All pastes #18800 Raw Edit

Mine

public java v1 · immutable
#18800 ·published 2005-07-29 19:30 UTC
rendered paste body
			// init vars			boolean canSpoilLowerLevel = Config.CAN_SPOIL_LOWER_LEVEL_MOBS;			boolean canDelevelToSpoil =  Config.CAN_DELEVEL_AND_SPOIL_MOBS;						boolean spoil = false;			boolean wasNegative = false;			boolean delevelledPlayer = false;			double x = 0;			double lvlDifference = 0;			double rateOfSpoil = 0;			double 	maxLevelDifference = 	Config.MAXIMUM_PLAYER_AND_MOB_LEVEL_DIFFERENCE;			double 	baseRateOfSpoil = 		Config.BASE_SPOIL_RATE;			double 	minimumRateOfSpoil = 	Config.MINIMUM_SPOIL_RATE;			double 	spoilLevelLimit = 		Config.SPOIL_LEVEL_DIFFERENCE_LIMIT;			int 	maxLevelOfSpoil = 		Config.LAST_LEVEL_SPOIL_IS_LEARNED;			int mobLevel = target.getLevel();			int playerLevel = activeChar.getLevel();			int spoilCheck = 0;			int spoilLevelANDPlayerLevelDifference = 0;						Random rand = new Random();						// first make sure target mob is alive			if ( target.isDead() == false ) {							lvlDifference = mobLevel - playerLevel;								// rate of spoil				x = lvlDifference / maxLevelDifference;				if ( x < 0 ) {					x *= -1;					wasNegative = true;				}				if ( canSpoilLowerLevel == true && wasNegative ) {					rateOfSpoil = baseRateOfSpoil;				}				else {					if ( x > 1 ) x = 1;					rateOfSpoil = baseRateOfSpoil * ( 1 - Math.pow(x, 2) );					if ( rateOfSpoil < minimumRateOfSpoil ) rateOfSpoil = minimumRateOfSpoil;				}								if ( playerLevel > maxLevelOfSpoil ) playerLevel = maxLevelOfSpoil;								//////////////////////////////////////////////////////////////				// essentially somewhere above i need to get spoilCheck which is the MIN_LEVEL that the skill used (spoil) is learned at								spoilLevelANDPlayerLevelDifference = playerLevel - spoilCheck;				//////////////////////////////////////////////////////////////								if ( spoilLevelANDPlayerLevelDifference < 0 ) {					if ( canDelevelToSpoil ) delevelledPlayer = true;					else {						spoilLevelANDPlayerLevelDifference *= -1;						delevelledPlayer = false;					}				}								if ( spoilLevelANDPlayerLevelDifference > spoilLevelLimit && !delevelledPlayer ) {					spoilLevelANDPlayerLevelDifference /= spoilLevelLimit;										if ( spoilLevelANDPlayerLevelDifference < 0 ) spoilLevelANDPlayerLevelDifference *= -1;					if ( spoilLevelANDPlayerLevelDifference > 1 ) spoilLevelANDPlayerLevelDifference = 1;										double rateOfSpoilMultiplier = (baseRateOfSpoil * ( 1 - Math.pow(spoilLevelANDPlayerLevelDifference, 2) ))/100;					rateOfSpoil *= rateOfSpoilMultiplier;					if ( rateOfSpoil < minimumRateOfSpoil ) rateOfSpoil = minimumRateOfSpoil;				}												// now do randomization				int randomSuccessRate = rand.nextInt(99);							if ( randomSuccessRate < rateOfSpoil ) spoil = true;			}