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Reworked Unarmed to be easier to level

nossr50 13 年之前
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2aa7e37e13

+ 2 - 0
Changelog.txt

@@ -23,6 +23,8 @@ Version 1.3.00-dev
  = Fixed memory leak with mob spawner tracking
  = Fixed /mcability not respecting permissions
  = Prettied up new config files
+ ! Changed the name of Unarmed Apprentice/Master to Iron Arm Style
+ ! Changed Unarmed to gain bonus damage every 50 skill levels, capping out at what Unarmed Mastery was before
  ! Changed Tree Feller to take down entire trees
  ! Changed mob spawn tracking to use Unique Entity ID instead of Entity Object
  ! Changed stats command name to mcstats for better plugin compatibility

+ 3 - 3
src/main/java/com/gmail/nossr50/commands/party/PartyCommand.java

@@ -11,7 +11,6 @@ import com.gmail.nossr50.Users;
 import com.gmail.nossr50.mcPermissions;
 import com.gmail.nossr50.config.LoadProperties;
 import com.gmail.nossr50.datatypes.PlayerProfile;
-import com.gmail.nossr50.datatypes.SkillType;
 import com.gmail.nossr50.locale.mcLocale;
 import com.gmail.nossr50.party.Party;
 
@@ -77,6 +76,8 @@ public class PartyCommand implements CommandExecutor {
 			
 			//Master Apprentice Stuff
 			//Show the player all their bonuses when they type /party
+			
+			/*
 			for(Player a : Party.getInstance().getPartyMembers(player))
 			{
 			    if(Party.getInstance().isPartyLeader(a.getName(), PP.getParty()) && !a.getName().equals(player.getName()))
@@ -108,8 +109,7 @@ public class PartyCommand implements CommandExecutor {
 			        //Tell them they are providing bonuses
 			    }
 			}
-			
-            
+			*/
             
 			return true;
 		} else if (args.length == 1) {

+ 7 - 9
src/main/java/com/gmail/nossr50/commands/skills/UnarmedCommand.java

@@ -41,6 +41,11 @@ public class UnarmedCommand implements CommandExecutor {
 			x -= 50;
 			ticks++;
 		}
+		
+		int bonus = PP.getSkillLevel(SkillType.UNARMED)/50;
+		
+		if(bonus > 6)
+		    bonus = 6;
 
 		player.sendMessage(mcLocale.getString("m.SkillHeader", new Object[] { mcLocale.getString("m.SkillUnarmed") }));
 		player.sendMessage(mcLocale.getString("m.XPGain", new Object[] { mcLocale.getString("m.XPGainUnarmed") }));
@@ -52,20 +57,13 @@ public class UnarmedCommand implements CommandExecutor {
 		player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed1_0"), mcLocale.getString("m.EffectsUnarmed1_1") }));
 		player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed2_0"), mcLocale.getString("m.EffectsUnarmed2_1") }));
 		player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed3_0"), mcLocale.getString("m.EffectsUnarmed3_1") }));
-		player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed4_0"), mcLocale.getString("m.EffectsUnarmed4_1") }));
+		//player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed4_0"), mcLocale.getString("m.EffectsUnarmed4_1") }));
 		player.sendMessage(mcLocale.getString("m.EffectsTemplate", new Object[] { mcLocale.getString("m.EffectsUnarmed5_0"), mcLocale.getString("m.EffectsUnarmed5_1") }));
 		player.sendMessage(mcLocale.getString("m.SkillHeader", new Object[] { mcLocale.getString("m.YourStats") }));
 		player.sendMessage(mcLocale.getString("m.UnarmedArrowDeflectChance", new Object[] { arrowpercentage }));
 		player.sendMessage(mcLocale.getString("m.UnarmedDisarmChance", new Object[] { percentage }));
 
