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Clarify the way fishing enchantments work - need to fix command display
still.
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@ -2,7 +2,6 @@ package com.gmail.nossr50.skills.gathering;
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import java.util.ArrayList;
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import java.util.List;
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import java.util.Map;
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import org.bukkit.DyeColor;
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import org.bukkit.Location;
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@ -151,7 +150,8 @@ public class Fishing {
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Item theCatch = (Item) event.getCaught();
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if (theCatch.getItemStack().getType() != Material.RAW_FISH) {
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final int ENCHANTMENT_CHANCE = advancedConfig.getFishingEnchantmentChance();
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int lootTier = Fishing.getFishingLootTier(profile);
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int specificChance = 1;
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boolean enchanted = false;
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ItemStack fishingResults = theCatch.getItemStack();
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@ -164,22 +164,35 @@ public class Fishing {
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randomChance = (int) (randomChance * 0.75);
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}
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if (Misc.getRandom().nextInt(randomChance) <= ENCHANTMENT_CHANCE
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&& Permissions.fishingMagic(player)) {
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/* CHANCE OF ITEM BEING ENCHANTED
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* 10% - Tier 1
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* 20% - Tier 2
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* 30% - Tier 3
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* 40% - Tier 4
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* 50% - Tier 5
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*/
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if (Misc.getRandom().nextInt(randomChance) <= (lootTier * 10) && Permissions.fishingMagic(player)) {
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for (Enchantment newEnchant : Enchantment.values()) {
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if (newEnchant.canEnchantItem(fishingResults)) {
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Map<Enchantment, Integer> resultEnchantments = fishingResults.getEnchantments();
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specificChance++;
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for (Enchantment oldEnchant : resultEnchantments.keySet()) {
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for (Enchantment oldEnchant : fishingResults.getEnchantments().keySet()) {
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if (oldEnchant.conflictsWith(newEnchant))
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specificChance--;
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continue;
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}
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/*
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* Actual chance to have an enchantment is related
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* to your fishing skill
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/* CHANCE OF GETTING EACH ENCHANTMENT
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* 50% - 1st Enchantment
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* 33% - 2nd Enchantment
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* 25% - 3rd Enchantment
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* 20% - 4th Enchantment
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* 16.66% - 5th Enchantment
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* 14.29% - 6th Enchantment
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* 12.5% - 7th Enchantment
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* 11.11% - 8th Enchantment
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*/
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if (Misc.getRandom().nextInt(15) < Fishing.getFishingLootTier(profile)) {
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if (Misc.getRandom().nextInt(specificChance) < 1) {
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enchanted = true;
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int randomEnchantLevel = Misc.getRandom().nextInt(newEnchant.getMaxLevel()) + 1;
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@ -187,10 +200,8 @@ public class Fishing {
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randomEnchantLevel = newEnchant.getStartLevel();
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}
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if (randomEnchantLevel >= 1000)
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continue;
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fishingResults.addEnchantment(newEnchant,randomEnchantLevel);
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fishingResults.addEnchantment(newEnchant, randomEnchantLevel);
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}
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}
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}
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