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synced 2025-06-27 03:04:44 +02:00
Moving treasures to their own config file.
BUILD IS BROKEN, DO NOT USE.
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@ -31,6 +31,7 @@ import com.gmail.nossr50.spout.SpoutStuff;
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import com.gmail.nossr50.Users;
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import com.gmail.nossr50.m;
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import com.gmail.nossr50.config.LoadProperties;
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import com.gmail.nossr50.config.LoadTreasures;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.datatypes.treasure.ExcavationTreasure;
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@ -67,7 +68,7 @@ public class Excavation
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switch(type)
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{
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case DIRT:
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for(ExcavationTreasure treasure : LoadProperties.excavationFromDirt)
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for(ExcavationTreasure treasure : LoadTreasures.excavationFromDirt)
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{
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if(skillLevel >= treasure.getDropLevel())
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{
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@ -80,7 +81,7 @@ public class Excavation
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}
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break;
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case GRASS:
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for(ExcavationTreasure treasure : LoadProperties.excavationFromGrass)
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for(ExcavationTreasure treasure : LoadTreasures.excavationFromGrass)
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{
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if(skillLevel >= treasure.getDropLevel())
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{
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@ -93,7 +94,7 @@ public class Excavation
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}
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break;
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case SAND:
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for(ExcavationTreasure treasure : LoadProperties.excavationFromSand)
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for(ExcavationTreasure treasure : LoadTreasures.excavationFromSand)
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{
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if(skillLevel >= treasure.getDropLevel())
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{
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@ -106,7 +107,7 @@ public class Excavation
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}
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break;
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case GRAVEL:
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for(ExcavationTreasure treasure : LoadProperties.excavationFromGravel)
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for(ExcavationTreasure treasure : LoadTreasures.excavationFromGravel)
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{
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if(skillLevel >= treasure.getDropLevel())
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{
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@ -119,7 +120,7 @@ public class Excavation
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}
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break;
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case CLAY:
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for(ExcavationTreasure treasure : LoadProperties.excavationFromClay)
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for(ExcavationTreasure treasure : LoadTreasures.excavationFromClay)
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{
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if(skillLevel >= treasure.getDropLevel())
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{
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@ -132,7 +133,7 @@ public class Excavation
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}
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break;
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case MYCEL:
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for(ExcavationTreasure treasure : LoadProperties.excavationFromMycel)
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for(ExcavationTreasure treasure : LoadTreasures.excavationFromMycel)
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{
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if(skillLevel >= treasure.getDropLevel())
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{
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@ -145,7 +146,7 @@ public class Excavation
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}
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break;
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case SOUL_SAND:
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for(ExcavationTreasure treasure : LoadProperties.excavationFromSoulSand)
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for(ExcavationTreasure treasure : LoadTreasures.excavationFromSoulSand)
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{
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if(skillLevel >= treasure.getDropLevel())
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{
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@ -30,6 +30,7 @@ import com.gmail.nossr50.Combat;
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import com.gmail.nossr50.Users;
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import com.gmail.nossr50.m;
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import com.gmail.nossr50.config.LoadProperties;
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import com.gmail.nossr50.config.LoadTreasures;
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import com.gmail.nossr50.datatypes.PlayerProfile;
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import com.gmail.nossr50.datatypes.SkillType;
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import com.gmail.nossr50.datatypes.treasure.FishingTreasure;
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@ -94,7 +95,7 @@ public class Fishing {
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Item theCatch = (Item)event.getCaught();
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if(LoadProperties.fishingDrops)
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{
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List<FishingTreasure> rewards = LoadProperties.fishingRewardsTier1;
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List<FishingTreasure> rewards = LoadTreasures.fishingRewardsTier1;
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FishingTreasure treasure = rewards.get((int)(Math.random() * rewards.size()));
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if(Math.random() * 100 > (100.00 - treasure.getDropChance()))
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@ -116,7 +117,7 @@ public class Fishing {
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Item theCatch = (Item)event.getCaught();
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if(LoadProperties.fishingDrops)
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{
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List<FishingTreasure> rewards = LoadProperties.fishingRewardsTier2;
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List<FishingTreasure> rewards = LoadTreasures.fishingRewardsTier2;
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FishingTreasure treasure = rewards.get((int)(Math.random() * rewards.size()));
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if(Math.random() * 100 > (100.00 - treasure.getDropChance()))
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@ -138,7 +139,7 @@ public class Fishing {
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Item theCatch = (Item)event.getCaught();
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if(LoadProperties.fishingDrops)
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{
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List<FishingTreasure> rewards = LoadProperties.fishingRewardsTier3;
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List<FishingTreasure> rewards = LoadTreasures.fishingRewardsTier3;
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FishingTreasure treasure = rewards.get((int)(Math.random() * rewards.size()));
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if(Math.random() * 100 > (100.00 - treasure.getDropChance()))
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@ -160,7 +161,7 @@ public class Fishing {
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Item theCatch = (Item)event.getCaught();
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if(LoadProperties.fishingDrops)
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{
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List<FishingTreasure> rewards = LoadProperties.fishingRewardsTier4;
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List<FishingTreasure> rewards = LoadTreasures.fishingRewardsTier4;
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FishingTreasure treasure = rewards.get((int)(Math.random() * rewards.size()));
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if(Math.random() * 100 > (100.00 - treasure.getDropChance()))
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@ -182,7 +183,7 @@ public class Fishing {
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Item theCatch = (Item)event.getCaught();
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if(LoadProperties.fishingDrops)
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{
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List<FishingTreasure> rewards = LoadProperties.fishingRewardsTier5;
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List<FishingTreasure> rewards = LoadTreasures.fishingRewardsTier5;
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FishingTreasure treasure = rewards.get((int)(Math.random() * rewards.size()));
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if(Math.random() * 100 > (100.00 - treasure.getDropChance()))
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