-		if (PP.getSkillLevel(SkillType.UNARMED) < 250) {
-			player.sendMessage(mcLocale.getString("m.AbilityLockTemplate", new Object[] { mcLocale.getString("m.AbilLockUnarmed1") }));
-		} else if (PP.getSkillLevel(SkillType.UNARMED) >= 250 && PP.getSkillLevel(SkillType.UNARMED) < 500) {
-			player.sendMessage(mcLocale.getString("m.AbilityBonusTemplate", new Object[] { mcLocale.getString("m.AbilBonusUnarmed1_0"), mcLocale.getString("m.AbilBonusUnarmed1_1") }));
-			player.sendMessage(mcLocale.getString("m.AbilityLockTemplate", new Object[] { mcLocale.getString("m.AbilLockUnarmed2") }));
-		} else {
-			player.sendMessage(mcLocale.getString("m.AbilityBonusTemplate", new Object[] { mcLocale.getString("m.AbilBonusUnarmed2_0"), mcLocale.getString("m.AbilBonusUnarmed2_1") }));
-		}
+		player.sendMessage(mcLocale.getString("m.AbilityBonusTemplate", new Object[] { mcLocale.getString("m.AbilBonusUnarmed2_0"), mcLocale.getString("m.AbilBonusUnarmed2_1", new Object[] {bonus}) }));
 
 		player.sendMessage(mcLocale.getString("m.UnarmedBerserkLength", new Object[] { ticks }));
 

+ 7 - 4
src/main/java/com/gmail/nossr50/skills/Unarmed.java

@@ -66,10 +66,13 @@ public class Unarmed {
 	{
 		PlayerProfile PPa = Users.getProfile(attacker);
 		int bonus = 0;
-		if (PPa.getSkillLevel(SkillType.UNARMED) >= 250)
-			bonus+=2;
-		if (PPa.getSkillLevel(SkillType.UNARMED) >= 500)
-			bonus+=4;
+		
+		//Add 1 DMG for every 50 skill levels
+		bonus = PPa.getSkillLevel(SkillType.UNARMED)/50;
+		
+		if(bonus > 6)
+		    bonus = 6;
+        
 		event.setDamage(event.getDamage()+bonus);
 	}
 	public static void disarmProcCheck(Player attacker, Player defender)

+ 0 - 1
src/main/java/com/gmail/nossr50/skills/WoodCutting.java

@@ -135,7 +135,6 @@ public class WoodCutting
                 player.getItemInHand().setDurability(durability);
             }
         }
-        
     }
     private static boolean treeFellerCompatible(Block block)
     {

+ 4 - 4
src/main/resources/locale/locale_de.properties

@@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=[[YELLOW]]Berserker (Faehigkeit)
 m.EffectsUnarmed1_1=[[AQUA]]+50% Schaden, bricht weiches Material (Bsp. Erde)
 m.EffectsUnarmed2_0=[[YELLOW]]Entwaffnen (Spieler)
 m.EffectsUnarmed2_1=[[AQUA]]Droppt Item welches Feind in Hand haelt
-m.EffectsUnarmed3_0=[[YELLOW]]Faustkampfmeister
-m.EffectsUnarmed3_1=[[AQUA]]grosse Schadenssteigerung
+m.EffectsUnarmed3_0=Iron Arm Style
+m.EffectsUnarmed3_1=Hardens your arm over time
 m.EffectsUnarmed4_0=[[YELLOW]]Faustkampflehrling
 m.EffectsUnarmed4_1=[[AQUA]]Schadens-Bonus
 m.EffectsUnarmed5_0=[[YELLOW]]Pfeil ablenken
@@ -171,8 +171,8 @@ m.AbilLockUnarmed1=[[DARK_AQUA]]gesperrt bis 250+ Skilllevel (Faustkampflehrling
 m.AbilLockUnarmed2=[[DARK_AQUA]]gesperrt bis 500+ Skilllevel (Faustkampfmeister)
 m.AbilBonusUnarmed1_0=[[YELLOW]]Faustkampflehrling
 m.AbilBonusUnarmed1_1=[[AQUA]]+2 Schadens-Bonus
-m.AbilBonusUnarmed2_0=[[YELLOW]]Faustkampfmeister
-m.AbilBonusUnarmed2_1=[[AQUA]]+4 Schadens-Bonus
+m.AbilBonusUnarmed2_0=Iron Arm Style
+m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
 m.UnarmedArrowDeflectChance=[[YELLOW]]Pfeil ablenken Chance: [[GREEN]]{0}%
 m.UnarmedDisarmChance=[[YELLOW]]Entwaffnen Chance: [[GREEN]]{0}%
 m.UnarmedBerserkLength=[[YELLOW]]Berserker Dauer: [[GREEN]]{0}s

