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Because this way is easier.
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@ -32,7 +32,7 @@ public class AcrobaticsManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyAcrobatics(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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double chance;
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@ -68,7 +68,7 @@ public class AcrobaticsManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyAcrobatics(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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double chance = (Acrobatics.dodgeMaxChance / Acrobatics.dodgeMaxBonusLevel) * eventHandler.skillModifier;
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@ -28,7 +28,7 @@ public class ArcheryManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyArchery(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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double chance = (Archery.retrieveMaxChance / Archery.retrieveMaxBonusLevel) * eventHandler.skillModifier;
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@ -53,7 +53,7 @@ public class ArcheryManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyArchery(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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double chance = (Archery.dazeMaxBonus / Archery.dazeMaxBonusLevel) * eventHandler.skillModifier;
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@ -49,7 +49,7 @@ public class AxeManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyAxes(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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double chance = (Axes.criticalHitMaxChance / Axes.criticalHitMaxBonusLevel) * eventHandler.skillModifier;
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@ -64,7 +64,7 @@ public class ImpactEventHandler {
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int randomChance = 100;
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if (Permissions.luckyAxes(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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if (Misc.getRandom().nextInt(randomChance) <= Axes.greaterImpactChance) {
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@ -97,7 +97,7 @@ public class Excavation {
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int randomChance = 100;
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if (Permissions.luckyExcavation(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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if (Misc.getRandom().nextDouble() * randomChance <= treasure.getDropChance()) {
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@ -97,7 +97,7 @@ public class Fishing {
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int randomChance = 100;
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if (Permissions.luckyFishing(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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if (Misc.getRandom().nextDouble() * randomChance <= foundTreasure.getDropChance()) {
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@ -147,7 +147,7 @@ public class Fishing {
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int randomChance = 100;
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if (Permissions.luckyFishing(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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if (player.getWorld().hasStorm()) {
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@ -214,7 +214,7 @@ public class Fishing {
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int randomChance = 100;
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if (Permissions.luckyFishing(event.getPlayer())) {
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randomChance = (int) (randomChance * 1.25);
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randomChance = 125;
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}
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final Player player = event.getPlayer();
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@ -104,7 +104,7 @@ public class Herbalism {
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int randomChance = 100;
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if (Permissions.luckyHerbalism(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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float chance = (float) (((double) MAX_CHANCE / (double) MAX_BONUS_LEVEL) * herbLevel);
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@ -451,7 +451,7 @@ public class Herbalism {
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int randomChance = 100;
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if (Permissions.luckyHerbalism(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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float chance = (float) (((double) MAX_CHANCE / (double) MAX_BONUS_LEVEL) * herbLevel);
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@ -525,7 +525,7 @@ public class Herbalism {
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int randomChance = 100;
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if (Permissions.luckyHerbalism(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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float chance = (float) (((double) MAX_CHANCE / (double) MAX_BONUS_LEVEL) * skillLevel);
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@ -358,7 +358,7 @@ public class WoodCutting {
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if (chance > MAX_CHANCE) chance = MAX_CHANCE;
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if (Permissions.luckyWoodcutting(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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if (chance > Misc.getRandom().nextInt(randomChance) && Permissions.woodcuttingDoubleDrops(player)) {
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@ -113,7 +113,7 @@ public class Repair {
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int randomChance = 100;
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if (Permissions.luckyRepair(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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if (Misc.getRandom().nextInt(randomChance) <= getEnchantChance(rank)) {
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@ -242,7 +242,7 @@ public class Repair {
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int chance = (int) (((double) SUPER_REPAIR_CHANCE_MAX / (double) SUPER_REPAIR_MAX_BONUS_LEVEL) * skillLevel);
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if (skillLevel >= SUPER_REPAIR_MAX_BONUS_LEVEL) chance = SUPER_REPAIR_CHANCE_MAX;
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if (Permissions.luckyRepair(player)) randomChance = (int) (randomChance * 0.75);
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if (Permissions.luckyRepair(player)) randomChance = 75;
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if (chance > Misc.getRandom().nextInt(randomChance) && Permissions.repairBonus(player)) {
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player.sendMessage(LocaleLoader.getString("Repair.Skills.FeltEasy"));
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@ -34,7 +34,7 @@ public class SwordsManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckySwords(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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float chance = (float) (((double) Swords.BLEED_CHANCE_MAX / (double) Swords.BLEED_MAX_BONUS_LEVEL) * skillLevel);
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@ -63,7 +63,7 @@ public class SwordsManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckySwords(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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float chance = (float) (((double) Swords.COUNTER_ATTACK_CHANCE_MAX / (double) Swords.COUNTER_ATTACK_MAX_BONUS_LEVEL) * skillLevel);
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@ -40,7 +40,7 @@ public class TamingManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyTaming(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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if (Misc.getRandom().nextInt(randomChance) < Taming.FAST_FOOD_SERVICE_ACTIVATION_CHANCE) {
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@ -89,7 +89,7 @@ public class TamingManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyTaming(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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float chance = (float) (((double) Taming.GORE_CHANCE_MAX / (double) Taming.GORE_MAX_BONUS_LEVEL) * skillLevel);
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@ -34,7 +34,7 @@ public class UnarmedManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyUnarmed(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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float chance = (float) (((double) Unarmed.DISARM_MAX_CHANCE / (double) Unarmed.DISARM_MAX_BONUS_LEVEL) * skillLevel);
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@ -68,7 +68,7 @@ public class UnarmedManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyUnarmed(player)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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float chance = (float) (((double) Unarmed.DEFLECT_MAX_CHANCE / (double) Unarmed.DEFLECT_MAX_BONUS_LEVEL) * skillLevel);
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@ -118,7 +118,7 @@ public class UnarmedManager extends SkillManager {
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int randomChance = 100;
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if (Permissions.luckyUnarmed(defender)) {
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randomChance = (int) (randomChance * 0.75);
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randomChance = 75;
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}
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float chance = (float) (((double) Unarmed.IRON_GRIP_MAX_CHANCE / (double) Unarmed.IRON_GRIP_MAX_BONUS_LEVEL) * skillLevel);
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