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synced 2024-12-27 02:58:03 +01:00
Remove boost from the repair xpHandler
Replace old false values with doubles which will produce identical results While the boost value will remain confusing in configs later, it will now at least be easier.
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@ -57,19 +57,19 @@ public class Repair {
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if (ItemChecks.isArmor(is) && permInstance.armorRepair(player)) {
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if (ItemChecks.isDiamondArmor(is) && inventory.contains(configInstance.getRepairDiamondMaterial()) && skillLevel >= configInstance.getRepairDiamondLevelRequirement() && permInstance.diamondRepair(player)) {
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repairItem(player, is, new ItemStack(configInstance.getRepairDiamondMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 6, true);
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xpHandler(player, PP, is, durabilityBefore, 6);
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}
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else if (ItemChecks.isIronArmor(is) && inventory.contains(configInstance.getRepairIronMaterial()) && skillLevel >= configInstance.getRepairIronLevelRequirement() && permInstance.ironRepair(player)) {
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repairItem(player, is, new ItemStack(configInstance.getRepairIronMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 2, true);
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xpHandler(player, PP, is, durabilityBefore, 2);
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}
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else if (ItemChecks.isGoldArmor(is) && inventory.contains(configInstance.getRepairGoldMaterial()) && skillLevel >= configInstance.getRepairGoldLevelRequirement() && permInstance.goldRepair(player)) {
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repairItem(player, is, new ItemStack(configInstance.getRepairGoldMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 4, true);
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xpHandler(player, PP, is, durabilityBefore, 4);
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}
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else if (ItemChecks.isLeatherArmor(is) && inventory.contains(configInstance.getRepairLeatherMaterial()) && permInstance.leatherRepair(player)) {
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repairItem(player, is, new ItemStack(configInstance.getRepairLeatherMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 1, true);
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xpHandler(player, PP, is, durabilityBefore, 1);
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}
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else {
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needMoreVespeneGas(is, player); //UNABLE TO REPAIR
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@ -82,27 +82,27 @@ public class Repair {
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else if (ItemChecks.isTool(is) && permInstance.toolRepair(player)) {
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if (ItemChecks.isStoneTool(is) && inventory.contains(configInstance.getRepairStoneMaterial()) && skillLevel >= configInstance.getRepairStoneLevelRequirement() && permInstance.stoneRepair(player)) {
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repairItem(player, is, new ItemStack(configInstance.getRepairStoneMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 2, false);
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xpHandler(player, PP, is, durabilityBefore, .5);
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}
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else if (ItemChecks.isWoodTool(is) && inventory.contains(configInstance.getRepairWoodMaterial()) && permInstance.woodRepair(player)) {
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repairItem(player, is, new ItemStack(configInstance.getRepairWoodMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 2, false);
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xpHandler(player, PP, is, durabilityBefore, .5);
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}
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else if (ItemChecks.isIronTool(is) && inventory.contains(configInstance.getRepairIronMaterial()) && skillLevel >= configInstance.getRepairIronLevelRequirement() && permInstance.ironRepair(player)) {
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repairItem(player, is, new ItemStack(configInstance.getRepairIronMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 1, true);
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xpHandler(player, PP, is, durabilityBefore, 1);
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}
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else if (ItemChecks.isDiamondTool(is) && inventory.contains(configInstance.getRepairDiamondMaterial()) && skillLevel >= configInstance.getRepairDiamondLevelRequirement() && permInstance.diamondRepair(player)) {
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repairItem(player, is, new ItemStack(configInstance.getRepairDiamondMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 1, true);
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xpHandler(player, PP, is, durabilityBefore, 1);
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}
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else if (ItemChecks.isGoldTool(is) && inventory.contains(configInstance.getRepairGoldMaterial()) && skillLevel >= configInstance.getRepairGoldLevelRequirement() && permInstance.goldRepair(player)) {
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repairItem(player, is, new ItemStack(configInstance.getRepairGoldMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 8, true);
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xpHandler(player, PP, is, durabilityBefore, 8);
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}
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else if (ItemChecks.isStringTool(is) && inventory.contains(configInstance.getRepairStringMaterial()) && permInstance.stringRepair(player)){
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repairItem(player, is, new ItemStack(configInstance.getRepairStringMaterial()));
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xpHandler(player, PP, is, durabilityBefore, 2, false);
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xpHandler(player, PP, is, durabilityBefore, .5);
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}
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else {
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needMoreVespeneGas(is, player); //UNABLE TO REPAIR
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@ -121,7 +121,7 @@ public class Repair {
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if (inventory.contains(repairMaterial)) {
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repairCustomItem(player, is, repairMaterial);
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xpHandler(player, PP, is, durabilityBefore, 1, true);
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xpHandler(player, PP, is, durabilityBefore, 1);
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}
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else {
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needMoreVespeneGas(is, player);
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@ -144,7 +144,7 @@ public class Repair {
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if (inventory.contains(repairMaterial)) {
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repairCustomItem(player, is, repairMaterial);
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xpHandler(player, PP, is, durabilityBefore, 1, true);
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xpHandler(player, PP, is, durabilityBefore, 1);
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}
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else {
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needMoreVespeneGas(is, player);
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@ -170,16 +170,11 @@ public class Repair {
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* @param modify Amount to modify the durability by
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* @param boost True if the modifier is a boost, false if the modifier is a reduction
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*/
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private static void xpHandler(Player player, PlayerProfile PP, ItemStack is, short durabilityBefore, int modify, boolean boost) {
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private static void xpHandler(Player player, PlayerProfile PP, ItemStack is, short durabilityBefore, double modify) {
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short durabilityAfter = is.getDurability();
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short dif = (short) (durabilityBefore - durabilityAfter);
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if (boost) {
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dif = (short) (dif * modify);
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}
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else {
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dif = (short) (dif / modify);
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}
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dif = (short) (dif * modify);
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//TODO: What exactly is this for, and should we have it for armor as well?
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if (ItemChecks.isShovel(is)) {
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