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Fishing drops are no longer random amounts
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@ -1,9 +1,14 @@
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Version 2.1.103
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Treasure item amount will default to 1 if not specified instead of breaking mcMMO
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Fishing treasures will now return the amount defined in treasures config file, an option to randomize amounts will be coming in the future. See notes.
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Fixed a bug where Tree Feller was only rewarding 1 XP per log broken no matter the circumstances
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Fixed an issue with salvage checking the incorrect level requirement
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Updated Italian locale (thanks Leomixer17)
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Fixed grammar in one of the Salvage strings (thanks QuantumToasted)
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NOTES:
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Sometime in 2014 a decision was made that any fishing treasure over the amount of 1 will be randomized in its yield, while this is not necessarily a bad thing it means control over the drop is a bit random. I've removed this randomness temporarily, in the future you will be able to chose if the amount is randomized or static.
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Version 2.1.102
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Scoreboards will now be removed from players who teleport to a blacklisted world
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Fixed a bug where Rupture could trigger itself
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@ -150,7 +150,7 @@ public class TreasureConfig extends ConfigLoader {
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}
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if (amount <= 0) {
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reason.add("Amount of " + treasureName + " must be greater than 0! " + amount);
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amount = 1;
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}
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if (material != null && material.isBlock() && (data > 127 || data < -128)) {
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@ -480,9 +480,10 @@ public class FishingManager extends SkillManager {
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treasureDrop.setDurability((short) (Misc.getRandom().nextInt(maxDurability)));
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}
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if (treasureDrop.getAmount() > 1) {
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//TODO: Add option to randomize the amount rewarded
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/*if (treasureDrop.getAmount() > 1) {
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treasureDrop.setAmount(Misc.getRandom().nextInt(treasureDrop.getAmount()) + 1);
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}
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}*/
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treasure.setDrop(treasureDrop);
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