+ 4 - 4
src/main/resources/locale/locale_en_us.properties

@@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Berserk (ABILITY)
 m.EffectsUnarmed1_1=+50% DMG, Breaks weak materials
 m.EffectsUnarmed2_0=Disarm (Players)
 m.EffectsUnarmed2_1=Drops the foes item held in hand
-m.EffectsUnarmed3_0=Unarmed Mastery
-m.EffectsUnarmed3_1=Large Damage Upgrade
+m.EffectsUnarmed3_0=Iron Arm Style
+m.EffectsUnarmed3_1=Hardens your arm over time
 m.EffectsUnarmed4_0=Unarmed Apprentice
 m.EffectsUnarmed4_1=Damage Upgrade
 m.EffectsUnarmed5_0=Arrow Deflect
@@ -171,8 +171,8 @@ m.AbilLockUnarmed1=LOCKED UNTIL 250+ SKILL (UNARMED APPRENTICE)
 m.AbilLockUnarmed2=LOCKED UNTIL 500+ SKILL (UNARMED MASTERY)
 m.AbilBonusUnarmed1_0=Unarmed Apprentice
 m.AbilBonusUnarmed1_1=+2 DMG Upgrade
-m.AbilBonusUnarmed2_0=Unarmed Mastery
-m.AbilBonusUnarmed2_1=+4 DMG Upgrade
+m.AbilBonusUnarmed2_0=Iron Arm Style
+m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
 m.UnarmedArrowDeflectChance=[[RED]]Arrow Deflect Chance: [[YELLOW]]{0}%
 m.UnarmedDisarmChance=[[RED]]Disarm Chance: [[YELLOW]]{0}%
 m.UnarmedBerserkLength=[[RED]]Berserk Length: [[YELLOW]]{0}s

+ 4 - 4
src/main/resources/locale/locale_es_es.properties

@@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Enloquecer (HABILIDAD)
 m.EffectsUnarmed1_1=+50% daño, Romper materiales fragiles
 m.EffectsUnarmed2_0=Desarmar (Jugadores)
 m.EffectsUnarmed2_1=Caida del objeto de mano del enemigo
-m.EffectsUnarmed3_0=Maestro desarmado
-m.EffectsUnarmed3_1=Mejora de grandes daños
+m.EffectsUnarmed3_0=Iron Arm Style
+m.EffectsUnarmed3_1=Hardens your arm over time
 m.EffectsUnarmed4_0=Aprendiz desarmado
 m.EffectsUnarmed4_1=Mejora de daños
 m.EffectsUnarmed5_0=Desviar flechas
@@ -171,8 +171,8 @@ m.AbilLockUnarmed1=BLOQUEADO HASTA TENER HABILIDAD +250 (APRENDIZ DESARMADO)
 m.AbilLockUnarmed2=BLOQUEADO HASTA TENER HABILIDAD +500 (MAESTRO DESARMADO)
 m.AbilBonusUnarmed1_0=Aprendiz desarmado
 m.AbilBonusUnarmed1_1=Mejora de +2 de daño
-m.AbilBonusUnarmed2_0=Maestro desarmado
-m.AbilBonusUnarmed2_1=Mejora de +4 de daño
+m.AbilBonusUnarmed2_0=Iron Arm Style
+m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
 m.UnarmedArrowDeflectChance=[[RED]]Posibilidad de Desviar flechas: [[YELLOW]]{0}%
 m.UnarmedDisarmChance=[[RED]]Posibilidad de Desarmar: [[YELLOW]]{0}%
 m.UnarmedBerserkLength=[[RED]]Posibilidad de Enloquecer: [[YELLOW]]{0}s

