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!Added todo
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@ -75,86 +75,141 @@ import net.Indyuce.mmoitems.version.durability.stat.DefaultDurability;
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import net.Indyuce.mmoitems.version.durability.stat.LegacyDurability;
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public abstract class ItemStat {
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public static final ItemStat MATERIAL = new MaterialStat(), DURABILITY = MMOItems.plugin.getVersion().isBelowOrEqual(1, 12) ? new LegacyDurability() : new DefaultDurability(), CUSTOM_MODEL_DATA = new Custom_Model_Data(), MAX_CUSTOM_DURABILITY = new Max_Custom_Durability(), WILL_BREAK = new Will_Break();
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public static final ItemStat MATERIAL = new MaterialStat(), DURABILITY = MMOItems.plugin.getVersion().isBelowOrEqual(1, 12) ? new LegacyDurability() : new DefaultDurability(),
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CUSTOM_MODEL_DATA = new Custom_Model_Data(), MAX_CUSTOM_DURABILITY = new Max_Custom_Durability(), WILL_BREAK = new Will_Break();
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public static final ItemStat NAME = new Display_Name(), LORE = new Lore();
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public static final ItemStat DISPLAYED_TYPE = new StringStat(new ItemStack(VersionMaterial.OAK_SIGN.toMaterial()), "Displayed Type", new String[] { "This option will only affect the", "type displayed on the item lore." }, "displayed-type", new String[] { "all" });
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public static final ItemStat ENCHANTS = new Enchants(), HIDE_ENCHANTS = new Hide_Enchants(), PERMISSION = new Permission(), ITEM_PARTICLES = new Item_Particles(), ARROW_PARTICLES = new Arrow_Particles();
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public static final ItemStat DISABLE_INTERACTION = new DisableStat(VersionMaterial.GRASS_BLOCK.toMaterial(), "interaction", "Disable Interaction", "Disable any unwanted interaction:", "block placement, item use...");
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public static final ItemStat DISPLAYED_TYPE = new StringStat(new ItemStack(VersionMaterial.OAK_SIGN.toMaterial()), "Displayed Type",
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new String[] { "This option will only affect the", "type displayed on the item lore." }, "displayed-type", new String[] { "all" });
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public static final ItemStat ENCHANTS = new Enchants(), HIDE_ENCHANTS = new Hide_Enchants(), PERMISSION = new Permission(), ITEM_PARTICLES = new Item_Particles(),
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ARROW_PARTICLES = new Arrow_Particles();
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public static final ItemStat DISABLE_INTERACTION = new DisableStat(VersionMaterial.GRASS_BLOCK.toMaterial(), "interaction", "Disable Interaction", "Disable any unwanted interaction:",
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"block placement, item use...");
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public static final ItemStat DISABLE_CRAFTING = new DisableStat(VersionMaterial.CRAFTING_TABLE.toMaterial(), "crafting", "Disable Crafting", "Players can't use this item while crafting.");
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public static final ItemStat DISABLE_SMELTING = new DisableStat(Material.FURNACE, "smelting", "Disable Smelting", "Players can't use this item in furnaces.");
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public static final ItemStat DISABLE_ENCHANTING = new DisableStat(VersionMaterial.ENCHANTING_TABLE.toMaterial(), "enchanting", "Disable Enchanting", "Players can't enchant this item."), DISABLE_ADVANCED_ENCHANTS = new Disable_AdvancedEnchantments();
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public static final ItemStat DISABLE_ENCHANTING = new DisableStat(VersionMaterial.ENCHANTING_TABLE.toMaterial(), "enchanting", "Disable Enchanting", "Players can't enchant this item."),
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DISABLE_ADVANCED_ENCHANTS = new Disable_AdvancedEnchantments();
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public static final ItemStat DISABLE_REPAIRING = new DisableStat(Material.ANVIL, "repairing", "Disable Repairing", "Players can't use this item in anvils.");
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public static final ItemStat DISABLE_ARROW_SHOOTING = new DisableStat(Material.ARROW, "arrow-shooting", "Disable Arrow Shooting", new Material[] { Material.ARROW }, "Players can't shoot this", "item using a bow.");
