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break; break; break;
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@ -14,6 +14,7 @@ Version 1.3.02
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! Changed invincibility checks in EntityDamage listeners to accommodate for vanilla MC behaviour
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! Changed invincibility checks in EntityDamage listeners to accommodate for vanilla MC behaviour
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! Changed Ignition to add fire ticks rather than replacing them.
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! Changed Ignition to add fire ticks rather than replacing them.
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! Changed Axes critical to have a max critical rate of 37.5% down from 75%
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! Changed Axes critical to have a max critical rate of 37.5% down from 75%
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= Fixed Shake not working correctly
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= Fixed bug with Axes command displaying wrong Greater Impact bonus damage
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= Fixed bug with Axes command displaying wrong Greater Impact bonus damage
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= Fixed bug where Impact didn't apply bonus damage
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= Fixed bug where Impact didn't apply bonus damage
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= Fixed Impact proccing multiple times in a row
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= Fixed Impact proccing multiple times in a row
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@ -266,11 +266,13 @@ public class Fishing {
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{
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{
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case BLAZE:
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case BLAZE:
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m.mcDropItem(loc, new ItemStack(Material.BLAZE_ROD, 1));
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m.mcDropItem(loc, new ItemStack(Material.BLAZE_ROD, 1));
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break;
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case CAVE_SPIDER:
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case CAVE_SPIDER:
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if(Math.random() * 10 < 5)
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if(Math.random() * 10 < 5)
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m.mcDropItem(loc, new ItemStack(Material.SPIDER_EYE, 1));
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m.mcDropItem(loc, new ItemStack(Material.SPIDER_EYE, 1));
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else
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else
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m.mcDropItem(loc, new ItemStack(Material.STRING, 1));
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m.mcDropItem(loc, new ItemStack(Material.STRING, 1));
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break;
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case CHICKEN:
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case CHICKEN:
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if(Math.random() * 10 <= 7)
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if(Math.random() * 10 <= 7)
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{
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{
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@ -281,6 +283,7 @@ public class Fishing {
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}
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}
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else
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else
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m.mcDropItem(loc, new ItemStack(Material.EGG, 1));
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m.mcDropItem(loc, new ItemStack(Material.EGG, 1));
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break;
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case COW:
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case COW:
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if(Math.random() * 100 >= 99)
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if(Math.random() * 100 >= 99)
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m.mcDropItem(loc, new ItemStack(Material.MILK_BUCKET, 1)); //rare chance to drop milk
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m.mcDropItem(loc, new ItemStack(Material.MILK_BUCKET, 1)); //rare chance to drop milk
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@ -288,17 +291,22 @@ public class Fishing {
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m.mcDropItem(loc, new ItemStack(Material.LEATHER, 1));
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m.mcDropItem(loc, new ItemStack(Material.LEATHER, 1));
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else
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else
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m.mcDropItem(loc, new ItemStack(Material.RAW_BEEF, 1));
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m.mcDropItem(loc, new ItemStack(Material.RAW_BEEF, 1));
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break;
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case CREEPER:
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case CREEPER:
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m.mcDropItem(loc, new ItemStack(Material.SULPHUR, 1));
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m.mcDropItem(loc, new ItemStack(Material.SULPHUR, 1));
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break;
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case ENDERMAN:
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case ENDERMAN:
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m.mcDropItem(loc, new ItemStack(Material.ENDER_PEARL, 1));
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m.mcDropItem(loc, new ItemStack(Material.ENDER_PEARL, 1));
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break;
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case GHAST:
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case GHAST:
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if(Math.random() * 10 < 5)
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if(Math.random() * 10 < 5)
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m.mcDropItem(loc, new ItemStack(Material.SULPHUR, 1));
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m.mcDropItem(loc, new ItemStack(Material.SULPHUR, 1));
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else
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else
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m.mcDropItem(loc, new ItemStack(Material.GHAST_TEAR, 1));
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m.mcDropItem(loc, new ItemStack(Material.GHAST_TEAR, 1));
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break;
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case MAGMA_CUBE:
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case MAGMA_CUBE:
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m.mcDropItem(loc, new ItemStack(Material.MAGMA_CREAM, 1));
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m.mcDropItem(loc, new ItemStack(Material.MAGMA_CREAM, 1));
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break;
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case MUSHROOM_COW:
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case MUSHROOM_COW:
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if(Math.random() * 100 >= 99)
