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Implementing an durability cap for ArmorImpact
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@ -61,6 +61,7 @@ public class AdvancedConfig extends ConfigLoader {
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public int getGreaterImpactBonusDamage() { return config.getInt("Skills.Axes.GreaterImpact_BonusDamage", 2); }
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public int getArmorImpactIncreaseLevel() { return config.getInt("Skills.Axes.ArmorImpact_IncreaseLevel", 50); }
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public int getArmorImpactMaxDurabilityDamage() { return config.getInt("Skills.Axes.ArmorImpact_MaxPercentageDurabilityDamage", 20); }
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/* EXCAVATION */
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//Nothing to configure, everything is already configurable in config.yml
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@ -16,6 +16,7 @@ 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.party.PartyManager;
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import com.gmail.nossr50.util.ItemChecks;
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import com.gmail.nossr50.util.Misc;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.Users;
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@ -130,6 +131,8 @@ public class Axes {
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/* Every 30 Skill Levels you gain 1 durability damage */
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int impactIncreaseLevel = advancedConfig.getArmorImpactIncreaseLevel();
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double impactMaxDamage = (double) advancedConfig.getArmorImpactMaxDurabilityDamage() / 100;
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short maxDurability;
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durabilityDamage += (int) ((double) Users.getProfile(attacker).getSkillLevel(SkillType.AXES) / (double) impactIncreaseLevel);
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if (!hasArmor(targetPlayer)) {
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@ -137,8 +140,11 @@ public class Axes {
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}
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else {
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for (ItemStack armor : targetPlayer.getInventory().getArmorContents()) {
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if(Math.random() * 100 > 75)
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if(Math.random() * 100 > 75) {
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maxDurability = (short) (ItemChecks.getMaxDurabilityArmor(armor) * impactMaxDamage);
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if (durabilityDamage > maxDurability) durabilityDamage = (short) maxDurability;
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armor.setDurability((short) (armor.getDurability() + durabilityDamage)); //Damage armor piece
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}
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}
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targetPlayer.updateInventory();
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}
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@ -474,4 +474,39 @@ public class ItemChecks {
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public static boolean isEnchantable(ItemStack is) {
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return isArmor(is) || isSword(is) || isAxe(is) || isShovel(is) || isPickaxe(is) || (is.getType() == Material.BOW);
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}
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/**
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* Get the maximum durability of an armor type.
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*
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* @param is Item to check
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* @return maximum durability value.
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*/
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public static int getMaxDurabilityArmor(ItemStack is) {
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int durability = 0;
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if (isDiamondArmor(is)) {
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if (isHelmet(is)) durability = 364;
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else if (isChestplate(is)) durability = 529;
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else if (isPants(is)) durability = 496;
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else if (isBoots(is)) durability = 430;
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}
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else if (isIronArmor(is)) {
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if (isHelmet(is)) durability = 166;
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else if (isChestplate(is)) durability = 242;
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else if (isPants(is)) durability = 226;
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else if (isBoots(is)) durability = 196;
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}
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else if (isGoldArmor(is)) {
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if (isHelmet(is)) durability = 78;
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else if (isChestplate(is)) durability = 114;
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else if (isPants(is)) durability = 106;
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else if (isBoots(is)) durability = 92;
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}
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else if (isLeatherArmor(is)) {
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if (isHelmet(is)) durability = 56;
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else if (isChestplate(is)) durability = 82;
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else if (isPants(is)) durability = 76;
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else if (isBoots(is)) durability = 66;
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}
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return durability;
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}
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}
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@ -45,6 +45,7 @@ Skills:
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GreaterImpact_KnockbackModifier: 1.5
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GreaterImpact_BonusDamage: 2
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ArmorImpact_IncreaseLevel: 50
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ArmorImpact_MaxPercentageDurabilityDamage: 20
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Fishing:
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Shake_UnlockLevel: 150
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Enchantment_Chance: 10
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