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public static final ItemStat DISABLE_ATTACK_PASSIVE = new DisableStat(Material.BARRIER, "attack-passive", "Disable Attack Passive", new String[] { "piercing", "slashing", "blunt" }, "Disables the blunt/slashing/piercing", "passive effects on attacks.");
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public static final ItemStat DISABLE_ARROW_SHOOTING = new DisableStat(Material.ARROW, "arrow-shooting", "Disable Arrow Shooting", new Material[] { Material.ARROW }, "Players can't shoot this",
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"item using a bow.");
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public static final ItemStat DISABLE_ATTACK_PASSIVE = new DisableStat(Material.BARRIER, "attack-passive", "Disable Attack Passive", new String[] { "piercing", "slashing", "blunt" },
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"Disables the blunt/slashing/piercing", "passive effects on attacks.");
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public static final ItemStat REQUIRED_LEVEL = new Required_Level(), REQUIRED_CLASS = new Required_Class(), ATTACK_DAMAGE = new Attack_Damage(), ATTACK_SPEED = new Attack_Speed();
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public static final ItemStat CRITICAL_STRIKE_CHANCE = new DoubleStat(new ItemStack(Material.NETHER_STAR), "Critical Strike Chance", new String[] { "Critical Strikes deal more damage.", "In % chance." }, "critical-strike-chance", new String[] { "!miscellaneous", "all" });
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public static final ItemStat CRITICAL_STRIKE_POWER = new DoubleStat(new ItemStack(Material.NETHER_STAR), "Critical Strike Power", new String[] { "The extra damage weapon crits deals.", "(Stacks with default value)", "In %." }, "critical-strike-power", new String[] { "!miscellaneous", "all" });
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public static final ItemStat BLOCK_POWER = new DoubleStat(new ItemStack(Material.IRON_HELMET), "Block Power", new String[] { "The % of the damage your", "armor/shield can block.", "Default: 25%" }, "block-power", new String[] { "!miscellaneous", "all" });
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public static final ItemStat BLOCK_RATING = new DoubleStat(new ItemStack(Material.IRON_HELMET), "Block Rating", new String[] { "The chance your piece of armor", "has to block any entity attack." }, "block-rating", new String[] { "!miscellaneous", "all" });
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public static final ItemStat BLOCK_COOLDOWN_REDUCTION = new DoubleStat(new ItemStack(Material.IRON_HELMET), "Block Cooldown Reduction", new String[] { "Reduces the blocking cooldown (%)." }, "block-cooldown-reduction", new String[] { "!miscellaneous", "all" });
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public static final ItemStat DODGE_RATING = new DoubleStat(new ItemStack(Material.FEATHER), "Dodge Rating", new String[] { "The chance to dodge an attack.", "Dodging completely negates", "the attack damage." }, "dodge-rating", new String[] { "!miscellaneous", "all" });
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public static final ItemStat DODGE_COOLDOWN_REDUCTION = new DoubleStat(new ItemStack(Material.FEATHER), "Dodge Cooldown Reduction", new String[] { "Reduces the dodging cooldown (%)." }, "dodge-cooldown-reduction", new String[] { "!miscellaneous", "all" });
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public static final ItemStat PARRY_RATING = new DoubleStat(new ItemStack(Material.BUCKET), "Parry Rating", new String[] { "The chance to parry an attack.", "Parrying negates the damage", "and knocks the attacker back." }, "parry-rating", new String[] { "!miscellaneous", "all" });
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public static final ItemStat PARRY_COOLDOWN_REDUCTION = new DoubleStat(new ItemStack(Material.BUCKET), "Parry Cooldown Reduction", new String[] { "Reduces the parrying cooldown (%)." }, "parry-cooldown-reduction", new String[] { "!miscellaneous", "all" });
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public static final ItemStat RANGE = new DoubleStat(new ItemStack(Material.STICK), "Range", new String[] { "The range of your item attacks." }, "range", new String[] { "staff", "whip", "wand", "musket" });
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public static final ItemStat MANA_COST = new DoubleStat(VersionMaterial.LAPIS_LAZULI.toItem(), "Mana Cost", new String[] { "Mana spent by your weapon to be used." }, "mana-cost", new String[] { "piercing", "slashing", "blunt", "range" });
