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Refactoring, removing useless variables, changing ints to doubles, etc.
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@ -6,6 +6,7 @@ import com.gmail.nossr50.commands.SkillCommand;
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import com.gmail.nossr50.config.AdvancedConfig;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.locale.LocaleLoader;
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import com.gmail.nossr50.skills.acrobatics.Acrobatics;
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import com.gmail.nossr50.util.Permissions;
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public class AcrobaticsCommand extends SkillCommand {
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@ -18,13 +19,6 @@ public class AcrobaticsCommand extends SkillCommand {
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private String gracefulRollChance;
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private String gracefulRollChanceLucky;
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private float dodgeChanceMax = advancedConfig.getDodgeChanceMax();
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private float dodgeMaxBonusLevel = advancedConfig.getDodgeMaxBonusLevel();
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private float rollChanceMax = advancedConfig.getRollChanceMax();
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private float rollMaxBonusLevel = advancedConfig.getRollMaxBonusLevel();
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private float gracefulRollChanceMax = advancedConfig.getGracefulRollChanceMax();
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private float gracefulRollMaxBonusLevel = advancedConfig.getGracefulRollMaxBonusLevel();
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private boolean canDodge;
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private boolean canRoll;
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private boolean canGracefulRoll;
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@ -41,22 +35,22 @@ public class AcrobaticsCommand extends SkillCommand {
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float gracefulRollChanceF;
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// DODGE
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if (skillValue >= dodgeMaxBonusLevel) dodgeChanceF = dodgeChanceMax;
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else dodgeChanceF = (float) (((double) dodgeChanceMax / (double) dodgeMaxBonusLevel) * skillValue);
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if (skillValue >= Acrobatics.dodgeMaxBonusLevel) dodgeChanceF = (float) Acrobatics.dodgeMaxChance;
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else dodgeChanceF = (float) ((Acrobatics.dodgeMaxChance / Acrobatics.dodgeMaxBonusLevel) * skillValue);
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dodgeChance = percent.format(dodgeChanceF / 100D);
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if (dodgeChanceF * 1.3333D >= 100D) dodgeChanceLucky = percent.format(1D);
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else dodgeChanceLucky = percent.format(dodgeChanceF * 1.3333D / 100D);
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// ROLL
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if (skillValue >= rollMaxBonusLevel) rollChanceF = rollChanceMax;
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else rollChanceF = (float) (((double) rollChanceMax / (double) rollMaxBonusLevel) * skillValue);
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if (skillValue >= Acrobatics.rollMaxBonusLevel) rollChanceF = (float) Acrobatics.rollMaxChance;
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else rollChanceF = (float) ((Acrobatics.rollMaxChance / Acrobatics.rollMaxBonusLevel) * skillValue);
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rollChance = percent.format(rollChanceF / 100D);
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if (rollChanceF * 1.3333D >= 100D) rollChanceLucky = percent.format(1D);
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else rollChanceLucky = percent.format(rollChanceF * 1.3333D / 100D);
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// GRACEFULROLL
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if (skillValue >= gracefulRollMaxBonusLevel) gracefulRollChanceF = gracefulRollChanceMax;
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else gracefulRollChanceF = (float) (((double) gracefulRollChanceMax / (double) gracefulRollMaxBonusLevel) * skillValue);
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if (skillValue >= Acrobatics.gracefulRollMaxBonusLevel) gracefulRollChanceF = (float) Acrobatics.gracefulRollMaxChance;
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else gracefulRollChanceF = (float) ((Acrobatics.gracefulRollMaxChance / Acrobatics.gracefulRollMaxBonusLevel) * skillValue);
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gracefulRollChance = percent.format(gracefulRollChanceF / 100D);
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if (gracefulRollChanceF * 1.3333D >= 100D) gracefulRollChanceLucky = percent.format(1D);
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else gracefulRollChanceLucky = percent.format(gracefulRollChanceF * 1.3333D / 100D);
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