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Fix SkillShot display
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@ -5,6 +5,7 @@ import com.gmail.nossr50.datatypes.skills.SubSkillType;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.skills.archery.Archery;
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import com.gmail.nossr50.util.TextComponentFactory;
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import com.gmail.nossr50.util.player.UserManager;
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import com.gmail.nossr50.util.skills.SkillActivationType;
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import net.md_5.bungee.api.chat.TextComponent;
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import org.bukkit.entity.Player;
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@ -45,8 +46,7 @@ public class ArcheryCommand extends SkillCommand {
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// SKILL SHOT
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if (canSkillShot) {
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double bonus = (skillValue / Archery.skillShotIncreaseLevel) * Archery.skillShotIncreasePercentage;
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skillShotBonus = percent.format(Archery.getSkillShotBonusDamage(player, 0));
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skillShotBonus = percent.format(Archery.getDamageBonusPercent(player));
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}
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}
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@ -881,7 +881,6 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
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//public int getConcoctionsTierLevel(Alchemy.Tier tier) { return config.getInt("Skills.Alchemy.Rank_Levels.Rank_" + rank); }
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/* ARCHERY */
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public int getSkillShotIncreaseLevel() { return config.getInt("Skills.Archery.SkillShot.IncreaseLevel", 50); }
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public double getSkillShotRankDamageMultiplier() { return config.getDouble("Skills.Archery.SkillShot.RankDamageMultiplier", 10.0D); }
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public double getSkillShotDamageMax() { return config.getDouble("Skills.Archery.SkillShot.MaxDamage", 9.0D); }
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@ -17,8 +17,6 @@ import java.util.List;
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public class Archery {
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private static List<TrackedEntity> trackedEntities = new ArrayList<TrackedEntity>();
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public static int skillShotIncreaseLevel = AdvancedConfig.getInstance().getSkillShotIncreaseLevel();
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public static double skillShotIncreasePercentage = AdvancedConfig.getInstance().getSkillShotRankDamageMultiplier();
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public static double skillShotMaxBonusDamage = AdvancedConfig.getInstance().getSkillShotDamageMax();
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public static double dazeBonusDamage = AdvancedConfig.getInstance().getDazeBonusDamage();
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@ -64,18 +62,14 @@ public class Archery {
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}
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}
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/**
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* Every rank we increase Skill Shot's bonus damage % by the IncreaseDamage percentage value from advanced.yml
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* Divide end result by 100.0D to get proper scale
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* Damage is capped in advanced.yml by Archery.SkillShot.MaxDamage
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*
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* @param player The target player
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* @param oldDamage The raw damage of the arrow before we add bonus damage
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* @return The damage that the arrow will deal after we've added bonus damage, damage is capped by Archery.SkillShot.MaxDamage
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*/
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public static double getSkillShotBonusDamage(Player player, double oldDamage)
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{
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double damageBonusPercent = ((RankUtils.getRank(player, SubSkillType.ARCHERY_SKILL_SHOT)) * Archery.skillShotIncreasePercentage) / 100.0D;
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return Math.min(oldDamage * damageBonusPercent, Archery.skillShotMaxBonusDamage);
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double damageBonusPercent = getDamageBonusPercent(player);
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double newDamage = oldDamage + (oldDamage * damageBonusPercent);
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return Math.min(newDamage, Archery.skillShotMaxBonusDamage);
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}
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public static double getDamageBonusPercent(Player player) {
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return ((RankUtils.getRank(player, SubSkillType.ARCHERY_SKILL_SHOT)) * AdvancedConfig.getInstance().getSkillShotRankDamageMultiplier()) / 100.0D;
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}
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}
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@ -29,7 +29,7 @@ public class ArcheryManager extends SkillManager {
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}
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public boolean canSkillShot() {
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return getSkillLevel() >= Archery.skillShotIncreaseLevel && Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.ARCHERY_SKILL_SHOT);
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return Permissions.isSubSkillEnabled(getPlayer(), SubSkillType.ARCHERY_SKILL_SHOT);
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}
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public boolean canRetrieveArrows() {
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