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public static final ItemStat STAMINA_COST = new DoubleStat(VersionMaterial.LIGHT_GRAY_DYE.toItem(), "Stamina Cost", new String[] { "Stamina spent by your weapon to be used." }, "stamina-cost", new String[] { "piercing", "slashing", "blunt", "range" });
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public static final ItemStat ARROW_VELOCITY = new DoubleStat(new ItemStack(Material.ARROW), "Arrow Velocity", new String[] { "Determins how far your", "crossbow can shoot.", "Default: 1.0" }, "arrow-velocity", new String[] { "bow", "crossbow" });
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public static final ItemStat PVE_DAMAGE = new DoubleStat(new ItemStack(VersionMaterial.PORKCHOP.toMaterial()), "PvE Damage", new String[] { "Additional damage against", "non human entities in %." }, "pve-damage", new String[] { "piercing", "slashing", "blunt", "offhand", "range", "tool", "armor", "gem_stone" });
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public static final ItemStat PVP_DAMAGE = new DoubleStat(new ItemStack(VersionMaterial.SKELETON_SKULL.toMaterial()), "PvP Damage", new String[] { "Additional damage", "against players in %." }, "pvp-damage", new String[] { "piercing", "slashing", "blunt", "offhand", "range", "tool", "armor", "gem_stone" });
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public static final ItemStat BLUNT_POWER = new DoubleStat(new ItemStack(Material.IRON_AXE), "Blunt Power", new String[] { "The radius of the AoE attack.", "If set to 2.0, enemies within 2 blocks", "around your target will take damage." }, "blunt-power", new String[] { "blunt", "gem_stone" });
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public static final ItemStat BLUNT_RATING = new DoubleStat(new ItemStack(Material.BRICK), "Blunt Rating", new String[] { "The force of the blunt attack.", "If set to 50%, enemies hit by the attack", "will take 50% of the initial damage." }, "blunt-rating", new String[] { "blunt", "gem_stone" });
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public static final ItemStat CRITICAL_STRIKE_CHANCE = new DoubleStat(new ItemStack(Material.NETHER_STAR), "Critical Strike Chance",
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new String[] { "Critical Strikes deal more damage.", "In % chance." }, "critical-strike-chance", new String[] { "!miscellaneous", "all" });
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public static final ItemStat CRITICAL_STRIKE_POWER = new DoubleStat(new ItemStack(Material.NETHER_STAR), "Critical Strike Power",
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new String[] { "The extra damage weapon crits deals.", "(Stacks with default value)", "In %." }, "critical-strike-power", new String[] { "!miscellaneous", "all" });
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public static final ItemStat BLOCK_POWER = new DoubleStat(new ItemStack(Material.IRON_HELMET), "Block Power",
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new String[] { "The % of the damage your", "armor/shield can block.", "Default: 25%" }, "block-power", new String[] { "!miscellaneous", "all" });
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public static final ItemStat BLOCK_RATING = new DoubleStat(new ItemStack(Material.IRON_HELMET), "Block Rating",
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new String[] { "The chance your piece of armor", "has to block any entity attack." }, "block-rating", new String[] { "!miscellaneous", "all" });
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public static final ItemStat BLOCK_COOLDOWN_REDUCTION = new DoubleStat(new ItemStack(Material.IRON_HELMET), "Block Cooldown Reduction", new String[] { "Reduces the blocking cooldown (%)." },
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"block-cooldown-reduction", new String[] { "!miscellaneous", "all" });
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public static final ItemStat DODGE_RATING = new DoubleStat(new ItemStack(Material.FEATHER), "Dodge Rating",
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new String[] { "The chance to dodge an attack.", "Dodging completely negates", "the attack damage." }, "dodge-rating", new String[] { "!miscellaneous", "all" });
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public static final ItemStat DODGE_COOLDOWN_REDUCTION = new DoubleStat(new ItemStack(Material.FEATHER), "Dodge Cooldown Reduction", new String[] { "Reduces the dodging cooldown (%)." },
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"dodge-cooldown-reduction", new String[] { "!miscellaneous", "all" });
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public static final ItemStat PARRY_RATING = new DoubleStat(new ItemStack(Material.BUCKET), "Parry Rating",
