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@@ -40,7 +40,7 @@ public class Axes {
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final int MAX_LEVEL = advancedConfig.getBonusDamageAxesMaxBonusLevel();
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final int INCREASE_LEVEL = MAX_LEVEL / MAX_BONUS;
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- /* Add 1 DMG for every 50 skill levels */
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+ /* Add 1 DMG for every 50 skill levels (default value) */
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int bonus = (int) ((double) Users.getProfile(attacker).getSkillLevel(SkillType.AXES) / (double) INCREASE_LEVEL);
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if (bonus > MAX_BONUS) {
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@@ -129,11 +129,12 @@ public class Axes {
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Player targetPlayer = (Player) target;
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short durabilityDamage = 1; //Start with 1 durability damage
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- /* Every 30 Skill Levels you gain 1 durability damage */
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+ /* Every 50 Skill Levels you gain 1 durability damage (default values) */
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int impactIncreaseLevel = advancedConfig.getArmorImpactIncreaseLevel();
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float impactMaxDamage = (float) advancedConfig.getArmorImpactMaxDurabilityDamage() / 100F;
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short maxDurability;
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- durabilityDamage += (int) ((double) Users.getProfile(attacker).getSkillLevel(SkillType.AXES) / (double) impactIncreaseLevel);
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+ int lowerdamage = 0;
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+ durabilityDamage += (int) (((double) Users.getProfile(attacker).getSkillLevel(SkillType.AXES) / (double) impactIncreaseLevel));
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if (!hasArmor(targetPlayer)) {
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applyGreaterImpact(attacker, target, event);
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@@ -141,15 +142,18 @@ public class Axes {
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else {
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for (ItemStack armor : targetPlayer.getInventory().getArmorContents()) {
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if(Math.random() * 100 > 75) {
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- if (armor.containsEnchantment(Enchantment.DURABILITY)) {
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- int level = armor.getEnchantmentLevel(Enchantment.DURABILITY);
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- if (random.nextInt(level + 1) > 0) {
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- return;
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- }
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+ for (int i = 0; i <= durabilityDamage; i ++) {
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+ if (armor.containsEnchantment(Enchantment.DURABILITY)) {
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+ int level = armor.getEnchantmentLevel(Enchantment.DURABILITY);
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+ if (random.nextInt(level + 1) > 0) {
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+ lowerdamage++;
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+ }
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+ }
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}
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+ int newDurabilityDamage = durabilityDamage - lowerdamage;
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maxDurability = (short) (armor.getType().getMaxDurability() * impactMaxDamage);
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- if (durabilityDamage > maxDurability) durabilityDamage = (short) maxDurability;
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- armor.setDurability((short) (armor.getDurability() + durabilityDamage)); //Damage armor piece
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+ if (newDurabilityDamage > maxDurability) newDurabilityDamage = (short) maxDurability;
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+ armor.setDurability((short) (armor.getDurability() + newDurabilityDamage)); //Damage armor piece
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}
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}
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targetPlayer.updateInventory();
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