Line 792 was causing SQLException: "Before start of result set". Fixed by placing the call to result set in the for loop, which insures that the string calling of "uuid" will work.
Reworked my old ComboModuleAPI and built it right into ProjectKorra
Core. This version supports /pk h <element>combo messages and will
append the addon-combo's description and instructions to the messages
sent. I also reworked the way the combos are coded to make them very
similar to ordinary addon abilities.
Added a check for damage > 0, so that if not the plugin will not even
damage the entity, preventing the red flash and knockback receiving 0
damage would cause.
HorizontalCollisionDamage will not activate if the corresponding
configuration node is set to false.
Also changed the Bloodbending-at-any-time message in /pk who for better
looks.
Instead of solely relying on delta velocity, the equation now
incorporates a configurable minimum distance to give damage and also
gives the distance travelled a say.
Airblast will no longer crash when it gets to invoking a
HorizontalVelocityTracker.
The HorizontalVelocityTracker now cancels if the entity comes in contact
with water.
The HorizontalVelocityChangeEvent listener in PKListener now only works
if the entity's ID is NOT the same as the instigator's.
If you were to bloodbend an entity initially close to you, the distance
between you and that entity while bloodbending would be the same. This
made throwing difficult as if you were to hit the entity (because it's
within arm range) the move wouldn't work. I set the distance value to 6,
so that when you Bloodbend an entity the distance between it and
yourself is always 6 unless you point at a wall or the floor.
Fixed Bug: Entities would also take damage when accelerating really
fast. This was fixed to work only when a) the entity is DECELERATING and
b) when there is a non-air block within 2 blocks of the entity.
Added a method of tracking wall damage on entities. This is currently
used only for Airblast and Bloodbending, but includes Airburst as it is,
to my understanding, an array of Airblasts.
For each of these abilities I've added a way to get every instance's
location, allowing developers such as myself to create counter attacks
and blocks, etc. I've used and tested this with IceWall and it works
perfectly.