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Tweaked durability handling slightly.
Now routes everything through one function to handle enchants and max durability. Use max durability from RepairableManager by default to account for mod tools.
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@ -1,12 +1,9 @@
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package com.gmail.nossr50.skills.axes;
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import org.bukkit.Material;
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import org.bukkit.enchantments.Enchantment;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import com.gmail.nossr50.mcMMO;
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import com.gmail.nossr50.datatypes.player.McMMOPlayer;
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import com.gmail.nossr50.datatypes.skills.AbilityType;
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import com.gmail.nossr50.datatypes.skills.SkillType;
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@ -98,13 +95,7 @@ public class AxesManager extends SkillManager {
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for (ItemStack armor : target.getEquipment().getArmorContents()) {
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if (ItemUtils.isArmor(armor) && Axes.impactChance > Misc.getRandom().nextInt(getActivationChance())) {
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Material armorType = armor.getType();
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double durabilityModifier = 1 / (armor.getEnchantmentLevel(Enchantment.DURABILITY) + 1); // Modifier to simulate the durability enchantment behavior
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double modifiedDurabilityDamage = durabilityDamage * durabilityModifier;
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short maxDurability = mcMMO.getRepairableManager().isRepairable(armorType) ? mcMMO.getRepairableManager().getRepairable(armorType).getMaximumDurability() : armorType.getMaxDurability();
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double maxDurabilityDamage = maxDurability * Axes.impactMaxDurabilityModifier;
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SkillUtils.handleDurabilityChange(armor, (int) Math.min(modifiedDurabilityDamage, maxDurabilityDamage));
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SkillUtils.handleDurabilityChange(armor, durabilityDamage, Axes.impactMaxDurabilityModifier);
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}
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}
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}
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