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Fixing an issue where players repaired items a hundred times better than they should be able to.
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@ -211,8 +211,8 @@ public class Repair {
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*/
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protected static short repairCalculate(Player player, int skillLevel, short durability, int repairAmount) {
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float bonus;
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if(skillLevel >= repairMasteryMaxBonusLevel) bonus = repairMasteryChanceMax;
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else bonus = (((float) skillLevel) / ((float) repairMasteryMaxBonusLevel)) * ((float) repairMasteryChanceMax);
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if(skillLevel >= repairMasteryMaxBonusLevel) bonus = ((float) repairMasteryChanceMax / 100F);
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else bonus = (((float) skillLevel) / ((float) repairMasteryMaxBonusLevel)) * (((float) repairMasteryChanceMax) / 100F);
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if (permInstance.repairMastery(player)) {
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bonus = (((float) repairAmount) * bonus);
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