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new String[] { "The chance to parry an attack.", "Parrying negates the damage", "and knocks the attacker back." }, "parry-rating", new String[] { "!miscellaneous", "all" });
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public static final ItemStat PARRY_COOLDOWN_REDUCTION = new DoubleStat(new ItemStack(Material.BUCKET), "Parry Cooldown Reduction", new String[] { "Reduces the parrying cooldown (%)." },
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"parry-cooldown-reduction", new String[] { "!miscellaneous", "all" });
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public static final ItemStat RANGE = new DoubleStat(new ItemStack(Material.STICK), "Range", new String[] { "The range of your item attacks." }, "range",
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new String[] { "staff", "whip", "wand", "musket" });
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public static final ItemStat MANA_COST = new DoubleStat(VersionMaterial.LAPIS_LAZULI.toItem(), "Mana Cost", new String[] { "Mana spent by your weapon to be used." }, "mana-cost",
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new String[] { "piercing", "slashing", "blunt", "range" });
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public static final ItemStat STAMINA_COST = new DoubleStat(VersionMaterial.LIGHT_GRAY_DYE.toItem(), "Stamina Cost", new String[] { "Stamina spent by your weapon to be used." }, "stamina-cost",
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new String[] { "piercing", "slashing", "blunt", "range" });
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public static final ItemStat ARROW_VELOCITY = new DoubleStat(new ItemStack(Material.ARROW), "Arrow Velocity", new String[] { "Determins how far your", "crossbow can shoot.", "Default: 1.0" },
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"arrow-velocity", new String[] { "bow", "crossbow" });
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public static final ItemStat PVE_DAMAGE = new DoubleStat(new ItemStack(VersionMaterial.PORKCHOP.toMaterial()), "PvE Damage",
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new String[] { "Additional damage against", "non human entities in %." }, "pve-damage", new String[] { "piercing", "slashing", "blunt", "offhand", "range", "tool", "armor", "gem_stone" });
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public static final ItemStat PVP_DAMAGE = new DoubleStat(new ItemStack(VersionMaterial.SKELETON_SKULL.toMaterial()), "PvP Damage", new String[] { "Additional damage", "against players in %." },
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"pvp-damage", new String[] { "piercing", "slashing", "blunt", "offhand", "range", "tool", "armor", "gem_stone" });
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public static final ItemStat BLUNT_POWER = new DoubleStat(new ItemStack(Material.IRON_AXE), "Blunt Power",
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new String[] { "The radius of the AoE attack.", "If set to 2.0, enemies within 2 blocks", "around your target will take damage." }, "blunt-power", new String[] { "blunt", "gem_stone" });
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public static final ItemStat BLUNT_RATING = new DoubleStat(new ItemStack(Material.BRICK), "Blunt Rating",
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new String[] { "The force of the blunt attack.", "If set to 50%, enemies hit by the attack", "will take 50% of the initial damage." }, "blunt-rating",
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new String[] { "blunt", "gem_stone" });
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public static final ItemStat WEAPON_DAMAGE = new DoubleStat(new ItemStack(Material.IRON_SWORD), "Weapon Damage", new String[] { "Additional on-hit weapon damage in %." }, "weapon-damage");
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public static final ItemStat SKILL_DAMAGE = new DoubleStat(new ItemStack(Material.BOOK), "Skill Damage", new String[] { "Additional ability damage in %." }, "skill-damage");
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public static final ItemStat PROJECTILE_DAMAGE = new DoubleStat(new ItemStack(Material.ARROW), "Projectile Damage", new String[] { "Additional skill/weapon projectile damage." }, "projectile-damage");
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public static final ItemStat PROJECTILE_DAMAGE = new DoubleStat(new ItemStack(Material.ARROW), "Projectile Damage", new String[] { "Additional skill/weapon projectile damage." },
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"projectile-damage");
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public static final ItemStat MAGIC_DAMAGE = new DoubleStat(new ItemStack(Material.BOOK), "Magic Damage", new String[] { "Additional magical skill damage in %." }, "magic-damage");
