupture.Name=Rupture
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Swords.SubSkill.Rupture.Description=Apply a powerful bleed DoT
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Swords.SubSkill.Stab.Name=Stab
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Swords.SubSkill.Stab.Description=Adds {0} extra damage when attacking players.
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Swords.SubSkill.Stab.Description=Adds bonus damage to your attacks.
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Swords.SubSkill.Stab.Stat=Stab Damage
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Swords.SubSkill.Rupture.Stat=Rupture Chance
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Swords.SubSkill.Rupture.Stat.Extra=Rupture: [[GREEN]]{0} ticks [{1} DMG vs Player] [{2} DMG vs Mobs]
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Swords.Effect.4=Serrated Strikes Rupture+
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