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Fixed a bug where static chance skills uses incorrect calculations for success
Cleaned up some leftover code from the old skill unlock system
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@ -6,6 +6,7 @@ import com.gmail.nossr50.datatypes.skills.SubSkillType;
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import com.gmail.nossr50.datatypes.skills.subskills.AbstractSubSkill;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillEvent;
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import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillRandomCheckEvent;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.util.EventUtils;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.skills.SkillActivationType;
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@ -161,6 +162,17 @@ public class RandomChanceUtil
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return chanceOfSuccess;
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}
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private static double calculateChanceOfSuccess(RandomChanceSkillStatic randomChance) {
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mcMMO.p.getServer().broadcastMessage("DEBUG: USING CORRECT STATIC CALCULATION METHOD");
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double chanceOfSuccess = getChanceOfSuccess(randomChance.getXPos(), 100, 100);
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//Add Luck
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chanceOfSuccess = addLuck(randomChance.isLucky(), chanceOfSuccess);
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return chanceOfSuccess;
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}
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/**
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* The formula for RNG success is determined like this
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* maximum probability * ( x / maxlevel )
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