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Finishing touches on Repair Config
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@ -51,7 +51,7 @@ public class RepairableSerializer implements TypeSerializer<SimpleRepairable> {
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Material repairItem = (Material) getEnum(repairConstant, TypeToken.of(Material.class));*/
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int minimumQuantity = value.getNode("Minimum-Quantity-Used-To-Repair").getValue(TypeToken.of(Integer.class));
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int minimumLevel = value.getNode("Skill-Level-Required-To-Repair").getValue(TypeToken.of(Integer.class));
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int minimumLevel = value.getNode("Override-Level-Requirement").getValue(TypeToken.of(Integer.class));
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double xpMultiplier = value.getNode("XP-Multiplier").getValue(TypeToken.of(Double.class));
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return new SimpleRepairable(item, repairItems, minimumQuantity, minimumLevel, xpMultiplier);
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@ -15,7 +15,7 @@ public class ConfigScalingSubSkillRetro {
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@Setting(value = "Max-Bonus-Level", comment = "Max bonus level is the level a player needs to reach in this skill to receive maximum benefits, such as better RNG odds or otherwise." +
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"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
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"\n a player should have based on how far they are from the max bonus level value, and the other parameters used for the scaling of the sub-skill." +
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"\nNote: This is the setting for RETRO MODE!" +
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"\n\nNote: This is the setting for RETRO MODE!" +
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"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
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private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
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@ -25,7 +25,7 @@ public class ConfigScalingSubSkillRetro {
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"\nMax skill chance is dynamically adjusted based on the players level difference from the \"Max-Bonus-Level\", you can think of it as a curve where reaching \"Max-Bonus-Level\" is the peak." +
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"\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
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"\n and the player was level " + FIFTY_PERCENT_EXAMPLE + " for this skill, that would give the player " + ODDS_PERCENTAGE_EXAMPLE + " odds to succeed with this skill." +
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"\nNote: This is the setting for RETRO MODE!" +
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"\n\nNote: This is the setting for RETRO MODE!" +
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"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
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private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;
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@ -15,7 +15,7 @@ public class ConfigScalingSubSkillStandard {
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@Setting(value = "Max-Bonus-Level", comment = "Max bonus level is the level a player needs to reach in this skill to receive maximum benefits, such as better RNG odds or otherwise." +
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"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
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"\n a player should have based on how far they are from the max bonus level value, and the other parameters used for the scaling of the sub-skill." +
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"\nNote: This is the setting for STANDARD MODE!" +
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"\n\nNote: This is the setting for STANDARD MODE!" +
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"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
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private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
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@ -25,7 +25,7 @@ public class ConfigScalingSubSkillStandard {
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"\nMax skill chance is dynamically adjusted based on the players level difference from the \"Max-Bonus-Level\", you can think of it as a curve where reaching \"Max-Bonus-Level\" is the peak." +
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"\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
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"\n and the player was level " + FIFTY_PERCENT_EXAMPLE + " for this skill, that would give the player " + ODDS_PERCENTAGE_EXAMPLE + " odds to succeed with this skill." +
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"\nNote: This is the setting for STANDARD MODE!" +
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"\n\nNote: This is the setting for STANDARD MODE!" +
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"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
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private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;
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@ -10,7 +10,7 @@ public class ConfigSubSkillScalingRNG {
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@Setting(value = "Standard-Mode-Scaling-Settings", comment = "Standard mode is the new default level scaling for mcMMO" +
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"\nMost skills in standard mode scale from 1-100, maxing out at 100." +
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"\nStandard scaling is fairly new, and it replaced the previous scaling method which is now known as RetroMode scaling." +
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"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\n\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\nSettings from here are only applied when using Standard mode scaling.")
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private ConfigScalingSubSkillStandard standardSettings = new ConfigScalingSubSkillStandard();
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@ -19,7 +19,7 @@ public class ConfigSubSkillScalingRNG {
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"\nRetro scaling was the main method of scaling in mcMMO for almost 8 years," +
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"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
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"\nYou can still use Retro Mode scaling, it will never be removed from mcMMO so do not worry about using it!" +
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"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\n\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\nSettings from here are only applied when using Retro mode scaling.")