+ 4 - 4
src/main/resources/locale/locale_fi.properties

@@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Raivop
 m.EffectsUnarmed1_1=+50% vahinko, rikkoo heikkoja materiaaleja
 m.EffectsUnarmed2_0=Aseista riisuminen (Pelaajat)
 m.EffectsUnarmed2_1=Pudottaa vihollisen esineen kädestä
-m.EffectsUnarmed3_0=Aseistamattomuuden Herra
-m.EffectsUnarmed3_1=Suuri vahingonlisäys
+m.EffectsUnarmed3_0=Iron Arm Style
+m.EffectsUnarmed3_1=Hardens your arm over time
 m.EffectsUnarmed4_0=Aseistamattomuuden Aloittelija
 m.EffectsUnarmed4_1=Vahingonlisäys
 m.EffectsUnarmed5_0=Nuolentorjunta
@@ -171,8 +171,8 @@ m.AbilLockUnarmed1=LUKITTU KUNNES 250+ TAITO (ASEISTAMATTOMUUDEN ALOITTELIJA)
 m.AbilLockUnarmed2=LUKITTU KUNNES 500+ TAITO (ASEISTAMATTOMUUDEN HERRA)
 m.AbilBonusUnarmed1_0=Aseistamattomuuden Aloittelija
 m.AbilBonusUnarmed1_1=+2 Vahinko
-m.AbilBonusUnarmed2_0=Aseistamattomuuden Herra
-m.AbilBonusUnarmed2_1=+4 Vahinko
+m.AbilBonusUnarmed2_0=Iron Arm Style
+m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
 m.UnarmedArrowDeflectChance=[[RED]]Nuolentorjunnan todennäköisyys: [[YELLOW]]{0}%
 m.UnarmedDisarmChance=[[RED]]Aseista riisumisen todennäköisyys: [[YELLOW]]{0}%
 m.UnarmedBerserkLength=[[RED]]Raivopään kesto: [[YELLOW]]{0}s

+ 4 - 4
src/main/resources/locale/locale_fr.properties

@@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Berserk (capacit
 m.EffectsUnarmed1_1=+50% de dégâts, brise les matériaux faibles
 m.EffectsUnarmed2_0=Désarmer (les joueurs)
 m.EffectsUnarmed2_1=Vole l'objet que l'ennemi a dans la main
-m.EffectsUnarmed3_0=Apprenti du désarmement
-m.EffectsUnarmed3_1=Plus de dégâts
+m.EffectsUnarmed3_0=Iron Arm Style
+m.EffectsUnarmed3_1=Hardens your arm over time
 m.EffectsUnarmed4_0=Maîtrise du désarmement
 m.EffectsUnarmed4_1=Beaucoup plus de dégâts
 m.EffectsUnarmed5_0=Déviation des flèches
@@ -171,8 +171,8 @@ m.AbilLockUnarmed1=D
 m.AbilLockUnarmed2=Débloqué au niveau 500 (Maîtrise du désarmement)
 m.AbilBonusUnarmed1_0=Apprenti du désarmement
 m.AbilBonusUnarmed1_1=+2 dégâts
-m.AbilBonusUnarmed2_0=Maîtrise du désarmement
-m.AbilBonusUnarmed2_1=+4 dégâts
+m.AbilBonusUnarmed2_0=Iron Arm Style
+m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
 m.UnarmedArrowDeflectChance=[[RED]]Chances dévier les flèches : [[YELLOW]]{0}%
 m.UnarmedDisarmChance=[[RED]]Chances de Désarmer : [[YELLOW]]{0}%
 m.UnarmedBerserkLength=[[RED]]Durée de votre capacité spéciale : [[YELLOW]]{0}s

