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synced 2024-12-27 02:58:03 +01:00
Fixing silly calculations by me.
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54ef85e1a3
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@ -44,22 +44,22 @@ public class AcrobaticsCommand extends SkillCommand {
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if (skillValue >= dodgeMaxBonusLevel) dodgeChanceF = dodgeChanceMax;
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else dodgeChanceF = (float) (((double) dodgeChanceMax / (double) dodgeMaxBonusLevel) * skillValue);
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dodgeChance = percent.format(dodgeChanceF / 100D);
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if (dodgeChanceF + dodgeChanceF * 0.3333D >= 100D) dodgeChanceLucky = percent.format(1D);
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else dodgeChanceLucky = percent.format((dodgeChanceF + dodgeChanceF * 0.3333D) / 100D);
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if (dodgeChanceF * 1.3333D >= 100D) dodgeChanceLucky = percent.format(1D);
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else dodgeChanceLucky = percent.format(dodgeChanceF * 1.3333D / 100D);
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// ROLL
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if (skillValue >= rollMaxBonusLevel) rollChanceF = rollChanceMax;
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else rollChanceF = (float) (((double) rollChanceMax / (double) rollMaxBonusLevel) * skillValue);
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rollChance = percent.format(rollChanceF / 100D);
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if (rollChanceF + rollChanceF * 0.3333D >= 100D) rollChanceLucky = percent.format(1D);
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else rollChanceLucky = percent.format((rollChanceF + rollChanceF * 0.3333D) / 100D);
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if (rollChanceF * 1.3333D >= 100D) rollChanceLucky = percent.format(1D);
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else rollChanceLucky = percent.format(rollChanceF * 1.3333D / 100D);
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// GRACEFULROLL
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if (skillValue >= gracefulRollMaxBonusLevel) gracefulRollChanceF = gracefulRollChanceMax;
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else gracefulRollChanceF = (float) (((double) gracefulRollChanceMax / (double) gracefulRollMaxBonusLevel) * skillValue);
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gracefulRollChance = percent.format(gracefulRollChanceF / 100D);
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if (gracefulRollChanceF + gracefulRollChanceF * 0.3333D >= 100D) gracefulRollChanceLucky = percent.format(1D);
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else gracefulRollChanceLucky = percent.format((gracefulRollChanceF + gracefulRollChanceF * 0.3333D) / 100D);
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if (gracefulRollChanceF * 1.3333D >= 100D) gracefulRollChanceLucky = percent.format(1D);
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else gracefulRollChanceLucky = percent.format(gracefulRollChanceF * 1.3333D / 100D);
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}
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@Override
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@ -50,15 +50,15 @@ public class ArcheryCommand extends SkillCommand {
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if (skillValue >= dazeMaxBonusLevel) dazeChanceF = dazeBonusMax;
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else dazeChanceF = (float) (((double) dazeBonusMax / (double) dazeMaxBonusLevel) * skillValue);
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dazeChance = percent.format(dazeChanceF / 100D);
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if (dazeChanceF + dazeChanceF * 0.3333D >= 100D) dazeChanceLucky = percent.format(1D);
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else dazeChanceLucky = percent.format((dazeChanceF + dazeChanceF * 0.3333D) / 100D);
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if (dazeChanceF * 1.3333D >= 100D) dazeChanceLucky = percent.format(1D);
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else dazeChanceLucky = percent.format(dazeChanceF * 1.3333D / 100D);
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// Retrieve
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if (skillValue >= retrieveMaxBonusLevel) retrieveChanceF = retrieveBonusMax;
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else retrieveChanceF = (float) (((double) retrieveBonusMax / (double) retrieveMaxBonusLevel) * skillValue);
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retrieveChance = percent.format(retrieveChanceF / 100D);
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if (retrieveChanceF + retrieveChanceF * 0.3333D >= 100D) retrieveChanceLucky = percent.format(1D);
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else retrieveChanceLucky = percent.format((retrieveChanceF + retrieveChanceF * 0.3333D) / 100D);
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if (retrieveChanceF * 1.3333D >= 100D) retrieveChanceLucky = percent.format(1D);
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else retrieveChanceLucky = percent.format(retrieveChanceF * 1.3333D / 100D);
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}
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@Override
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@ -72,8 +72,8 @@ public class AxesCommand extends SkillCommand {
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if (skillValue >= critMaxBonusLevel) critChanceF = (float) critMaxChance;
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else critChanceF = (float) ((critMaxChance / critMaxBonusLevel) * skillCheck);
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critChance = percent.format(critChanceF / 100D);
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if (critChanceF + critChanceF * 0.3333D >= 100D) critChanceLucky = percent.format(1D);
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else critChanceLucky = percent.format((critChanceF + critChanceF * 0.3333D) / 100D);
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if (critChanceF * 1.3333D >= 100D) critChanceLucky = percent.format(1D);
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else critChanceLucky = percent.format(critChanceF * 1.3333D / 100D);
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//Axe Mastery
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if (skillValue >= bonusDamageAxesMaxBonusLevel) bonusDamage = String.valueOf(bonusDamageAxesBonusMax);
