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More tweaks to durability stuff in tree feller
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@ -69,20 +69,21 @@ public class WoodCutting
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}
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}
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int durabilityLoss = toBeFelled.size(), xp = 0;
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int durabilityLoss = toBeFelled.size(), xp = 0;
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//Damage the tool
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player.getItemInHand().setDurability((short) (player.getItemInHand().getDurability()+durabilityLoss));
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//This is to prevent using wood axes everytime you tree fell
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//This is to prevent using wood axes everytime you tree fell
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if((player.getItemInHand().getDurability() >= player.getItemInHand().getType().getMaxDurability())
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if((player.getItemInHand().getDurability() + durabilityLoss >= player.getItemInHand().getType().getMaxDurability())
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|| player.getItemInHand().getType() == Material.AIR || player.getItemInHand() == null)
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|| player.getItemInHand().getType() == Material.AIR || player.getItemInHand() == null)
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{
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{
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player.sendMessage(ChatColor.RED+"YOUR AXE SPLINTERS INTO DOZENS OF PIECES");
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player.sendMessage(ChatColor.RED+"YOUR AXE SPLINTERS INTO DOZENS OF PIECES");
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if(player.getHealth() >= 2)
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if(player.getHealth() >= 2)
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Combat.dealDamage(player, player.getHealth()-1);
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Combat.dealDamage(player, player.getHealth()-1);
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player.updateInventory(); //Not sure if needed
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return;
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return;
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}
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}
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//Damage the tool
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player.getItemInHand().setDurability((short) (player.getItemInHand().getDurability()+durabilityLoss));
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//Prepare ItemStacks
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//Prepare ItemStacks
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ItemStack item;
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ItemStack item;
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ItemStack oak = new ItemStack(Material.LOG, 1, (byte)0, (byte)0);
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ItemStack oak = new ItemStack(Material.LOG, 1, (byte)0, (byte)0);
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