Fixing an issue where players repaired items a hundred times better than they should be able to.

This commit is contained in:
Glitchfinder 2012-12-30 09:37:38 -08:00
parent aa70c82824
commit 7fc8d432b5

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@ -211,8 +211,8 @@ public class Repair {
*/ */
protected static short repairCalculate(Player player, int skillLevel, short durability, int repairAmount) { protected static short repairCalculate(Player player, int skillLevel, short durability, int repairAmount) {
float bonus; float bonus;
if(skillLevel >= repairMasteryMaxBonusLevel) bonus = repairMasteryChanceMax; if(skillLevel >= repairMasteryMaxBonusLevel) bonus = ((float) repairMasteryChanceMax / 100F);
else bonus = (((float) skillLevel) / ((float) repairMasteryMaxBonusLevel)) * ((float) repairMasteryChanceMax); else bonus = (((float) skillLevel) / ((float) repairMasteryMaxBonusLevel)) * (((float) repairMasteryChanceMax) / 100F);
if (permInstance.repairMastery(player)) { if (permInstance.repairMastery(player)) {
bonus = (((float) repairAmount) * bonus); bonus = (((float) repairAmount) * bonus);