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else bonusDamage = String.valueOf(skillValue / ((double) bonusDamageAxesMaxBonusLevel / (double) bonusDamageAxesBonusMax));
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@ -49,14 +49,14 @@ public class FishingCommand extends SkillCommand {
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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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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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if (magicChanceInt * 1.3333D >= 100D) magicChanceLucky = percent.format(1D);
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else magicChanceLucky = percent.format(magicChanceInt * 1.3333D / 100D);
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//Shake
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int dropChance = Fishing.getShakeChance(lootTier);
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shakeChance = percent.format(dropChance / 100D);
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if (dropChance + (dropChance * 0.3333D) >= 100D) shakeChanceLucky = percent.format(1D);
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else shakeChanceLucky = percent.format((dropChance + (dropChance * 0.3333D)) / 100D);
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if (dropChance * 1.3333D >= 100D) shakeChanceLucky = percent.format(1D);
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else shakeChanceLucky = percent.format(dropChance * 1.3333D / 100D);
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shakeUnlockLevel = advancedConfig.getShakeUnlockLevel();
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//Fishermans Diet
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@ -76,14 +76,14 @@ public class HerbalismCommand extends SkillCommand {
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if (skillValue >= greenThumbMaxLevel) greenThumbChanceF = (float) (greenThumbMaxBonus);
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else greenThumbChanceF = (float) ((greenThumbMaxBonus / greenThumbMaxLevel) * skillValue);
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greenThumbChance = percent.format(greenThumbChanceF / 100D);
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if (greenThumbChanceF + greenThumbChanceF * 0.3333D >= 100D) greenThumbChanceLucky = percent.format(1D);
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else greenThumbChanceLucky = percent.format((greenThumbChanceF + greenThumbChanceF * 0.3333D) / 100D);
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if (greenThumbChanceF * 1.3333D >= 100D) greenThumbChanceLucky = percent.format(1D);
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else greenThumbChanceLucky = percent.format(greenThumbChanceF * 1.3333D / 100D);
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//DOUBLE DROPS
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if (skillValue >= doubleDropsMaxLevel) doubleDropChanceF = (float) (doubleDropsMaxBonus);
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else doubleDropChanceF = (float) ((doubleDropsMaxBonus / doubleDropsMaxLevel) * skillValue);
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doubleDropChance = percent.format(doubleDropChanceF / 100D);
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if (doubleDropChanceF + doubleDropChanceF * 0.3333D >= 100D) doubleDropChanceLucky = percent.format(1D);
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else doubleDropChanceLucky = percent.format((doubleDropChanceF + doubleDropChanceF * 0.3333D) / 100D);
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if (doubleDropChanceF * 1.3333D >= 100D) doubleDropChanceLucky = percent.format(1D);
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else doubleDropChanceLucky = percent.format(doubleDropChanceF * 1.3333D / 100D);
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}
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@Override
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@ -71,8 +71,8 @@ public class MiningCommand extends SkillCommand {
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if (skillValue >= doubleDropsMaxLevel) doubleDropChanceF = (float) (doubleDropsMaxBonus);
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else doubleDropChanceF = (float) ((doubleDropsMaxBonus / doubleDropsMaxLevel) * skillValue);
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doubleDropChance = percent.format(doubleDropChanceF / 100D);
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if (doubleDropChanceF + doubleDropChanceF * 0.3333D >= 100D) doubleDropChanceLucky = percent.format(1D);
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else doubleDropChanceLucky = percent.format((doubleDropChanceF + doubleDropChanceF * 0.3333D) / 100D);
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if (doubleDropChanceF * 1.3333D >= 100D) doubleDropChanceLucky = percent.format(1D);
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else doubleDropChanceLucky = percent.format(doubleDropChanceF * 1.3333D / 100D);
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//Blast Mining
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if (skillValue >= blastMiningRank8) {
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@ -70,8 +70,8 @@ public class RepairCommand extends SkillCommand {
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if (skillValue >= superRepairMaxBonusLevel) superRepairChanceF = superRepairChanceMax;
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else superRepairChanceF = (float) (((double) superRepairChanceMax / (double) superRepairMaxBonusLevel) * skillValue);
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superRepairChance = percent.format(superRepairChanceF / 100D);
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if (superRepairChanceF + superRepairChanceF * 0.3333D >= 100D) superRepairChanceLucky = percent.format(1D);
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else superRepairChanceLucky = percent.format((superRepairChanceF + superRepairChanceF * 0.3333D) / 100D);
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if (superRepairChanceF * 1.3333D >= 100D) superRepairChanceLucky = percent.format(1D);
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else superRepairChanceLucky = percent.format((superRepairChanceF * 1.3333D) / 100D);
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arcaneForgingRank = Repair.getArcaneForgingRank(profile);
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}
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@ -67,15 +67,15 @@ public class SwordsCommand extends SkillCommand {
