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Added the shake percentage
There are associated stats now. Also added a '%' to Arcane chances in locale file
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f4bb8ccb7d
commit
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@ -1,6 +1,7 @@
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package com.gmail.nossr50.commands.skills;
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package com.gmail.nossr50.commands.skills;
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import com.gmail.nossr50.commands.SkillCommand;
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import com.gmail.nossr50.commands.SkillCommand;
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import com.gmail.nossr50.config.Config;
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import com.gmail.nossr50.datatypes.SkillType;
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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.locale.LocaleLoader;
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import com.gmail.nossr50.skills.gathering.Fishing;
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import com.gmail.nossr50.skills.gathering.Fishing;
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@ -8,6 +9,7 @@ import com.gmail.nossr50.skills.gathering.Fishing;
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public class FishingCommand extends SkillCommand {
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public class FishingCommand extends SkillCommand {
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private int lootTier;
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private int lootTier;
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private String magicChance;
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private String magicChance;
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private String shakeChance;
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private boolean canTreasureHunt;
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private boolean canTreasureHunt;
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private boolean canMagicHunt;
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private boolean canMagicHunt;
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@ -21,6 +23,7 @@ public class FishingCommand extends SkillCommand {
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protected void dataCalculations() {
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protected void dataCalculations() {
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lootTier = Fishing.getFishingLootTier(profile);
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lootTier = Fishing.getFishingLootTier(profile);
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magicChance = percent.format((float) lootTier / 15);
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magicChance = percent.format((float) lootTier / 15);
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shakeChance = String.valueOf(Fishing.getShakeChance(lootTier));
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}
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}
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@Override
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@Override
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@ -66,12 +69,11 @@ public class FishingCommand extends SkillCommand {
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}
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}
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if (canShake) {
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if (canShake) {
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//TODO: Do we really need to display this twice? Not like there are any associated stats.
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if (skillValue < 150) {
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if (skillValue < 150) {
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player.sendMessage(LocaleLoader.getString("Ability.Generic.Template.Lock", new Object[] { LocaleLoader.getString("Fishing.Ability.Locked.0") }));
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player.sendMessage(LocaleLoader.getString("Ability.Generic.Template.Lock", new Object[] { LocaleLoader.getString("Fishing.Ability.Locked.0") }));
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}
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}
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else {
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else {
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player.sendMessage(LocaleLoader.getString("Fishing.Ability.Shake"));
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player.sendMessage(LocaleLoader.getString("Fishing.Ability.Shake", new Object[] { shakeChance }));
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}
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}
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}
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}
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}
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}
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@ -102,7 +102,7 @@ Excavation.Skillup=[[YELLOW]]Excavation skill increased by {0}. Total ({1})
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Fishing.Ability.Info=[[RED]]Magic Hunter: [[GRAY]] **Improves With Treasure Hunter Rank**
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Fishing.Ability.Info=[[RED]]Magic Hunter: [[GRAY]] **Improves With Treasure Hunter Rank**
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Fishing.Ability.Locked.0=LOCKED UNTIL 150+ SKILL (SHAKE)
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Fishing.Ability.Locked.0=LOCKED UNTIL 150+ SKILL (SHAKE)
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Fishing.Ability.Rank=[[RED]]Treasure Hunter Rank: [[YELLOW]]{0}/5
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Fishing.Ability.Rank=[[RED]]Treasure Hunter Rank: [[YELLOW]]{0}/5
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Fishing.Ability.Shake=[[RED]]Shake: [[YELLOW]]Tear items off mobs, mutilating them in the process ;_;
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Fishing.Ability.Shake=[[RED]]Shake Chance: [[YELLOW]]{0}%
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Fishing.Effect.0=Treasure Hunter (Passive)
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Fishing.Effect.0=Treasure Hunter (Passive)
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Fishing.Effect.1=Fish up misc. objects
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Fishing.Effect.1=Fish up misc. objects
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Fishing.Effect.2=Magic Hunter
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Fishing.Effect.2=Magic Hunter
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@ -221,8 +221,8 @@ Repair.Skills.Super.Chance=[[RED]]Super Repair Chance: [[YELLOW]]{0}
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Repair.Skillup=[[YELLOW]]Repair skill increased by {0}. Total ({1})
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Repair.Skillup=[[YELLOW]]Repair skill increased by {0}. Total ({1})
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##Arcane Forging
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##Arcane Forging
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Repair.Arcane.Chance.Downgrade=[[GRAY]]AF Downgrade Chance: [[YELLOW]]{0}
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Repair.Arcane.Chance.Downgrade=[[GRAY]]AF Downgrade Chance: [[YELLOW]]{0}%
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Repair.Arcane.Chance.Success=[[GRAY]]AF Success Rate: [[YELLOW]]{0}
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Repair.Arcane.Chance.Success=[[GRAY]]AF Success Rate: [[YELLOW]]{0}%
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Repair.Arcane.Downgrade=[[RED]]Arcane power has decreased for this item.
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Repair.Arcane.Downgrade=[[RED]]Arcane power has decreased for this item.
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Repair.Arcane.Fail=[[RED]]Arcane power has permanently left the item.
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Repair.Arcane.Fail=[[RED]]Arcane power has permanently left the item.
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Repair.Arcane.Lost=[[RED]]You were not skilled enough to keep any enchantments.
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Repair.Arcane.Lost=[[RED]]You were not skilled enough to keep any enchantments.
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