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Updating default dynamic payment equatin and some extra comments
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466ad912f1
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@ -571,13 +571,13 @@ public class GeneralConfigManager {
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addXpPlayer = c.get("add-xp-player", false);
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c.addComment("allow-pay-for-durability-loss", "Allows, when losing maximum durability of item then it does not pay the player until it is repaired.",
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"E.g. the player wants to enchant a item with enchanting table and the item has durability loss then not paying.");
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"E.g. the player wants to enchant a item with enchanting table and the item has durability loss then not paying.");
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c.addComment("allow-pay-for-durability-loss.Use", "Do not disable this if you don't know what mean this option.");
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payItemDurabilityLoss = c.get("allow-pay-for-durability-loss.Use", true);
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c.addComment("allow-pay-for-durability-loss.WhiteListedItems", "What items (tools) are whitelisted the player get paid, when this item has durability loss?",
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"Enchantments are supported, usage:", "itemName=ENCHANTMENT_NAME-level");
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"Enchantments are supported, usage:", "itemName=ENCHANTMENT_NAME-level");
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WhiteListedItems = c.get("allow-pay-for-durability-loss.WhiteListedItems",
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Arrays.asList("wooden_pickaxe=DURABILITY-1", "fishing_rod"));
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Arrays.asList("wooden_pickaxe=DURABILITY-1", "fishing_rod"));
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c.addComment("modify-chat", "Modifys chat to add chat titles. If you're using a chat manager, you may add the tag {jobs} to your chat format and disable this.");
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modifyChat = c.get("modify-chat.use", false);
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@ -629,8 +629,13 @@ public class GeneralConfigManager {
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c.addComment("Economy.DynamicPayment.use", "Do you want to use dynamic payment dependent on how many players already working for jobs?",
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"This can help automatically lift up payments for not so popular jobs and lower for most popular ones");
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useDynamicPayment = c.get("Economy.DynamicPayment.use", false);
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String maxExpEquationInput = c.get("Economy.DynamicPayment.equation", "((totalworkers / totaljobs) - jobstotalplayers)/10.0");
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c.addComment("Economy.DynamicPayment.equation", "totalworkers: The total number of players on the server who have jobs",
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"totaljobs: The number of jobs that are enabled",
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"jobstotalplayers: The number of people in that particular job",
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"Exponential equation: totalworkers / totaljobs / jobstotalplayers - 1",
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"Linear equation: ((totalworkers / totaljobs) - jobstotalplayers)/10.0");
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String maxExpEquationInput = c.get("Economy.DynamicPayment.equation", "totalworkers / totaljobs / jobstotalplayers - 1");
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try {
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DynamicPaymentEquation = new Parser(maxExpEquationInput);
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// test equation
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@ -643,8 +648,8 @@ public class GeneralConfigManager {
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useDynamicPayment = false;
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}
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DynamicPaymentMaxPenalty = c.get("Economy.DynamicPayment.MaxPenalty", 25.0);
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DynamicPaymentMaxBonus = c.get("Economy.DynamicPayment.MaxBonus", 100.0);
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DynamicPaymentMaxPenalty = c.get("Economy.DynamicPayment.MaxPenalty", 50.0);
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DynamicPaymentMaxBonus = c.get("Economy.DynamicPayment.MaxBonus", 300.0);
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c.addComment("Economy.MaxPayment.curve.use", "Enabling this feature will mean players will still earn once they reach cap but " +
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"will loose a percentage the higher over cap they go. Controlled by a factor. math is ```100/((1/factor*percentOver^2)+1)```");
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useMaxPaymentCurve = c.get("Economy.MaxPayment.curve.use", false);
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@ -885,10 +890,10 @@ public class GeneralConfigManager {
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BossBarsMessageByDefault = c.get("BossBar.Messages.EnabledByDefault", true);
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c.addComment("BossBar.ShowOnEachAction", "If enabled boss bar will update after each action",
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"If disabled, BossBar will update only on each payment. This can save some server resources");
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"If disabled, BossBar will update only on each payment. This can save some server resources");
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BossBarShowOnEachAction = c.get("BossBar.ShowOnEachAction", false);
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c.addComment("BossBar.Timer", "How long in sec to show BossBar for player",
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"If you have disabled ShowOnEachAction, then keep this number higher than payment interval for better experience");
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"If you have disabled ShowOnEachAction, then keep this number higher than payment interval for better experience");
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BossBarTimer = c.get("BossBar.Timer", economyBatchDelay + 1);
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}
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