+ 4 - 4
src/main/resources/locale/locale_nl.properties

@@ -167,8 +167,8 @@ m.EffectsUnarmed1_0=Onbewapende gek (ABILITY)
 m.EffectsUnarmed1_1=+50% schade, hak zachte materialen weg
 m.EffectsUnarmed2_0=Ontwapen (Players)
 m.EffectsUnarmed2_1=Dropt het wapen van de vijand
-m.EffectsUnarmed3_0=Onbewapende held
-m.EffectsUnarmed3_1=Nog meer schade
+m.EffectsUnarmed3_0=Iron Arm Style
+m.EffectsUnarmed3_1=Hardens your arm over time
 m.EffectsUnarmed4_0=Onbewapende leerling
 m.EffectsUnarmed4_1=Meer schade
 m.EffectsUnarmed5_0=Pijlafwijking
@@ -177,8 +177,8 @@ m.AbilLockUnarmed1=GEBLOKEERD TOT 250+ SKILL (Onbewapende leerling)
 m.AbilLockUnarmed2=GEBLOKEERD TOT 500+ SKILL (Onbewapende held)
 m.AbilBonusUnarmed1_0=Onbewapende leerling
 m.AbilBonusUnarmed1_1=+2 meer schade
-m.AbilBonusUnarmed2_0=Onbewapende held
-m.AbilBonusUnarmed2_1=+4 meer schade
+m.AbilBonusUnarmed2_0=Iron Arm Style
+m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
 m.UnarmedArrowDeflectChance=[[RED]]Kans op Pijlafwijking: [[YELLOW]]{0}%
 m.UnarmedDisarmChance=[[RED]]Kans op Ontwapening: [[YELLOW]]{0}%
 m.UnarmedBerserkLength=[[RED]]Lengte van Onbewapende gek: [[YELLOW]]{0}s

+ 4 - 4
src/main/resources/locale/locale_pl.properties

@@ -161,8 +161,8 @@ m.EffectsUnarmed1_0=Wejscie Smoka (UMIEJETNOSC)
 m.EffectsUnarmed1_1=Polowe wieksze obrazenia, niszczy slabe przedmioty.
 m.EffectsUnarmed2_0=Rozbrojenie (Tylko graczy)
 m.EffectsUnarmed2_1=Przeciwnik upuszcza trzymany w reku przedmiot.
-m.EffectsUnarmed3_0=Wsciekle Piesci
-m.EffectsUnarmed3_1=Znaczne zwiekszenie zadawanych obrazen.
+m.EffectsUnarmed3_0=Iron Arm Style
+m.EffectsUnarmed3_1=Hardens your arm over time
 m.EffectsUnarmed4_0=Droga Smoka
 m.EffectsUnarmed4_1=Zwiekszenie zadawanych obrazen.
 m.EffectsUnarmed5_0=Odbicie strzaly
@@ -171,8 +171,8 @@ m.AbilLockUnarmed1=Aby odblokowac Droge Smoka, zdobadz 250 poziom.
 m.AbilLockUnarmed2=Aby odblokowac Wsciekle Piesci, zdobadz 500 poziom.
 m.AbilBonusUnarmed1_0=Droga Smoka
 m.AbilBonusUnarmed1_1=Zadawane obrazenia zwiekszone o 2.
-m.AbilBonusUnarmed2_0=Wsciekle Piesci
-m.AbilBonusUnarmed2_1=Zadawane obrazenia zwiekszone o 4.
+m.AbilBonusUnarmed2_0=Iron Arm Style
+m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
 m.UnarmedArrowDeflectChance=[[RED]]Szansa na odbicie strzaly: [[YELLOW]]{0}%
 m.UnarmedDisarmChance=[[RED]]Szansa na rozbrojenie: [[YELLOW]]{0}%
 m.UnarmedBerserkLength=[[RED]]Dlugosc Wejscia Smoka: [[YELLOW]]{0} sekund.