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if(Math.random() * 100 >= 99)
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{
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{
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@ -317,15 +325,16 @@ public class Fishing {
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else
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else
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m.mcDropItem(loc, new ItemStack(Material.RED_MUSHROOM, 3));
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m.mcDropItem(loc, new ItemStack(Material.RED_MUSHROOM, 3));
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//need some way to remove MushroomCow & replace with regular cow when sheared
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//need some way to remove MushroomCow & replace with regular cow when sheared
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break;
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case PIG:
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case PIG:
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m.mcDropItem(loc, new ItemStack(Material.PORK, 1));
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m.mcDropItem(loc, new ItemStack(Material.PORK, 1));
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break;
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case PIG_ZOMBIE:
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case PIG_ZOMBIE:
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if(Math.random() * 10 < 5)
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if(Math.random() * 10 < 5)
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m.mcDropItem(loc, new ItemStack(Material.ROTTEN_FLESH, 1));
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m.mcDropItem(loc, new ItemStack(Material.ROTTEN_FLESH, 1));
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else
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else
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m.mcDropItem(loc, new ItemStack(Material.GOLD_NUGGET, 1));
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m.mcDropItem(loc, new ItemStack(Material.GOLD_NUGGET, 1));
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case PLAYER:
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break;
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return;
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case SHEEP:
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case SHEEP:
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Sheep sheep = (Sheep)le;
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Sheep sheep = (Sheep)le;
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if(!sheep.isSheared())
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if(!sheep.isSheared())
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@ -337,27 +346,36 @@ public class Fishing {
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m.mcDropItem(loc, theWool);
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m.mcDropItem(loc, theWool);
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sheep.setSheared(true);
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sheep.setSheared(true);
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}
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}
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break;
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case SKELETON:
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case SKELETON:
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if(Math.random() * 10 < 5)
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if(Math.random() * 10 < 5)
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m.mcDropItem(loc, new ItemStack(Material.BONE, 1));
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m.mcDropItem(loc, new ItemStack(Material.BONE, 1));
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else
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else
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m.mcDropItem(loc, new ItemStack(Material.ARROW, 3));
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m.mcDropItem(loc, new ItemStack(Material.ARROW, 3));
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break;
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case SLIME:
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case SLIME:
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m.mcDropItem(loc, new ItemStack(Material.SLIME_BALL, 1));
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m.mcDropItem(loc, new ItemStack(Material.SLIME_BALL, 1));
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break;
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case SNOWMAN:
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case SNOWMAN:
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if(Math.random() * 100 >= 99)
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if(Math.random() * 100 >= 99)
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m.mcDropItem(loc, new ItemStack(Material.PUMPKIN, 1)); //rare chance to drop pumpkin
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m.mcDropItem(loc, new ItemStack(Material.PUMPKIN, 1)); //rare chance to drop pumpkin
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else
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else
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m.mcDropItem(loc, new ItemStack(Material.SNOW_BALL, 5));
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m.mcDropItem(loc, new ItemStack(Material.SNOW_BALL, 5));
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break;
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case SPIDER:
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case SPIDER:
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if(Math.random() * 10 < 5)
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if(Math.random() * 10 < 5)
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m.mcDropItem(loc, new ItemStack(Material.SPIDER_EYE, 1));
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m.mcDropItem(loc, new ItemStack(Material.SPIDER_EYE, 1));
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else
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else
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m.mcDropItem(loc, new ItemStack(Material.STRING, 1));
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m.mcDropItem(loc, new ItemStack(Material.STRING, 1));
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break;
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case SQUID:
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case SQUID:
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m.mcDropItem(loc, new ItemStack(Material.INK_SACK, 1, (byte)0, (byte)0));
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m.mcDropItem(loc, new ItemStack(Material.INK_SACK, 1, (byte)0, (byte)0));
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break;
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case ZOMBIE:
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case ZOMBIE:
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m.mcDropItem(loc, new ItemStack(Material.ROTTEN_FLESH, 1));
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m.mcDropItem(loc, new ItemStack(Material.ROTTEN_FLESH, 1));
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break;
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default:
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return;
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}
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}
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Combat.dealDamage(le, 1);
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Combat.dealDamage(le, 1);
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