even more comment restyling on repair

This commit is contained in:
nossr50 2019-03-22 18:12:07 -07:00
parent 07ebf12ae2
commit d144409673
6 changed files with 14 additions and 14 deletions

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@ -15,7 +15,7 @@ public class ConfigScalingSubSkillRetro {
@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." +
"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
"\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." +
"\n\nNote: This is the setting for RETRO MODE!" +
"\n\n-- NOTE: This setting is only valid for retro level scaling! --" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@ -25,7 +25,7 @@ public class ConfigScalingSubSkillRetro {
"\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." +
"\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
"\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." +
"\n\nNote: This is the setting for RETRO MODE!" +
"\n\n-- NOTE: This setting is only valid for retro level scaling! --" +
"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;

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@ -15,7 +15,7 @@ public class ConfigScalingSubSkillStandard {
@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." +
"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
"\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." +
"\n\nNote: This is the setting for STANDARD MODE!" +
"\n\n-- NOTE: This setting is only valid for standard level scaling! --" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@ -25,7 +25,7 @@ public class ConfigScalingSubSkillStandard {
"\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." +
"\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
"\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." +
"\n\nNote: This is the setting for STANDARD MODE!" +
"\n\n-- NOTE: This setting is only valid for standard level scaling! --" +
"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;

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@ -12,7 +12,7 @@ public class ConfigRepairGeneral {
public static final boolean ENCHANTED_ITEMS_REQUIRE_CONFIRM = true;
@Setting(value = "Anvil-Block-Material", comment = "The block used for mcMMO repairs." +
"Default value: "+"minecraft:iron_block")
"\nDefault value: "+"minecraft:iron_block")
private String repairAnvilMaterial = Material.IRON_BLOCK.getKey().toString();
@Setting(value = "Anvil-Use-Sounds", comment = "If true, mcMMO will play a sound when a player uses an anvil." +

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@ -12,18 +12,18 @@ public class RepairMasteryRetro {
public static final String MAX_BONUS_LEVEL_EXAMPLE = "1000";
public static final String BONUS_PERCENTAGE_EXAMPLE = "100%";
@Setting(value = "Standard-Mode-Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." +
@Setting(value = "Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." +
"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
"\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." +
"\nNote: This is the setting for STANDARD MODE!" +
"\n-- NOTE: This setting is only valid for retro level scaling! --" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@Setting(value = "Standard-Mode-Max-Bonus-Percentage", comment = "This is the maximum benefit for additional repair amount from this skill when the player reaches \"Max-Bonus-Level\"." +
@Setting(value = "Max-Bonus-Percentage", comment = "This is the maximum benefit for additional repair amount from this skill when the player reaches \"Max-Bonus-Level\"." +
"\nRepair Mastery's bonus to repair 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." +
"\nAs an example, imagine \"Standard-Mode-Max-Bonus-Percentage\" was set to " + MAX_BONUS_PERCENTAGE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
"\n and the player was level " + PLAYER_LEVEL_FIFTY_PERCENT_EXAMPLE + " for this skill, that would give the player " + BONUS_PERCENTAGE_EXAMPLE + "% added to the repair amount on the item before other bonuses." +
"\nNote: This is the setting for STANDARD MODE!" +
"\n-- NOTE: This setting is only valid for retro level scaling! --" +
"\nDefault value: "+MAX_BONUS_PERCENTAGE)
private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;

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@ -12,18 +12,18 @@ public class RepairMasteryStandard {
public static final String MAX_BONUS_LEVEL_EXAMPLE = "100";
public static final String BONUS_PERCENTAGE_EXAMPLE = "100%";
@Setting(value = "Standard-Mode-Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." +
@Setting(value = "Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." +
"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
"\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." +
"\nNote: This is the setting for STANDARD MODE!" +
"\n-- NOTE: This setting is only valid for standard level scaling! --" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@Setting(value = "Standard-Mode-Max-Bonus-Percentage", comment = "This is the maximum benefit for additional repair amount from this skill when the player reaches \"Max-Bonus-Level\"." +
@Setting(value = "Max-Bonus-Percentage", comment = "This is the maximum benefit for additional repair amount from this skill when the player reaches \"Max-Bonus-Level\"." +
"\nRepair Mastery's bonus to repair 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." +
"\nAs an example, imagine \"Standard-Mode-Max-Bonus-Percentage\" was set to " + MAX_BONUS_PERCENTAGE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
"\n and the player was level " + PLAYER_LEVEL_FIFTY_PERCENT_EXAMPLE + " for this skill, that would give the player " + BONUS_PERCENTAGE_EXAMPLE + "% added to the repair amount on the item before other bonuses." +
"\nNote: This is the setting for STANDARD MODE!" +
"\n-- NOTE: This setting is only valid for standard level scaling! --" +
"\nDefault value: "+MAX_BONUS_PERCENTAGE)
private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;

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@ -11,7 +11,7 @@ public class ConfigSalvageGeneral {
public static final boolean ENCHANTED_ITEMS_REQUIRE_CONFIRM = true;
@Setting(value = "Anvil-Block-Material", comment = "The block used for mcMMO repairs." +
"Default value: "+"gold_block")
"Default value: "+"minecraft:gold_block")
private String salvageAnvilMaterial = Material.GOLD_BLOCK.getKey().toString();
@Setting(value = "Anvil-Use-Sounds", comment = "If true, mcMMO will play a sound when a player uses an anvil." +