Serrated now uses Rupture rank to calculate its bleed effect's properties

Gore now actually uses Rupture rank 1 in its calculations
This commit is contained in:
nossr50
2019-01-23 15:29:31 -08:00
parent 3e5c4bc617
commit c51be84b50
7 changed files with 10 additions and 10 deletions

View File

@ -61,7 +61,7 @@ public class SwordsManager extends SkillManager {
}
}
BleedTimerTask.add(target, getRuptureBleedTicks(), RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_RUPTURE));
BleedTimerTask.add(target, getPlayer(), getRuptureBleedTicks(), RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_RUPTURE));
if (mcMMOPlayer.useChatNotifications()) {
NotificationManager.sendPlayerInformation(getPlayer(), NotificationType.SUBSKILL_MESSAGE, "Swords.Combat.Bleeding");
@ -105,6 +105,6 @@ public class SwordsManager extends SkillManager {
*/
public void serratedStrikes(LivingEntity target, double damage, Map<DamageModifier, Double> modifiers) {
CombatUtils.applyAbilityAoE(getPlayer(), target, damage / Swords.serratedStrikesModifier, modifiers, skill);
BleedTimerTask.add(target, Swords.serratedStrikesBleedTicks, RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_RUPTURE));
BleedTimerTask.add(target, getPlayer(), getRuptureBleedTicks(), RankUtils.getRank(getPlayer(), SubSkillType.SWORDS_RUPTURE));
}
}