Removed PVP requirement on Stab, added info about Stab to /swords

This commit is contained in:
nossr50 2019-03-27 12:33:04 -07:00
parent e0341f7ae7
commit c4a383c4fb
5 changed files with 13 additions and 9 deletions

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@ -14,10 +14,11 @@ Version 2.1.26
NOTE: Combat skills will be completely configurable in the upcoming 2.2 update, be patient <3
Notes:
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
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.
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
Stab is unlocked at level 75/750, and ranks up again at level 100/1000
Stab permanently adds small amounts of extra damage when attacking players with a sword.
Stab permanently adds small amounts of extra damage when attacking with a sword.
Stab is meant to make up for Swords lackluster damage against fully geared opponents.
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 {
+ (hasEndurance ? LocaleLoader.getString("Perks.ActivationTime.Bonus", serratedStrikesLengthEndurance) : ""));
}
if(canUseSubskill(player, SubSkillType.SWORDS_STAB))
{
messages.add(getStatMessage(SubSkillType.SWORDS_STAB,
String.valueOf(UserManager.getPlayer(player).getSwordsManager().getStabDamage())));
}
return messages;
}

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@ -84,11 +84,8 @@ public class SwordsManager extends SkillManager {
}
}
public double stabCheck(LivingEntity target)
public double getStabDamage()
{
if(!(target instanceof Player))
return 0;
int rank = RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_STAB);
if(rank > 0)

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@ -21,7 +21,6 @@ import com.gmail.nossr50.util.*;
import com.gmail.nossr50.util.player.NotificationManager;
import com.gmail.nossr50.util.player.UserManager;
import com.google.common.collect.ImmutableMap;
import org.bukkit.Bukkit;
import org.bukkit.GameMode;
import org.bukkit.Material;
import org.bukkit.entity.*;
@ -64,7 +63,7 @@ public final class CombatUtils {
//Add Stab Damage
if(swordsManager.canUseStab())
{
event.setDamage(swordsManager.stabCheck(target) + initialDamage);
event.setDamage(swordsManager.getStabDamage(target) + initialDamage);
}
if (swordsManager.canUseSerratedStrike()) {

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@ -405,7 +405,8 @@ Swords.SubSkill.SerratedStrikes.Stat=Serrated Strikes Length
Swords.SubSkill.Rupture.Name=Rupture
Swords.SubSkill.Rupture.Description=Apply a powerful bleed DoT
Swords.SubSkill.Stab.Name=Stab
Swords.SubSkill.Stab.Description=Adds {0} extra damage when attacking players.
Swords.SubSkill.Stab.Description=Adds bonus damage to your attacks.
Swords.SubSkill.Stab.Stat=Stab Damage
Swords.SubSkill.Rupture.Stat=Rupture Chance
Swords.SubSkill.Rupture.Stat.Extra=Rupture: [[GREEN]]{0} ticks [{1} DMG vs Player] [{2} DMG vs Mobs]
Swords.Effect.4=Serrated Strikes Rupture+