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private ConfigScalingSubSkillRetro retroSettings = new ConfigScalingSubSkillRetro();
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@ -2,6 +2,7 @@ package com.gmail.nossr50.config.hocon.skills.repair;
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import com.gmail.nossr50.config.hocon.skills.repair.general.ConfigRepairGeneral;
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import com.gmail.nossr50.config.hocon.skills.repair.repairmastery.ConfigRepairMastery;
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import com.gmail.nossr50.config.hocon.skills.repair.subskills.ConfigRepairSubSkills;
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import com.gmail.nossr50.skills.repair.repairables.SimpleRepairable;
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import ninja.leaping.configurate.objectmapping.Setting;
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import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable;
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@ -70,37 +71,42 @@ public class ConfigRepair {
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}
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@Setting(value = "Repair-Mastery", comment = "Settings related to the repair mastery subskill")
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private ConfigRepairMastery repairMastery = new ConfigRepairMastery();
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@Setting(value = "Super-Repair", comment = "Settings related to the super repair subskill")
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private ConfigRepairSuperRepair superRepair = new ConfigRepairSuperRepair();
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@Setting(value = "Arcane-Forging", comment = "Settings related to the arcane forging subskill")
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private ConfigRepairArcaneForging arcaneForging = new ConfigRepairArcaneForging();
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@Setting(value = "General")
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private ConfigRepairGeneral repairGeneral = new ConfigRepairGeneral();
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@Setting(value = "Repairables")
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@Setting(value = "SubSkills", comment = "Settings for subskills stemming from Repair")
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private ConfigRepairSubSkills repairSubSkills = new ConfigRepairSubSkills();
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@Setting(value = "Z-Repairables", comment = "This is the list of what can be repaired in mcMMO by Anvils and their properties." +
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"\nThe \"Z\" in this config keys name is literally just to place this at the bottom of the config since the serializer uses alphabetical sorting." +
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"\n\n -- Explanation for Parameters --" +
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"\nItem: The name of the item, this has to be equivalent to the internal registry key (Name ID) Minecraft uses for this item" +
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"\nItems-Used-To-Repair: The name of the item consumed as part of repairing, this has to be equivalent to the internal registry key (Name ID) Minecraft uses for this item" +
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"\nMinimum-Quantity-Used-To-Repair: The amount of this item that is required to repair this item at a minimum." +
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"\nOverride-Level-Requirement: If you would like to specify a specific skill level required to repair an item, do it here. It should be noted that a lot of items will be given automatic level requirements if you leave this at zero." +
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"\nXP-Multiplier: When calculating how much XP to give the player for the repair, the end result will be multiplied by this value." +
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"\n\nName ID List: https://minecraft.gamepedia.com/Java_Edition_data_values" +
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"\nTIP: You can omit \"minecraft:\" from the Name ID if you want to, for example you can write \"red_wool\" instead of \"minecraft:red_wool\"")
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private ArrayList<SimpleRepairable> configRepairablesList = CONFIG_REPAIRABLES_DEFAULTS;
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public ConfigRepairGeneral getRepairGeneral() {
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return repairGeneral;
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}
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public ConfigRepairSubSkills getRepairSubSkills() {
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return repairSubSkills;
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}
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public ConfigRepairMastery getRepairMastery() {
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return repairMastery;
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return repairSubSkills.getRepairMastery();
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}
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public ConfigRepairSuperRepair getSuperRepair() {
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return superRepair;
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return repairSubSkills.getSuperRepair();
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}
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public ConfigRepairArcaneForging getArcaneForging() {
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return arcaneForging;
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return repairSubSkills.getArcaneForging();
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}
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public ArrayList<SimpleRepairable> getConfigRepairablesList() {
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@ -0,0 +1,32 @@
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package com.gmail.nossr50.config.hocon.skills.repair.subskills;
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import com.gmail.nossr50.config.hocon.skills.repair.ConfigRepairArcaneForging;
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import com.gmail.nossr50.config.hocon.skills.repair.ConfigRepairSuperRepair;
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import com.gmail.nossr50.config.hocon.skills.repair.repairmastery.ConfigRepairMastery;
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import ninja.leaping.configurate.objectmapping.Setting;
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import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable;
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@ConfigSerializable
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public class ConfigRepairSubSkills {
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@Setting(value = "Repair-Mastery", comment = "Settings related to the repair mastery subskill")
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private ConfigRepairMastery repairMastery = new ConfigRepairMastery();
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@Setting(value = "Super-Repair", comment = "Settings related to the super repair subskill")
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private ConfigRepairSuperRepair superRepair = new ConfigRepairSuperRepair();
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@Setting(value = "Arcane-Forging", comment = "Settings related to the arcane forging subskill")
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private ConfigRepairArcaneForging arcaneForging = new ConfigRepairArcaneForging();
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public ConfigRepairMastery getRepairMastery() {
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return repairMastery;
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}
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public ConfigRepairSuperRepair getSuperRepair() {
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return superRepair;
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}
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public ConfigRepairArcaneForging getArcaneForging() {
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return arcaneForging;
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}
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}
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