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public static final ItemStat PHYSICAL_DAMAGE = new DoubleStat(new ItemStack(Material.IRON_AXE), "Physical Damage", new String[] { "Additional skill/weapon physical damage." }, "physical-damage");
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public static final ItemStat DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.IRON_CHESTPLATE), "Damage Reduction", new String[] { "Reduces damage from any source.", "In %." }, "damage-reduction");
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public static final ItemStat FALL_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.FEATHER), "Fall Damage Reduction", new String[] { "Reduces fall damage.", "In %." }, "fall-damage-reduction");
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public static final ItemStat PROJECTILE_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.IRON_CHESTPLATE), "Projectile Damage Reduction", new String[] { "Reduces projectile damage.", "In %." }, "projectile-damage-reduction");
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public static final ItemStat PHYSICAL_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.LEATHER_CHESTPLATE), "Physical Damage Reduction", new String[] { "Reduces physical damage.", "In %." }, "physical-damage-reduction");
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public static final ItemStat FIRE_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.BLAZE_POWDER), "Fire Damage Reduction", new String[] { "Reduces fire damage.", "In %." }, "fire-damage-reduction");
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public static final ItemStat MAGIC_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.POTION), "Magic Damage Reduction", new String[] { "Reduce magic damage dealt by potions.", "In %." }, "magic-damage-reduction");
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public static final ItemStat UNDEAD_DAMAGE = new DoubleStat(new ItemStack(VersionMaterial.SKELETON_SKULL.toMaterial()), "Undead Damage", new String[] { "Deals additional damage to undead.", "In %." }, "undead-damage");
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public static final ItemStat DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.IRON_CHESTPLATE), "Damage Reduction", new String[] { "Reduces damage from any source.", "In %." },
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"damage-reduction");
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public static final ItemStat FALL_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.FEATHER), "Fall Damage Reduction", new String[] { "Reduces fall damage.", "In %." },
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"fall-damage-reduction");
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public static final ItemStat PROJECTILE_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.IRON_CHESTPLATE), "Projectile Damage Reduction",
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new String[] { "Reduces projectile damage.", "In %." }, "projectile-damage-reduction");
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public static final ItemStat PHYSICAL_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.LEATHER_CHESTPLATE), "Physical Damage Reduction",
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new String[] { "Reduces physical damage.", "In %." }, "physical-damage-reduction");
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public static final ItemStat FIRE_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.BLAZE_POWDER), "Fire Damage Reduction", new String[] { "Reduces fire damage.", "In %." },
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"fire-damage-reduction");
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public static final ItemStat MAGIC_DAMAGE_REDUCTION = new DoubleStat(new ItemStack(Material.POTION), "Magic Damage Reduction", new String[] { "Reduce magic damage dealt by potions.", "In %." },
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"magic-damage-reduction");
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public static final ItemStat UNDEAD_DAMAGE = new DoubleStat(new ItemStack(VersionMaterial.SKELETON_SKULL.toMaterial()), "Undead Damage",
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new String[] { "Deals additional damage to undead.", "In %." }, "undead-damage");
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public static final ItemStat REGENERATION = new DoubleStat(new ItemStack(Material.BREAD), "Regeneration", new String[] { "Increases natural/magic health regen.", "In %." }, "regeneration");
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public static final ItemStat UNBREAKABLE = new Unbreakable(), TIER = new Item_Tier(), SET = new Item_Set(), ARMOR = new Armor(), ARMOR_TOUGHNESS = new Armor_Toughness(), MAX_HEALTH = new Max_Health();
