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Changed bonus to float
Fixes bug where only 1 diamond was needed to fully repair an almost broken diamond pickaxe
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@ -14,8 +14,6 @@ import org.bukkit.plugin.PluginDescriptionFile;
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import org.bukkit.plugin.PluginManager;
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import org.bukkit.plugin.PluginManager;
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import org.bukkit.plugin.java.JavaPlugin;
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import org.bukkit.plugin.java.JavaPlugin;
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import org.bukkit.scheduler.BukkitScheduler;
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import org.bukkit.scheduler.BukkitScheduler;
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import org.bukkit.World;
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import com.gmail.nossr50.commands.general.AddlevelsCommand;
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import com.gmail.nossr50.commands.general.AddlevelsCommand;
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import com.gmail.nossr50.commands.general.AddxpCommand;
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import com.gmail.nossr50.commands.general.AddxpCommand;
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import com.gmail.nossr50.commands.general.InspectCommand;
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import com.gmail.nossr50.commands.general.InspectCommand;
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@ -210,12 +210,12 @@ public class Repair {
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* @return The final amount of durability repaired to the item
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* @return The final amount of durability repaired to the item
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*/
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*/
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protected static short repairCalculate(Player player, int skillLevel, short durability, int repairAmount) {
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protected static short repairCalculate(Player player, int skillLevel, short durability, int repairAmount) {
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double bonus;
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float bonus;
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if(skillLevel >= repairMasteryMaxBonusLevel) bonus = (double) repairMasteryChanceMax;
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if(skillLevel >= repairMasteryMaxBonusLevel) bonus = repairMasteryChanceMax;
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else bonus = ((double) skillLevel / (double) repairMasteryMaxBonusLevel) * (double) repairMasteryChanceMax;
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else bonus = (skillLevel / repairMasteryMaxBonusLevel) * repairMasteryChanceMax;
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if (permInstance.repairMastery(player)) {
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if (permInstance.repairMastery(player)) {
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bonus = ((double) repairAmount * bonus);
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bonus = (repairAmount * bonus);
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repairAmount += (int) bonus;
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repairAmount += (int) bonus;
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}
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}
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