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Rewrote the RNG system to be more unified
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@ -6,7 +6,9 @@ import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.skills.axes.Axes;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.TextComponentFactory;
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import com.gmail.nossr50.util.player.UserManager;
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import com.gmail.nossr50.util.skills.RankUtils;
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import com.gmail.nossr50.util.skills.SkillActivationType;
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import net.md_5.bungee.api.chat.TextComponent;
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import org.bukkit.entity.Player;
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@ -32,10 +34,10 @@ public class AxesCommand extends SkillCommand {
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}
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@Override
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protected void dataCalculations(Player player, float skillValue, boolean isLucky) {
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protected void dataCalculations(Player player, float skillValue) {
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// ARMOR IMPACT
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if (canImpact) {
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impactDamage = 1 + (skillValue / Axes.impactIncreaseLevel);
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impactDamage = UserManager.getPlayer(player).getAxesManager().getImpactDurabilityDamage();
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}
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// AXE MASTERY
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@ -45,7 +47,7 @@ public class AxesCommand extends SkillCommand {
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// CRITICAL HIT
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if (canCritical) {
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String[] criticalHitStrings = calculateAbilityDisplayValues(skillValue, SubSkillType.AXES_CRITICAL_STRIKES, isLucky);
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String[] criticalHitStrings = getAbilityDisplayValues(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, player, SubSkillType.AXES_CRITICAL_STRIKES);
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critChance = criticalHitStrings[0];
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critChanceLucky = criticalHitStrings[1];
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}
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