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	Update the changelog
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		| @@ -17,6 +17,8 @@ Version 1.3.13-dev | ||||
|  + Added bats, giants, witches, withers, and wither skeletons to the mcMMO combat experience list, and makes their experience drops configurable | ||||
|  + Added the ability to track mobs spawned by mob spawners or the Taming ability when the chunks they are in unload and reload | ||||
|  + Added wooden button to the list of items that shouldn't trigger abilities | ||||
|  + Added a new feature to fishing. Players will have +10% chance of finding enchanted items when fishing while it's raining | ||||
|  + Added displaying bonus perks on skill commands | ||||
|  = Fixed issue with missing default cases from several switch/case statements | ||||
|  = Fixed issue with Mining using actual skill level rather than max skill level | ||||
|  = Fixed some issues with static access | ||||
| @@ -40,6 +42,7 @@ Version 1.3.13-dev | ||||
|  ! GJ stopped being a lazy slacker and got stuff done | ||||
|  ! Changed code that uses SpoutPlugin to make it compatible with the latest version | ||||
|  ! Changed Reimplemented skill level and power level caps. | ||||
|  ! Moved Arcane Forging and Fishing setting from config.yml to advanced.yml | ||||
|  - Removed dead code relating to null profiles | ||||
|  - Removed unused imports | ||||
|  | ||||
|   | ||||
| @@ -43,14 +43,14 @@ public class FishingCommand extends SkillCommand { | ||||
|         chanceRaining = ""; | ||||
|         //Treasure Hunter | ||||
|         lootTier = Fishing.getFishingLootTier(profile); | ||||
|         int magicChanceInt = (lootTier * magicHunterMultiplier); | ||||
|         double magicChanceD = (int) (lootTier * magicHunterMultiplier); | ||||
|         if (raining) { | ||||
|             chanceRaining = LocaleLoader.getString("Fishing.Chance.Raining"); | ||||
|             magicChanceInt = (int) (magicChanceInt * 1.1D); | ||||
|             magicChanceD = magicChanceD * 1.1D; | ||||
|         } | ||||
|         magicChance = percent.format(magicChanceInt / 100D); | ||||
|         if (magicChanceInt * 1.3333D >= 100D) magicChanceLucky = percent.format(1D); | ||||
|         else magicChanceLucky = percent.format(magicChanceInt * 1.3333D / 100D); | ||||
|         magicChance = percent.format(magicChanceD / 100D); | ||||
|         if (magicChanceD * 1.3333D >= 100D) magicChanceLucky = percent.format(1D); | ||||
|         else magicChanceLucky = percent.format(magicChanceD * 1.3333D / 100D); | ||||
|  | ||||
|         //Shake | ||||
|         int dropChance = Fishing.getShakeChance(lootTier); | ||||
|   | ||||
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