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Rewrote the RNG system to be more unified
This commit is contained in:
.gitignore
src/main
java
com
gmail
nossr50
commands
skills
AcrobaticsCommand.javaAlchemyCommand.javaArcheryCommand.javaAxesCommand.javaExcavationCommand.javaFishingCommand.javaHerbalismCommand.javaMiningCommand.javaRepairCommand.javaSalvageCommand.javaSkillCommand.javaSmeltingCommand.javaSwordsCommand.javaTamingCommand.javaUnarmedCommand.javaWoodcuttingCommand.java
datatypes
skills
subskills
events
skills
secondaryabilities
runnables
skills
skills
acrobatics
archery
axes
excavation
fishing
herbalism
mining
repair
smelting
swords
taming
unarmed
woodcutting
util
resources
@ -15,7 +15,7 @@ import com.gmail.nossr50.datatypes.treasure.Rarity;
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import com.gmail.nossr50.datatypes.treasure.ShakeTreasure;
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import com.gmail.nossr50.events.skills.fishing.McMMOPlayerFishingTreasureEvent;
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import com.gmail.nossr50.events.skills.fishing.McMMOPlayerShakeEvent;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillWeightedActivationCheckEvent;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillRandomCheckEvent;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.runnables.skills.KrakenAttackTask;
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import com.gmail.nossr50.skills.SkillManager;
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@ -352,7 +352,7 @@ public class FishingManager extends SkillManager {
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public void shakeCheck(LivingEntity target) {
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fishingTries--; // Because autoclicking to shake is OK.
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SubSkillWeightedActivationCheckEvent activationEvent = new SubSkillWeightedActivationCheckEvent(getPlayer(), SubSkillType.FISHING_SHAKE, getShakeProbability() / activationChance);
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SubSkillRandomCheckEvent activationEvent = new SubSkillRandomCheckEvent(getPlayer(), SubSkillType.FISHING_SHAKE, getShakeProbability() / activationChance);
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mcMMO.p.getServer().getPluginManager().callEvent(activationEvent);
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if ((activationEvent.getChance() * activationChance) > Misc.getRandom().nextInt(activationChance)) {
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List<ShakeTreasure> possibleDrops = Fishing.findPossibleDrops(target);
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