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Update Archery to alphabetical order
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@ -28,24 +28,24 @@ public class ArcheryCommand extends SkillCommand {
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@Override
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@Override
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protected void dataCalculations(Player player, float skillValue, boolean isLucky) {
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protected void dataCalculations(Player player, float skillValue, boolean isLucky) {
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// SKILL SHOT
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// ARCHERY_ARROW_RETRIEVAL
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if (canSkillShot) {
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if (canRetrieve) {
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double bonus = (skillValue / Archery.skillShotIncreaseLevel) * Archery.skillShotIncreasePercentage;
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String[] retrieveStrings = calculateAbilityDisplayValues(skillValue, SubSkillType.ARCHERY_ARROW_RETRIEVAL, isLucky);
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skillShotBonus = percent.format(Archery.getSkillShotBonusDamage(player, 0));
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retrieveChance = retrieveStrings[0];
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retrieveChanceLucky = retrieveStrings[1];
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}
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}
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// ARCHERY_DAZE
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// ARCHERY_DAZE
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if (canDaze) {
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if (canDaze) {
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String[] dazeStrings = calculateAbilityDisplayValues(skillValue, SubSkillType.ARCHERY_DAZE, isLucky);
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String[] dazeStrings = calculateAbilityDisplayValues(skillValue, SubSkillType.ARCHERY_DAZE, isLucky);
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dazeChance = dazeStrings[0];
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dazeChance = dazeStrings[0];
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dazeChanceLucky = dazeStrings[1];
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dazeChanceLucky = dazeStrings[1];
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}
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}
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// ARCHERY_ARROW_RETRIEVAL
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// SKILL SHOT
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if (canRetrieve) {
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if (canSkillShot) {
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String[] retrieveStrings = calculateAbilityDisplayValues(skillValue, SubSkillType.ARCHERY_ARROW_RETRIEVAL, isLucky);
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double bonus = (skillValue / Archery.skillShotIncreaseLevel) * Archery.skillShotIncreasePercentage;
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retrieveChance = retrieveStrings[0];
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skillShotBonus = percent.format(Archery.getSkillShotBonusDamage(player, 0));
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retrieveChanceLucky = retrieveStrings[1];
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}
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}
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}
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}
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