diff --git a/Changelog.txt b/Changelog.txt index be4a69f3c..e40eed16b 100644 --- a/Changelog.txt +++ b/Changelog.txt @@ -17,6 +17,8 @@ Version 1.3.13-dev + Added bats, giants, witches, withers, and wither skeletons to the mcMMO combat experience list, and makes their experience drops configurable + Added the ability to track mobs spawned by mob spawners or the Taming ability when the chunks they are in unload and reload + Added wooden button to the list of items that shouldn't trigger abilities + + Added a new feature to fishing. Players will have +10% chance of finding enchanted items when fishing while it's raining + + Added displaying bonus perks on skill commands = Fixed issue with missing default cases from several switch/case statements = Fixed issue with Mining using actual skill level rather than max skill level = Fixed some issues with static access @@ -40,6 +42,7 @@ Version 1.3.13-dev ! GJ stopped being a lazy slacker and got stuff done ! Changed code that uses SpoutPlugin to make it compatible with the latest version ! Changed Reimplemented skill level and power level caps. + ! Moved Arcane Forging and Fishing setting from config.yml to advanced.yml - Removed dead code relating to null profiles - Removed unused imports diff --git a/src/main/java/com/gmail/nossr50/commands/skills/FishingCommand.java b/src/main/java/com/gmail/nossr50/commands/skills/FishingCommand.java index 9e3fbbf13..2ffe9a1a0 100644 --- a/src/main/java/com/gmail/nossr50/commands/skills/FishingCommand.java +++ b/src/main/java/com/gmail/nossr50/commands/skills/FishingCommand.java @@ -43,14 +43,14 @@ public class FishingCommand extends SkillCommand { chanceRaining = ""; //Treasure Hunter lootTier = Fishing.getFishingLootTier(profile); - int magicChanceInt = (lootTier * magicHunterMultiplier); + double magicChanceD = (int) (lootTier * magicHunterMultiplier); if (raining) { chanceRaining = LocaleLoader.getString("Fishing.Chance.Raining"); - magicChanceInt = (int) (magicChanceInt * 1.1D); + magicChanceD = magicChanceD * 1.1D; } - magicChance = percent.format(magicChanceInt / 100D); - if (magicChanceInt * 1.3333D >= 100D) magicChanceLucky = percent.format(1D); - else magicChanceLucky = percent.format(magicChanceInt * 1.3333D / 100D); + magicChance = percent.format(magicChanceD / 100D); + if (magicChanceD * 1.3333D >= 100D) magicChanceLucky = percent.format(1D); + else magicChanceLucky = percent.format(magicChanceD * 1.3333D / 100D); //Shake int dropChance = Fishing.getShakeChance(lootTier);