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public static final ItemStat UNBREAKABLE = new Unbreakable(), TIER = new Item_Tier(), SET = new Item_Set(), ARMOR = new Armor(), ARMOR_TOUGHNESS = new Armor_Toughness(),
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MAX_HEALTH = new Max_Health();
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public static final ItemStat MAX_MANA = new DoubleStat(VersionMaterial.LAPIS_LAZULI.toItem(), "Max Mana", new String[] { "Adds mana to your max mana bar." }, "max-mana");
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public static final ItemStat KNOCKBACK_RESISTANCE = new Knockback_Resistance(), MOVEMENT_SPEED = new Movement_Speed();
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public static final ItemStat TWO_HANDED = new BooleanStat(new ItemStack(Material.IRON_INGOT), "Two Handed", new String[] { "If set to true, a player will be", "significantly slower if holding two", "items, one being Two Handed." }, "two-handed", new String[] { "piercing", "slashing", "blunt", "offhand", "range", "tool" });
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public static final ItemStat TWO_HANDED = new BooleanStat(new ItemStack(Material.IRON_INGOT), "Two Handed",
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new String[] { "If set to true, a player will be", "significantly slower if holding two", "items, one being Two Handed." }, "two-handed",
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new String[] { "piercing", "slashing", "blunt", "offhand", "range", "tool" });
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public static final ItemStat RESTORE = new Restore();
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public static final ItemStat RESTORE_MANA = new DoubleStat(VersionMaterial.LAPIS_LAZULI.toItem(), "Restore Mana", new String[] { "The amount of mana", "your consumable restores." }, "restore-mana", new String[] { "consumable" });
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public static final ItemStat RESTORE_STAMINA = new DoubleStat(VersionMaterial.LIGHT_GRAY_DYE.toItem(), "Restore Stamina", new String[] { "The amount of stamina/power", "your consumable restores." }, "restore-stamina", new String[] { "consumable" });
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public static final ItemStat CAN_IDENTIFY = new BooleanStat(new ItemStack(Material.PAPER), "Can Identify?", new String[] { "Players can identify & make their", "item usable using this consumable." }, "can-identify", new String[] { "consumable" });
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public static final ItemStat CAN_DECONSTRUCT = new BooleanStat(new ItemStack(Material.PAPER), "Can Deconstruct?", new String[] { "Players can deconstruct their item", "using this consumable, creating", "another random item." }, "can-deconstruct", new String[] { "consumable" });
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public static final ItemStat RESTORE_MANA = new DoubleStat(VersionMaterial.LAPIS_LAZULI.toItem(), "Restore Mana", new String[] { "The amount of mana", "your consumable restores." },
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"restore-mana", new String[] { "consumable" });
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public static final ItemStat RESTORE_STAMINA = new DoubleStat(VersionMaterial.LIGHT_GRAY_DYE.toItem(), "Restore Stamina",
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new String[] { "The amount of stamina/power", "your consumable restores." }, "restore-stamina", new String[] { "consumable" });
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public static final ItemStat CAN_IDENTIFY = new BooleanStat(new ItemStack(Material.PAPER), "Can Identify?",
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new String[] { "Players can identify & make their", "item usable using this consumable." }, "can-identify", new String[] { "consumable" });
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public static final ItemStat CAN_DECONSTRUCT = new BooleanStat(new ItemStack(Material.PAPER), "Can Deconstruct?",
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new String[] { "Players can deconstruct their item", "using this consumable, creating", "another random item." }, "can-deconstruct", new String[] { "consumable" });
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public static final ItemStat EFFECTS = new Effects(), PERM_EFFECTS = new Perm_Effects();
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public static final ItemStat SOULBINDING_CHANCE = new DoubleStat(new ItemStack(VersionMaterial.ENDER_EYE.toMaterial()), "Soulbinding Chance", new String[] { "Defines the chance your item has to", "link another item to your soul,", "preventing other players from using it." }, "soulbinding-chance", new String[] { "consumable" });
