Fixing the RNG display calculations for RetroMode

I temporarily disabled the output for graceful roll in the stats, will be turning that on again in the morning.
This commit is contained in:
nossr50
2019-01-25 01:36:14 -08:00
parent ef9b3d40e9
commit a421bd7e4c
3 changed files with 11 additions and 9 deletions

View File

@ -154,10 +154,10 @@ public class RandomChanceUtil
*
* @return the chance of success from 0-100 (100 = guaranteed)
*/
private static int getChanceOfSuccess(double x, double y, double z)
private static int getChanceOfSuccess(double skillLevel, double maxProbability, double maxLevel)
{
//return (int) (x / (y / LINEAR_CURVE_VAR));
return (int) (y * (x/z));
return (int) (maxProbability * (skillLevel/maxLevel));
// max probability * (weight/maxlevel) = chance of success
}
@ -170,7 +170,7 @@ public class RandomChanceUtil
public static double getRandomChanceExecutionSuccess(Player player, SubSkillType subSkillType, boolean hasCap)
{
RandomChanceSkill rcs = new RandomChanceSkill(player, subSkillType, hasCap);
return getRandomChanceExecutionChance(rcs);
return calculateChanceOfSuccess(rcs);
}
public static double getRandomStaticChanceExecutionSuccess(Player player, SubSkillType subSkillType)