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Fishing in the rain gives you a higher chance of getting magical items!
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@ -16,6 +16,7 @@ public class FishingCommand extends SkillCommand {
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private int lootTier;
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private int lootTier;
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private String magicChance;
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private String magicChance;
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private String magicChanceLucky;
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private String magicChanceLucky;
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private String chanceRaining;
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private int shakeUnlockLevel;
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private int shakeUnlockLevel;
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private String shakeChance;
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private String shakeChance;
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private String shakeChanceLucky;
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private String shakeChanceLucky;
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@ -30,6 +31,7 @@ public class FishingCommand extends SkillCommand {
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private boolean canShake;
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private boolean canShake;
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private boolean canFishermansDiet;
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private boolean canFishermansDiet;
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private boolean lucky;
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private boolean lucky;
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private boolean raining;
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public FishingCommand() {
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public FishingCommand() {
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super(SkillType.FISHING);
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super(SkillType.FISHING);
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@ -37,9 +39,15 @@ public class FishingCommand extends SkillCommand {
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@Override
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@Override
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protected void dataCalculations() {
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protected void dataCalculations() {
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raining = player.getWorld().hasStorm();
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chanceRaining = "";
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//Treasure Hunter
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//Treasure Hunter
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lootTier = Fishing.getFishingLootTier(profile);
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lootTier = Fishing.getFishingLootTier(profile);
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int magicChanceInt = (lootTier * magicHunterMultiplier);
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int magicChanceInt = (lootTier * magicHunterMultiplier);
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if (raining) {
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chanceRaining = LocaleLoader.getString("Fishing.Chance.Raining");
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magicChanceInt = (int) (magicChanceInt * 1.1D);
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}
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magicChance = percent.format(magicChanceInt / 100D);
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magicChance = percent.format(magicChanceInt / 100D);
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if (magicChanceInt + (magicChanceInt * 0.3333D) >= 100D) magicChanceLucky = percent.format(1D);
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if (magicChanceInt + (magicChanceInt * 0.3333D) >= 100D) magicChanceLucky = percent.format(1D);
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else magicChanceLucky = percent.format((magicChanceInt + (magicChanceInt * 0.3333D)) / 100D);
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else magicChanceLucky = percent.format((magicChanceInt + (magicChanceInt * 0.3333D)) / 100D);
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@ -107,9 +115,9 @@ public class FishingCommand extends SkillCommand {
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if (canMagicHunt) {
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if (canMagicHunt) {
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if (lucky)
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if (lucky)
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player.sendMessage(LocaleLoader.getString("Fishing.Enchant.Chance", new Object[] { magicChance }) + LocaleLoader.getString("Perks.lucky.bonus", new Object[] { magicChanceLucky }));
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player.sendMessage(LocaleLoader.getString("Fishing.Enchant.Chance", new Object[] { magicChance}) + chanceRaining + LocaleLoader.getString("Perks.lucky.bonus", new Object[] { magicChanceLucky }));
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else
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else
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player.sendMessage(LocaleLoader.getString("Fishing.Enchant.Chance", new Object[] { magicChance }));
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player.sendMessage(LocaleLoader.getString("Fishing.Enchant.Chance", new Object[] { magicChance}) + chanceRaining);
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}
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}
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if (canShake) {
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if (canShake) {
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@ -150,6 +150,10 @@ public class Fishing {
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randomChance = (int) (randomChance * 0.75);
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randomChance = (int) (randomChance * 0.75);
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}
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}
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if (player.getWorld().hasStorm()) {
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randomChance = (int) (randomChance * 0.909);
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}
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/* CHANCE OF ITEM BEING ENCHANTED
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/* CHANCE OF ITEM BEING ENCHANTED
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* 5% - Tier 1
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* 5% - Tier 1
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* 10% - Tier 2
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* 10% - Tier 2
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@ -113,6 +113,7 @@ Fishing.Effect.5=Shake items off of mobs w/ fishing pole
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Fishing.Effect.6=Fisherman's Diet
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Fishing.Effect.6=Fisherman's Diet
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Fishing.Effect.7=Improves hunger restored from fished foods
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Fishing.Effect.7=Improves hunger restored from fished foods
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Fishing.Enchant.Chance=[[RED]]Magic Hunter Chance: [[YELLOW]]{0}
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Fishing.Enchant.Chance=[[RED]]Magic Hunter Chance: [[YELLOW]]{0}
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Fishing.Chance.Raining=[[BLUE]] Rain Bonus
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Fishing.ItemFound=[[GRAY]]Treasure found!
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Fishing.ItemFound=[[GRAY]]Treasure found!
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Fishing.Listener=Fishing:
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Fishing.Listener=Fishing:
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Fishing.MagicFound=[[GRAY]]You feel a touch of magic with this catch...
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Fishing.MagicFound=[[GRAY]]You feel a touch of magic with this catch...
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