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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.archery.Archery;
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import com.gmail.nossr50.util.Permissions;
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public class ArcheryCommand extends SkillCommand {
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@ -17,16 +18,6 @@ public class ArcheryCommand extends SkillCommand {
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private String retrieveChance;
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private String retrieveChanceLucky;
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private int skillShotIncreaseLevel = advancedConfig.getSkillShotIncreaseLevel();
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private double skillShotIncreasePercentage = advancedConfig.getSkillShotIncreasePercentage();
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private double skillShotBonusMax = advancedConfig.getSkillShotBonusMax();
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private float dazeBonusMax = advancedConfig.getDazeBonusMax();
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private float dazeMaxBonusLevel = advancedConfig.getDazeMaxBonusLevel();
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private float retrieveBonusMax = advancedConfig.getRetrieveBonusMax();
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private float retrieveMaxBonusLevel = advancedConfig.getRetrieveMaxBonusLevel();
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private boolean canSkillShot;
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private boolean canDaze;
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private boolean canRetrieve;
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@ -42,20 +33,20 @@ public class ArcheryCommand extends SkillCommand {
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float retrieveChanceF;
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// SkillShot
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double bonus = (int)((double) skillValue / (double) skillShotIncreaseLevel) * skillShotIncreasePercentage;
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if (bonus > skillShotBonusMax) skillShotBonus = percent.format(skillShotBonusMax);
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double bonus = (int)((double) skillValue / (double) Archery.skillShotIncreaseLevel) * Archery.skillShotIncreasePercentage;
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if (bonus > Archery.skillShotMaxBonusPercentage) skillShotBonus = percent.format(Archery.skillShotMaxBonusPercentage);
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else skillShotBonus = percent.format(bonus);
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// Daze
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if (skillValue >= dazeMaxBonusLevel) dazeChanceF = dazeBonusMax;
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else dazeChanceF = (float) (((double) dazeBonusMax / (double) dazeMaxBonusLevel) * skillValue);
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if (skillValue >= Archery.dazeMaxBonusLevel) dazeChanceF = (float) Archery.dazeMaxBonus;
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else dazeChanceF = (float) (( Archery.dazeMaxBonus / Archery.dazeMaxBonusLevel) * skillValue);
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dazeChance = percent.format(dazeChanceF / 100D);
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if (dazeChanceF * 1.3333D >= 100D) dazeChanceLucky = percent.format(1D);
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else dazeChanceLucky = percent.format(dazeChanceF * 1.3333D / 100D);
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// Retrieve
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if (skillValue >= retrieveMaxBonusLevel) retrieveChanceF = retrieveBonusMax;
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else retrieveChanceF = (float) (((double) retrieveBonusMax / (double) retrieveMaxBonusLevel) * skillValue);
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if (skillValue >= Archery.retrieveMaxBonusLevel) retrieveChanceF = (float) Archery.retrieveMaxChance;
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else retrieveChanceF = (float) ((Archery.retrieveMaxChance / Archery.retrieveMaxBonusLevel) * skillValue);
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retrieveChance = percent.format(retrieveChanceF / 100D);
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if (retrieveChanceF * 1.3333D >= 100D) retrieveChanceLucky = percent.format(1D);
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else retrieveChanceLucky = percent.format(retrieveChanceF * 1.3333D / 100D);
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