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Luck of the Sea
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@ -375,8 +375,7 @@ end
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power_range_table = {{12, 50}, {19, 50}, {26, 50}},
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}]]--
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-- unimplemented
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--[[mcl_enchanting.enchantments.luck_of_the_sea = {
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mcl_enchanting.enchantments.luck_of_the_sea = {
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name = S("Luck of the Sea"),
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max_level = 3,
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primary = {fishing_rod = true},
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@ -390,7 +389,7 @@ end
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requires_tool = false,
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treasure = false,
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power_range_table = {{15, 61}, {24, 71}, {33, 81}},
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}]]--
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}
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-- implemented in mcl_fishing
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mcl_enchanting.enchantments.lure = {
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@ -52,10 +52,15 @@ local fish = function(itemstack, player)
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local items
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local itemcount = 1
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local itemwear = 0
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-- FIXME: Maybe use a better seeding
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local pr = PseudoRandom(os.time() * math.random(1, 100))
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local r = pr:next(1, 100)
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if r <= 85 then
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local fish_values = {85, 84.8, 84.7, 84.5}
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local junk_values = {10, 8.1, 6.1, 4.2}
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local luck_of_the_sea = math.min(mcl_enchanting.get_enchantment(itemstack, "luck_of_the_sea"), 3)
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local index = luck_of_the_sea + 1
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local fish_value = fish_values[index]
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local junk_value = junk_values[index] + fish_value
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if r <= fish_value then
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-- Fish
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items = mcl_loot.get_loot({
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items = {
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@ -65,7 +70,7 @@ local fish = function(itemstack, player)
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{ itemstring = "mcl_fishing:pufferfish_raw", weight = 13 },
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}
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}, pr)
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elseif r <= 95 then
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elseif r <= junk_value then
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-- Junk
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items = mcl_loot.get_loot({
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items = {
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