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https://github.com/mcMMO-Dev/mcMMO.git
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Don't pass our events around so much.
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@@ -1,11 +1,15 @@
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package com.gmail.nossr50.skills.acrobatics;
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import org.bukkit.event.entity.EntityDamageEvent;
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import org.bukkit.entity.Player;
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import com.gmail.nossr50.datatypes.McMMOPlayer;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.skills.SkillManager;
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import com.gmail.nossr50.skills.utilities.SkillTools;
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import com.gmail.nossr50.skills.utilities.SkillType;
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import com.gmail.nossr50.util.Misc;
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import com.gmail.nossr50.util.ParticleEffectUtils;
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public class AcrobaticsManager extends SkillManager {
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public AcrobaticsManager (McMMOPlayer mcMMOPlayer) {
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@@ -17,15 +21,27 @@ public class AcrobaticsManager extends SkillManager {
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*
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* @param event The event to check
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*/
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public void dodgeCheck(EntityDamageEvent event) {
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DodgeEventHandler eventHandler = new DodgeEventHandler(this, event);
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public int dodgeCheck(int damage) {
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int modifiedDamage = Acrobatics.calculateModifiedDodgeDamage(damage, Acrobatics.dodgeDamageModifier);
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Player player = getPlayer();
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double chance = (Acrobatics.dodgeMaxChance / Acrobatics.dodgeMaxBonusLevel) * eventHandler.skillModifier;
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if (!Acrobatics.isFatal(player, modifiedDamage) && SkillTools.activationSuccessful(player, skill, Acrobatics.dodgeMaxChance, Acrobatics.dodgeMaxBonusLevel)) {
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ParticleEffectUtils.playDodgeEffect(player);
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if (chance > Misc.getRandom().nextInt(activationChance) && !eventHandler.isFatal(eventHandler.modifiedDamage)) {
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eventHandler.modifyEventDamage();
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eventHandler.sendAbilityMessage();
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eventHandler.processXpGain(eventHandler.damage * Acrobatics.dodgeXpModifier);
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PlayerProfile playerProfile = getProfile();
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if (playerProfile.useChatNotifications()) {
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player.sendMessage(LocaleLoader.getString("Acrobatics.Combat.Proc"));
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}
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// Why do we check respawn cooldown here?
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if (System.currentTimeMillis() >= playerProfile.getRespawnATS() + Misc.PLAYER_RESPAWN_COOLDOWN_SECONDS) {
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applyXpGain(damage * Acrobatics.dodgeXpModifier);
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}
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return modifiedDamage;
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}
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return damage;
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}
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}
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