Fixing a lot of bugs involving calculating the success of skills

This commit is contained in:
nossr50
2019-01-27 19:36:16 -08:00
parent be9aeacd70
commit e969598f58
9 changed files with 24 additions and 22 deletions

View File

@ -15,11 +15,10 @@ import com.gmail.nossr50.datatypes.treasure.Rarity;
import com.gmail.nossr50.datatypes.treasure.ShakeTreasure;
import com.gmail.nossr50.events.skills.fishing.McMMOPlayerFishingTreasureEvent;
import com.gmail.nossr50.events.skills.fishing.McMMOPlayerShakeEvent;
import com.gmail.nossr50.events.skills.secondaryabilities.SubSkillRandomCheckEvent;
import com.gmail.nossr50.mcMMO;
import com.gmail.nossr50.skills.SkillManager;
import com.gmail.nossr50.util.*;
import com.gmail.nossr50.util.player.NotificationManager;
import com.gmail.nossr50.util.random.RandomChanceUtil;
import com.gmail.nossr50.util.skills.CombatUtils;
import com.gmail.nossr50.util.skills.RankUtils;
import com.gmail.nossr50.util.skills.SkillUtils;
@ -261,9 +260,7 @@ public class FishingManager extends SkillManager {
public void shakeCheck(LivingEntity target) {
fishingTries--; // Because autoclicking to shake is OK.
SubSkillRandomCheckEvent activationEvent = new SubSkillRandomCheckEvent(getPlayer(), SubSkillType.FISHING_SHAKE, getShakeProbability() / activationChance);
mcMMO.p.getServer().getPluginManager().callEvent(activationEvent);
if ((activationEvent.getChance() * activationChance) > Misc.getRandom().nextInt(activationChance)) {
if (RandomChanceUtil.checkRandomChanceExecutionSuccess(getPlayer(), SubSkillType.FISHING_SHAKE, true)) {
List<ShakeTreasure> possibleDrops = Fishing.findPossibleDrops(target);
if (possibleDrops == null || possibleDrops.isEmpty()) {