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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.unarmed.Unarmed;
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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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@ -35,10 +37,10 @@ public class UnarmedCommand 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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// UNARMED_ARROW_DEFLECT
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if (canDeflect) {
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String[] deflectStrings = calculateAbilityDisplayValues(skillValue, SubSkillType.UNARMED_ARROW_DEFLECT, isLucky);
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String[] deflectStrings = getAbilityDisplayValues(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, player, SubSkillType.UNARMED_ARROW_DEFLECT);;
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deflectChance = deflectStrings[0];
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deflectChanceLucky = deflectStrings[1];
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}
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@ -52,19 +54,19 @@ public class UnarmedCommand extends SkillCommand {
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// UNARMED_DISARM
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if (canDisarm) {
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String[] disarmStrings = calculateAbilityDisplayValues(skillValue, SubSkillType.UNARMED_DISARM, isLucky);
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String[] disarmStrings = getAbilityDisplayValues(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, player, SubSkillType.UNARMED_DISARM);;
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disarmChance = disarmStrings[0];
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disarmChanceLucky = disarmStrings[1];
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}
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// IRON ARM
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if (canIronArm) {
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ironArmBonus = Math.min(Unarmed.ironArmMinBonusDamage + ((int) skillValue / Unarmed.ironArmIncreaseLevel), Unarmed.ironArmMaxBonusDamage);
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ironArmBonus = UserManager.getPlayer(player).getUnarmedManager().getIronArmDamage();
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}
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// IRON GRIP
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if (canIronGrip) {
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String[] ironGripStrings = calculateAbilityDisplayValues(skillValue, SubSkillType.UNARMED_IRON_GRIP, isLucky);
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String[] ironGripStrings = getAbilityDisplayValues(SkillActivationType.RANDOM_LINEAR_100_SCALE_WITH_CAP, player, SubSkillType.UNARMED_IRON_GRIP);
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ironGripChance = ironGripStrings[0];
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ironGripChanceLucky = ironGripStrings[1];
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}
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