+ 4 - 4
src/main/resources/locale/locale_pt_br.properties

@@ -168,8 +168,8 @@ m.EffectsUnarmed1_0=F
 m.EffectsUnarmed1_1=+50% de Dano, Quebra materiais frágeis
 m.EffectsUnarmed2_0=Desarmar (Jogadores)
 m.EffectsUnarmed2_1=Derruba a arma que o adversário está segurando
-m.EffectsUnarmed3_0=Mestre do Desarmamento
-m.EffectsUnarmed3_1=Aumenta muito o Dano
+m.EffectsUnarmed3_0=Iron Arm Style
+m.EffectsUnarmed3_1=Hardens your arm over time
 m.EffectsUnarmed4_0=Aprendiz do Desarmamento
 m.EffectsUnarmed4_1=Aumenta o Dano
 m.EffectsUnarmed5_0=Desviar Flechas
@@ -178,8 +178,8 @@ m.AbilLockUnarmed1=DESBLOQUEIE NO NIVEL 250 (APRENDIZ DE DESARMAMENTO)
 m.AbilLockUnarmed2=DESBLOQUEIE NO NIVEL 500 (MESTRE DE DESARMAMENTO)
 m.AbilBonusUnarmed1_0=Aprendiz do Desarmamento
 m.AbilBonusUnarmed1_1=+2 de Danos
-m.AbilBonusUnarmed2_0=Mestre do Desarmamento
-m.AbilBonusUnarmed2_1=+4 de Danos
+m.AbilBonusUnarmed2_0=Iron Arm Style
+m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
 m.UnarmedArrowDeflectChance=[[RED]]Chance de Desviar Flechas: [[YELLOW]]{0}%
 m.UnarmedDisarmChance=[[RED]]Chance de Desarmar: [[YELLOW]]{0}%
 m.UnarmedBerserkLength=[[RED]]Duraçao da Fúria: [[YELLOW]]{0}s

+ 4 - 4
src/main/resources/locale/locale_ru.properties

@@ -162,8 +162,8 @@ m.EffectsUnarmed1_0=
 m.EffectsUnarmed1_1=+50% Урона, Ломать слабые материалы
 m.EffectsUnarmed2_0=Обезоружение(Игроки)
 m.EffectsUnarmed2_1=Падает оружие противника на землю, которое находится в руках у него.
-m.EffectsUnarmed3_0=Мастер Рукопашного боя
-m.EffectsUnarmed3_1=Улучшение урона от кулаков
+m.EffectsUnarmed3_0=Iron Arm Style
+m.EffectsUnarmed3_1=Hardens your arm over time
 m.EffectsUnarmed4_0=Ученик рукопашного боя
 m.EffectsUnarmed4_1=Увеличение урона от кулаков
 m.EffectsUnarmed5_0=Отражение стрел
@@ -172,8 +172,8 @@ m.AbilLockUnarmed1=
 m.AbilLockUnarmed2=Блокируется до 500+ уровня(Мастер Рукопашного боя)
 m.AbilBonusUnarmed1_0=Ученик рукопашного боя
 m.AbilBonusUnarmed1_1=+2 бонус к урону
-m.AbilBonusUnarmed2_0=Мастер Рукопашного боя
-m.AbilBonusUnarmed2_1=+4 бонус к урону
+m.AbilBonusUnarmed2_0=Iron Arm Style
+m.AbilBonusUnarmed2_1=+{0} DMG Upgrade
 m.UnarmedArrowDeflectChance=[[RED]]Шанс отразить стрелы: [[YELLOW]]{0}%
 m.UnarmedDisarmChance=[[RED]]Шанс обезоружить: [[YELLOW]]{0}%
 m.UnarmedBerserkLength=[[RED]]Длительность "Берсерка": [[YELLOW]]{0}s