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if (skillValue >= bleedMaxLevel) bleedChanceF = bleedChanceMax;
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else bleedChanceF = (float) (((double) bleedChanceMax / (double) bleedMaxLevel) * skillValue);
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bleedChance = percent.format(bleedChanceF / 100D);
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if (bleedChanceF + bleedChanceF * 0.3333D >= 100D) bleedChanceLucky = percent.format(1D);
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else bleedChanceLucky = percent.format((bleedChanceF + bleedChanceF * 0.3333D) / 100D);
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if (bleedChanceF * 1.3333D >= 100D) bleedChanceLucky = percent.format(1D);
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else bleedChanceLucky = percent.format(bleedChanceF * 1.3333D / 100D);
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//Counter Attack
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if (skillValue >= counterMaxLevel) counterAttackChanceF = counterChanceMax;
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else counterAttackChanceF = (float) (((double) counterChanceMax / (double) counterMaxLevel) * skillValue);
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counterAttackChance = percent.format(counterAttackChanceF / 100D);
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if (counterAttackChanceF + counterAttackChanceF * 0.3333D >= 100D) counterAttackChanceLucky = percent.format(1D);
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else counterAttackChanceLucky = percent.format((counterAttackChanceF + counterAttackChanceF * 0.3333D) / 100D);
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if (counterAttackChanceF * 1.3333D >= 100D) counterAttackChanceLucky = percent.format(1D);
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else counterAttackChanceLucky = percent.format(counterAttackChanceF * 1.3333D / 100D);
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}
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@Override
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@ -43,8 +43,8 @@ public class TamingCommand extends SkillCommand {
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if (skillValue >= goreMaxLevel) goreChanceF = (goreChanceMax);
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else goreChanceF = (float) (((double) goreChanceMax / (double) goreMaxLevel) * skillValue);
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goreChance = percent.format(goreChanceF / 100D);
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if (goreChanceF + goreChanceF * 0.3333D >= 100D) goreChanceLucky = percent.format(1D);
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else goreChanceLucky = percent.format((goreChanceF + goreChanceF * 0.3333D) / 100D);
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if (goreChanceF * 1.3333D >= 100D) goreChanceLucky = percent.format(1D);
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else goreChanceLucky = percent.format(goreChanceF * 1.3333D / 100D);
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}
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@Override
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@ -64,15 +64,15 @@ public class UnarmedCommand extends SkillCommand {
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if (skillValue >= disarmMaxLevel) disarmChanceF = disarmChanceMax;
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else disarmChanceF = (float) (((double) disarmChanceMax / (double) disarmMaxLevel) * skillValue);
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disarmChance = percent.format(disarmChanceF / 100D);
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if (disarmChanceF + disarmChanceF * 0.3333D >= 100D) disarmChanceLucky = percent.format(1D);
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else disarmChanceLucky = percent.format((disarmChanceF + disarmChanceF * 0.3333D) / 100D);
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if (disarmChanceF * 1.3333D >= 100D) disarmChanceLucky = percent.format(1D);
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else disarmChanceLucky = percent.format(disarmChanceF * 1.3333D / 100D);
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//Deflect
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if (skillValue >= deflectMaxLevel) deflectChanceF = deflectChanceMax;
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else deflectChanceF = (float) (((double) deflectChanceMax / (double) deflectMaxLevel) * skillValue);
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deflectChance = percent.format(deflectChanceF / 100D);
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if (deflectChanceF + deflectChanceF * 0.3333D >= 100D) deflectChanceLucky = percent.format(1D);
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else deflectChanceLucky = percent.format((deflectChanceF + deflectChanceF * 0.3333D) / 100D);
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if (deflectChanceF * 1.3333D >= 100D) deflectChanceLucky = percent.format(1D);
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else deflectChanceLucky = percent.format(deflectChanceF * 1.3333D / 100D);
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//Iron Arm
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if (skillValue >= 250) ironArmBonus = String.valueOf(ironArmMaxBonus);
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@ -59,8 +59,8 @@ public class WoodcuttingCommand extends SkillCommand {
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if (skillValue >= doubleDropsMaxLevel) doubleDropChanceF = (float) (doubleDropsMaxBonus);
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else doubleDropChanceF = (float) ((doubleDropsMaxBonus / doubleDropsMaxLevel) * skillValue);
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doubleDropChance = percent.format(doubleDropChanceF / 100D);
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if (doubleDropChanceF + doubleDropChanceF * 0.3333D >= 100D) doubleDropChanceLucky = percent.format(1D);
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else doubleDropChanceLucky = percent.format((doubleDropChanceF + doubleDropChanceF * 0.3333D) / 100D);
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if (doubleDropChanceF * 1.3333D >= 100D) doubleDropChanceLucky = percent.format(1D);
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else doubleDropChanceLucky = percent.format(doubleDropChanceF * 1.3333D / 100D);
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}
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@Override
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