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Command update - Swords
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commit
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@ -1,5 +1,7 @@
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package com.gmail.nossr50.commands.skills;
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import java.text.DecimalFormat;
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import org.bukkit.command.Command;
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import org.bukkit.command.CommandExecutor;
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import org.bukkit.command.CommandSender;
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@ -10,6 +12,7 @@ import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.util.Page;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Users;
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public class SwordsCommand implements CommandExecutor {
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@ -19,6 +22,10 @@ public class SwordsCommand implements CommandExecutor {
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private String bleedChance;
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private String serratedStrikesLength;
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private boolean canCounter;
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private boolean canSerratedStrike;
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private boolean canBleed;
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@Override
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public boolean onCommand(CommandSender sender, Command command, String label, String[] args) {
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if (CommandHelper.noConsoleUsage(sender)) {
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@ -34,23 +41,46 @@ public class SwordsCommand implements CommandExecutor {
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skillValue = (float) PP.getSkillLevel(SkillType.SWORDS);
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dataCalculations(skillValue);
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permissionsCheck(player);
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Swords.SkillName") }));
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player.sendMessage(LocaleLoader.getString("Commands.XPGain", new Object[] { LocaleLoader.getString("Commands.XPGain.Swords") }));
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player.sendMessage(LocaleLoader.getString("Effects.Level", new Object[] { PP.getSkillLevel(SkillType.SWORDS), PP.getSkillXpLevel(SkillType.SWORDS), PP.getXpToLevel(SkillType.SWORDS) }));
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if (canBleed || canCounter || canSerratedStrike) {
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Effects.Effects") }));
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}
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if (canCounter) {
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Swords.Effect.0"), LocaleLoader.getString("Swords.Effect.1") }));
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}
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if (canSerratedStrike) {
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Swords.Effect.2"), LocaleLoader.getString("Swords.Effect.3") }));
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Swords.Effect.4"), LocaleLoader.getString("Swords.Effect.5") }));
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Swords.Effect.6"), LocaleLoader.getString("Swords.Effect.7") }));
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}
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if (canBleed) {
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player.sendMessage(LocaleLoader.getString("Effects.Template", new Object[] { LocaleLoader.getString("Swords.Effect.6"), LocaleLoader.getString("Swords.Effect.7") }));
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}
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if (canBleed || canCounter || canSerratedStrike) {
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player.sendMessage(LocaleLoader.getString("Skills.Header", new Object[] { LocaleLoader.getString("Commands.Stats.Self") }));
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}
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if (canCounter) {
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player.sendMessage(LocaleLoader.getString("Swords.Combat.Counter.Chance", new Object[] { counterAttackChance }));
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}
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if (canBleed) {
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player.sendMessage(LocaleLoader.getString("Swords.Combat.Bleed.Length", new Object[] { bleedLength }));
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player.sendMessage(LocaleLoader.getString("Swords.Combat.Bleed.Note"));
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player.sendMessage(LocaleLoader.getString("Swords.Combat.Bleed.Chance", new Object[] { bleedChance }));
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}
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if (canSerratedStrike) {
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player.sendMessage(LocaleLoader.getString("Swords.SS.Length", new Object[] { serratedStrikesLength }));
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}
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Page.grabGuidePageForSkill(SkillType.SWORDS, player, args);
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@ -58,22 +88,32 @@ public class SwordsCommand implements CommandExecutor {
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}
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private void dataCalculations(float skillValue) {
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DecimalFormat percent = new DecimalFormat("##0.00%");
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serratedStrikesLength = String.valueOf(2 + ((int) skillValue / 50));
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if (skillValue >= 750) {
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bleedLength = "3";
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bleedChance = "75";
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counterAttackChance = "30";
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bleedChance = "75.00%";
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counterAttackChance = "30.00%";
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}
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else if (skillValue >= 600) {
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bleedLength = "2";
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bleedChance = String.valueOf(skillValue / 10);
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counterAttackChance = "30";
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bleedChance = percent.format(skillValue / 1000);
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counterAttackChance = "30.00%";
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}
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else {
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bleedLength = "2";
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bleedChance = String.valueOf(skillValue / 10);
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counterAttackChance = String.valueOf(skillValue / 20);
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bleedChance = percent.format(skillValue / 1000);
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counterAttackChance = percent.format(skillValue / 2000);
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}
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}
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private void permissionsCheck(Player player) {
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Permissions permInstance = Permissions.getInstance();
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canBleed = permInstance.swordsBleed(player);
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canCounter = permInstance.counterAttack(player);
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canSerratedStrike = permInstance.serratedStrikes(player);
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}
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}
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@ -220,8 +220,8 @@ Repair.Skills.Super.Chance=[[RED]]Super Repair Chance: [[YELLOW]]{0}
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Repair.Skillup=[[YELLOW]]Repair skill increased by {0}. Total ({1})
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##Arcane Forging
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Repair.Arcane.Chance.Downgrade=[[GRAY]]AF Downgrade Chance: [[YELLOW]]{0}%
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Repair.Arcane.Chance.Success=[[GRAY]]AF Success Rate: [[YELLOW]]{0}%
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Repair.Arcane.Chance.Downgrade=[[GRAY]]AF Downgrade Chance: [[YELLOW]]{0}
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Repair.Arcane.Chance.Success=[[GRAY]]AF Success Rate: [[YELLOW]]{0}
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Repair.Arcane.Downgrade=[[RED]]Arcane power has decreased for this item.
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Repair.Arcane.Fail=[[RED]]Arcane power has permanently left the item.
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Repair.Arcane.Lost=[[RED]]You were not skilled enough to keep any enchantments.
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@ -231,15 +231,14 @@ Repair.Arcane.Rank=[[RED]]Arcane Forging: [[YELLOW]]Rank {0}/4
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#SWORDS
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Swords.Ability.Lower=[[GRAY]]**YOU LOWER YOUR SWORD**
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Swords.Ability.Ready=[[GREEN]]**YOU READY YOUR SWORD**
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Swords.Combat.Bleed.Chance=[[RED]]Bleed Chance: [[YELLOW]]{0} %
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Swords.Combat.Bleed.Chance=[[RED]]Bleed Chance: [[YELLOW]]{0}
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Swords.Combat.Bleed.Length=[[RED]]Bleed Length: [[YELLOW]]{0} ticks
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Swords.Combat.Bleed.Note=[[GRAY]]NOTE: [[YELLOW]]1 Tick happens every 2 seconds
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Swords.Combat.Bleeding.Stopped=[[GRAY]]The bleeding has [[GREEN]]stopped[[GRAY]]!
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Swords.Combat.Bleeding=[[GREEN]]**ENEMY BLEEDING**
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Swords.Combat.Counter.Chance=[[RED]]Counter Attack Chance: [[YELLOW]]{0}%
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Swords.Combat.Counter.Chance=[[RED]]Counter Attack Chance: [[YELLOW]]{0}
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Swords.Combat.Counter.Hit=[[DARK_RED]]Hit with a counter-attack!
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Swords.Combat.Countered=[[GREEN]]**COUNTER-ATTACKED**
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Swords.Combat.Parry.Chance=[[RED]]Parry Chance: [[YELLOW]]{0} %
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Swords.Combat.SS.Struck=[[DARK_RED]]Struck by SERRATED STRIKES!
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Swords.Effect.0=Counter Attack
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Swords.Effect.1=Reflect 50% of damage taken
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