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Rewrote the RNG system to be more unified
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@@ -13,6 +13,7 @@ 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.Material;
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import org.bukkit.entity.Player;
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@@ -47,7 +48,7 @@ public class RepairCommand 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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// We're using pickaxes here, not the best but it works
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Repairable diamondRepairable = mcMMO.getRepairableManager().getRepairable(Material.DIAMOND_PICKAXE);
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Repairable goldRepairable = mcMMO.getRepairableManager().getRepairable(Material.GOLDEN_PICKAXE);
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@@ -67,7 +68,7 @@ public class RepairCommand extends SkillCommand {
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// SUPER REPAIR
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if (canSuperRepair) {
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String[] superRepairStrings = calculateAbilityDisplayValues(skillValue, SubSkillType.REPAIR_SUPER_REPAIR, isLucky);
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String[] superRepairStrings = getAbilityDisplayValues(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, player, SubSkillType.REPAIR_SUPER_REPAIR);
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superRepairChance = superRepairStrings[0];
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superRepairChanceLucky = superRepairStrings[1];
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}
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