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Added chance to conclude, finality, and finishing
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@ -6,6 +6,7 @@ import com.willfp.ecoenchants.enchantments.EcoEnchants;
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import com.willfp.ecoenchants.enchantments.util.checks.EnchantChecks;
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import com.willfp.ecoenchants.nms.Target;
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import com.willfp.ecoenchants.nms.TridentStack;
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import com.willfp.ecoenchants.util.Rand;
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import org.bukkit.entity.Arrow;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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@ -17,7 +18,7 @@ import org.bukkit.inventory.ItemStack;
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public class Conclude extends EcoEnchant {
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public Conclude() {
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super(
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new EcoEnchantBuilder("conclude", EnchantmentType.NORMAL, Target.Applicable.TRIDENT, 4.0)
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new EcoEnchantBuilder("conclude", EnchantmentType.NORMAL, Target.Applicable.TRIDENT, 4.1)
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);
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}
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@ -37,6 +38,9 @@ public class Conclude extends EcoEnchant {
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if (!EnchantChecks.item(item, this)) return;
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int level = EnchantChecks.getItemLevel(item, this);
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if (Rand.randFloat(0, 1) > level * 0.01 * this.getConfig().getDouble(EcoEnchants.CONFIG_LOCATION + "chance-per-level"))
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return;
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double minhealth = this.getConfig().getDouble(EcoEnchants.CONFIG_LOCATION + "minimum-health-per-level");
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if (!(victim.getHealth() <= level * minhealth))
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return;
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@ -5,6 +5,7 @@ import com.willfp.ecoenchants.enchantments.EcoEnchantBuilder;
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import com.willfp.ecoenchants.enchantments.EcoEnchants;
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import com.willfp.ecoenchants.enchantments.util.checks.EnchantChecks;
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import com.willfp.ecoenchants.nms.Target;
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import com.willfp.ecoenchants.util.Rand;
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import org.bukkit.entity.Arrow;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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@ -14,7 +15,7 @@ import org.bukkit.event.entity.EntityDamageByEntityEvent;
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public class Finality extends EcoEnchant {
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public Finality() {
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super(
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new EcoEnchantBuilder("finality", EnchantmentType.NORMAL, Target.Applicable.BOW, 4.0)
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new EcoEnchantBuilder("finality", EnchantmentType.NORMAL, Target.Applicable.BOW, 4.1)
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);
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}
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@ -36,6 +37,9 @@ public class Finality extends EcoEnchant {
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if (!EnchantChecks.arrow(arrow, this)) return;
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int level = EnchantChecks.getArrowLevel(arrow, this);
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if (Rand.randFloat(0, 1) > level * 0.01 * this.getConfig().getDouble(EcoEnchants.CONFIG_LOCATION + "chance-per-level"))
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return;
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double minhealth = this.getConfig().getDouble(EcoEnchants.CONFIG_LOCATION + "minimum-health-per-level");
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if (!(((LivingEntity) event.getEntity()).getHealth() <= level * minhealth))
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return;
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@ -5,6 +5,7 @@ import com.willfp.ecoenchants.enchantments.EcoEnchantBuilder;
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import com.willfp.ecoenchants.enchantments.EcoEnchants;
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import com.willfp.ecoenchants.enchantments.util.checks.EnchantChecks;
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import com.willfp.ecoenchants.nms.Target;
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import com.willfp.ecoenchants.util.Rand;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.event.EventHandler;
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@ -12,7 +13,7 @@ import org.bukkit.event.entity.EntityDamageByEntityEvent;
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public class Finishing extends EcoEnchant {
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public Finishing() {
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super(
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new EcoEnchantBuilder("finishing", EnchantmentType.NORMAL, Target.Applicable.SWORD, 4.0)
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new EcoEnchantBuilder("finishing", EnchantmentType.NORMAL, Target.Applicable.SWORD, 4.1)
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);
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}
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@ -32,6 +33,9 @@ public class Finishing extends EcoEnchant {
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if (!EnchantChecks.mainhand(player, this)) return;
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int level = EnchantChecks.getMainhandLevel(player, this);
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if (Rand.randFloat(0, 1) > level * 0.01 * this.getConfig().getDouble(EcoEnchants.CONFIG_LOCATION + "chance-per-level"))
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return;
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double minhealth = this.getConfig().getDouble(EcoEnchants.CONFIG_LOCATION + "minimum-health-per-level");
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if (!(((LivingEntity) event.getEntity()).getHealth() <= level * minhealth))
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return;
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@ -2,11 +2,11 @@
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# Conclude EcoEnchant
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#
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config-version: 4.0 # Don't edit this.
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config-version: 4.1 # Don't edit this.
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name: "Conclude"
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description: Instantly kill entities on low health.
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description: Chance to instantly kill entities on low health.
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obtaining:
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table: true
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@ -20,4 +20,5 @@ general-config:
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maximum-level: 5
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config:
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minimum-health-per-level: 1 # Multiplied by level, eg: if 1, then Conclude 5 kills any mobs below 2.5 hearts
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minimum-health-per-level: 1 # Multiplied by level, eg: if 1, then Conclude 5 kills any mobs below 2.5 hearts
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chance-per-level: 10
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@ -2,11 +2,11 @@
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# Finality EcoEnchant
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#
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config-version: 4.0 # Don't edit this.
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config-version: 4.1 # Don't edit this.
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name: "Finality"
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description: Instantly kill entities on low health.
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description: Chance to instantly kill entities on low health.
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obtaining:
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table: true
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@ -20,4 +20,5 @@ general-config:
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maximum-level: 5
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config:
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minimum-health-per-level: 1 # Multiplied by level, eg: if 1, then Finality 5 kills any mobs below 2.5 hearts
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minimum-health-per-level: 1 # Multiplied by level, eg: if 1, then Finality 5 kills any mobs below 2.5 hearts
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chance-per-level: 10
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@ -2,11 +2,11 @@
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# Finishing EcoEnchant
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#
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config-version: 4.0 # Don't edit this.
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config-version: 4.1 # Don't edit this.
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name: "Finishing"
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description: Instantly kill entities on low health.
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description: Chance to instantly kill entities on low health.
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obtaining:
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table: true
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@ -20,4 +20,5 @@ general-config:
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maximum-level: 5
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config:
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minimum-health-per-level: 1 # Multiplied by level, eg: if 1, then Finishing 5 kills any mobs below 2.5 hearts
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minimum-health-per-level: 1 # Multiplied by level, eg: if 1, then Finishing 5 kills any mobs below 2.5 hearts
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chance-per-level: 10
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@ -17,7 +17,7 @@ obtaining:
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general-config:
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grindstoneable: true
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conflicts: []
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maximum-level: 3
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maximum-level: 6
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config:
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damage-multiplier-per-level: 0.08 # Damage * Level * Multiplier is used to calculate how much health to heal
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damage-multiplier-per-level: 0.04 # Damage * Level * Multiplier is used to calculate how much health to heal
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