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Fixed bravery and infernal resistance
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@@ -4,14 +4,13 @@ import com.google.common.collect.ImmutableSet;
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import com.willfp.eco.core.config.updating.ConfigUpdater;
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import com.willfp.ecoskills.effects.effects.EffectAcceleratedEscape;
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import com.willfp.ecoskills.effects.effects.EffectBountifulHarvest;
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import com.willfp.ecoskills.effects.effects.EffectBravery;
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import com.willfp.ecoskills.effects.effects.EffectInfernalResistance;
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import com.willfp.ecoskills.effects.effects.EffectCraftsmanship;
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import com.willfp.ecoskills.effects.effects.EffectDazzle;
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import com.willfp.ecoskills.effects.effects.EffectDodging;
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import com.willfp.ecoskills.effects.effects.EffectEfficientBrewing;
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import com.willfp.ecoskills.effects.effects.EffectEyeOfTheDepths;
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import com.willfp.ecoskills.effects.effects.EffectGoldenYield;
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import com.willfp.ecoskills.effects.effects.EffectInfernalResistance;
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import com.willfp.ecoskills.effects.effects.EffectMysticResilience;
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import com.willfp.ecoskills.effects.effects.EffectPotionmaster;
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import com.willfp.ecoskills.effects.effects.EffectSatiation;
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@@ -19,6 +18,7 @@ import com.willfp.ecoskills.effects.effects.EffectSeamlessMovement;
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import com.willfp.ecoskills.effects.effects.EffectSecondChance;
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import com.willfp.ecoskills.effects.effects.EffectSerratedStrikes;
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import com.willfp.ecoskills.effects.effects.EffectShamanism;
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import com.willfp.ecoskills.effects.effects.EffectStrongImpact;
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import com.willfp.ecoskills.effects.effects.EffectVersatileTools;
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import org.bukkit.NamespacedKey;
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import org.jetbrains.annotations.ApiStatus;
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@@ -50,9 +50,10 @@ public class Effects {
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public static final Effect GOLDEN_YIELD = new EffectGoldenYield();
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public static final Effect DODGING = new EffectDodging();
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public static final Effect ACCELERATED_ESCAPE = new EffectAcceleratedEscape();
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public static final Effect BRAVERY = new EffectBravery();
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public static final Effect BRAVERY = new EffectInfernalResistance();
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public static final Effect INFERNAL_RESISTANCE = new EffectInfernalResistance();
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public static final Effect DAZZLE = new EffectDazzle();
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public static final Effect STRONG_IMPACT = new EffectStrongImpact();
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@ApiStatus.Internal
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public static void registerNewEffect(@NotNull final Effect effect) {
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@@ -1,41 +1,44 @@
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package com.willfp.ecoskills.effects.effects
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import com.willfp.eco.util.NamespacedKeyUtils
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import com.willfp.eco.util.NumberUtils
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import com.willfp.ecoskills.effects.Effect
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import com.willfp.ecoskills.getEffectLevel
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import org.bukkit.entity.Boss
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import org.bukkit.entity.ElderGuardian
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import org.bukkit.entity.Player
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import org.bukkit.event.EventHandler
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import org.bukkit.event.EventPriority
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import org.bukkit.event.entity.EntityDamageEvent
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import org.bukkit.event.entity.EntityDamageByEntityEvent
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import org.bukkit.persistence.PersistentDataType
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class EffectBravery: Effect(
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"bravery"
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) {
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override fun formatDescription(string: String, level: Int): String {
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return string.replace("%chance%", NumberUtils.format(config.getDouble("chance-per-level") * level))
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return string.replace("%percent_less%", NumberUtils.format(config.getDouble("percent-less-per-level") * level))
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}
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@EventHandler(priority = EventPriority.HIGH, ignoreCancelled = true)
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fun handle(event: EntityDamageEvent) {
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fun handle(event: EntityDamageByEntityEvent) {
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val player = event.entity
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if (player !is Player) {
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return
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}
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if (event.cause != EntityDamageEvent.DamageCause.FIRE
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&& event.cause != EntityDamageEvent.DamageCause.FIRE_TICK
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&& event.cause != EntityDamageEvent.DamageCause.LAVA
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&& event.cause != EntityDamageEvent.DamageCause.HOT_FLOOR) {
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if (event.damager !is Boss && event.damager !is ElderGuardian
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&& !event.damager.persistentDataContainer.has(NamespacedKeyUtils.create("ecobosses", "boss"), PersistentDataType.STRING)) {
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return
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}
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val level = player.getEffectLevel(this)
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val chance = config.getDouble("chance-per-level") * level
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var multiplier = config.getDouble("percent-less-per-level") * level
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multiplier /= 100
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multiplier = 1 - multiplier
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if (NumberUtils.randFloat(0.0, 100.0) < chance) {
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event.isCancelled = true
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}
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event.damage = event.damage * multiplier
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}
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}
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@@ -1,44 +1,41 @@
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package com.willfp.ecoskills.effects.effects
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import com.willfp.eco.util.NamespacedKeyUtils
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import com.willfp.eco.util.NumberUtils
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import com.willfp.ecoskills.effects.Effect
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import com.willfp.ecoskills.getEffectLevel
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import org.bukkit.entity.Boss
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import org.bukkit.entity.ElderGuardian
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import org.bukkit.entity.Player
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import org.bukkit.event.EventHandler
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import org.bukkit.event.EventPriority
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import org.bukkit.event.entity.EntityDamageByEntityEvent
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import org.bukkit.persistence.PersistentDataType
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import org.bukkit.event.entity.EntityDamageEvent
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class EffectInfernalResistance: Effect(
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"infernal_resistance"
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) {
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override fun formatDescription(string: String, level: Int): String {
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return string.replace("%percent_less%", NumberUtils.format(config.getDouble("percent-less-per-level") * level))
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return string.replace("%chance%", NumberUtils.format(config.getDouble("chance-per-level") * level))
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}
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@EventHandler(priority = EventPriority.HIGH, ignoreCancelled = true)
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fun handle(event: EntityDamageByEntityEvent) {
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fun handle(event: EntityDamageEvent) {
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val player = event.entity
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if (player !is Player) {
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return
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}
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if (event.damager !is Boss && event.damager !is ElderGuardian
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&& !event.damager.persistentDataContainer.has(NamespacedKeyUtils.create("ecobosses", "boss"), PersistentDataType.STRING)) {
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if (event.cause != EntityDamageEvent.DamageCause.FIRE
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&& event.cause != EntityDamageEvent.DamageCause.FIRE_TICK
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&& event.cause != EntityDamageEvent.DamageCause.LAVA
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&& event.cause != EntityDamageEvent.DamageCause.HOT_FLOOR) {
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return
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}
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val level = player.getEffectLevel(this)
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var multiplier = config.getDouble("percent-less-per-level") * level
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multiplier /= 100
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multiplier = 1 - multiplier
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val chance = config.getDouble("chance-per-level") * level
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event.damage = event.damage * multiplier
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if (NumberUtils.randFloat(0.0, 100.0) < chance) {
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event.isCancelled = true
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}
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}
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}
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@@ -120,7 +120,7 @@ infernal_resistance:
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# The chance to ignore damage, as a percentage
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chance-per-level: 2
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bravery:
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description: "&8Take &a%chance%%&8 less damage from bosses"
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description: "&8Take &a%percent_less%%&8 less damage from bosses"
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# The percent less damage to take
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percent-less-per-level: 1.5
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