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More work on Impact. Tweaked Unarmed's disarm chance to be 2x better.

This commit is contained in:
nossr50
2012-02-29 15:22:03 -08:00
parent ed2e9a993d
commit 0f8a418efd
5 changed files with 15 additions and 11 deletions

View File

@@ -83,8 +83,8 @@ public class Combat
Axes.axeCriticalCheck(attacker, event, pluginx); //Critical hit
//Impact
//if(event.getEntity() instanceof LivingEntity)
// Axes.impact(attacker, (LivingEntity)event.getEntity());
if(event.getEntity() instanceof LivingEntity)
Axes.impact(attacker, (LivingEntity)event.getEntity());
if (!(event instanceof FakeEntityDamageByEntityEvent) && PPa.getSkullSplitterMode())
Axes.applyAoeDamage(attacker, event, pluginx);
@@ -99,6 +99,7 @@ public class Combat
Unarmed.unarmedBonus(attacker, event);
if(PPa.getBerserkMode())
event.setDamage(event.getDamage() + (event.getDamage() / 2));
if(target instanceof Player)
Unarmed.disarmProcCheck(attacker, (Player) target); //Disarm