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public static final ItemStat SOULBOUND_BREAK_CHANCE = new DoubleStat(new ItemStack(VersionMaterial.ENDER_EYE.toMaterial()), "Soulbound Break Chance", new String[] { "The chance of breaking an item's", "soulbound when drag & drop'd on it.", "This chance is lowered depending", "on the soulbound's level." }, "soulbound-break-chance", new String[] { "consumable" });
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public static final ItemStat SOULBINDING_CHANCE = new DoubleStat(new ItemStack(VersionMaterial.ENDER_EYE.toMaterial()), "Soulbinding Chance",
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new String[] { "Defines the chance your item has to", "link another item to your soul,", "preventing other players from using it." }, "soulbinding-chance", new String[] { "consumable" });
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public static final ItemStat SOULBOUND_BREAK_CHANCE = new DoubleStat(new ItemStack(VersionMaterial.ENDER_EYE.toMaterial()), "Soulbound Break Chance",
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new String[] { "The chance of breaking an item's", "soulbound when drag & drop'd on it.", "This chance is lowered depending", "on the soulbound's level." }, "soulbound-break-chance",
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new String[] { "consumable" });
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public static final ItemStat SOULBOUND_LEVEL = new Soulbound_Level();
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public static final ItemStat ITEM_COOLDOWN = new DoubleStat(new ItemStack(Material.COOKED_CHICKEN), "Item Cooldown", new String[] { "This cooldown applies for consumables", "as well as for item commands." }, "item-cooldown", new String[] { "!armor", "!gem_stone", "all" });
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public static final ItemStat DISABLE_RIGHT_CLICK_CONSUME = new DisableStat(Material.BARRIER, "right-click-consume", "Disable Right Click Consume", new String[] { "consumable" }, "This item will not be consumed", "when eaten by players.");
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public static final ItemStat ITEM_COOLDOWN = new DoubleStat(new ItemStack(Material.COOKED_CHICKEN), "Item Cooldown",
|
||||
new String[] { "This cooldown applies for consumables", "as well as for item commands." }, "item-cooldown", new String[] { "!armor", "!gem_stone", "all" });
|
||||
public static final ItemStat DISABLE_RIGHT_CLICK_CONSUME = new DisableStat(Material.BARRIER, "right-click-consume", "Disable Right Click Consume", new String[] { "consumable" },
|
||||
"This item will not be consumed", "when eaten by players.");
|
||||
public static final ItemStat VANILLA_EATING_ANIMATION = new Vanilla_Eating_Animation(), INEDIBLE = new Inedible(), GEM_COLOR = new Gem_Color(), ITEM_TYPE_RESTRICTION = new Item_Type_Restriction();
|
||||
|
||||
public static final ItemStat SUCCESS_RATE = new DoubleStat(new ItemStack(Material.EMERALD), "Success Rate", new String[] { "The chance of your gem to successfully", "apply onto an item. This value is 100%", "by default. If it is not successfully", "applied, the gem stone will be lost." }, "success-rate", new String[] { "gem_stone" });
|
||||
public static final ItemStat SUCCESS_RATE = new DoubleStat(new ItemStack(Material.EMERALD), "Success Rate",
|
||||
new String[] { "The chance of your gem to successfully", "apply onto an item. This value is 100%", "by default. If it is not successfully", "applied, the gem stone will be lost." },
|
||||
"success-rate", new String[] { "gem_stone" });
|
||||
|
||||
public static final ItemStat CRAFTING_RECIPE = new Crafting_Recipe(), FURNACE_RECIPE = new Furnace_Recipe(), SHAPELESS_RECIPE = new Shapeless_Recipe(), ADVANCED_CRAFTING_RECIPE = new Advanced_Crafting_Recipe(), ADVANCED_CRAFTING_RECIPE_PERMISSION = new Advanced_Crafting_Recipe_Permission();
|
||||
public static final ItemStat AUTOSMELT = new BooleanStat(new ItemStack(Material.COAL), "Autosmelt", new String[] { "If set to true, your tool will", "automaticaly smelt mined ores." }, "autosmelt", new String[] { "tool" });
|
||||
public static final ItemStat BOUNCING_CRACK = new BooleanStat(new ItemStack(VersionMaterial.COBBLESTONE_WALL.toMaterial()), "Bouncing Crack", new String[] { "If set to true, your tool will", "also break nearby blocks." }, "bouncing-crack", new String[] { "tool" });
|
||||
public static final ItemStat CRAFTING_RECIPE = new Crafting_Recipe(), FURNACE_RECIPE = new Furnace_Recipe(), SHAPELESS_RECIPE = new Shapeless_Recipe(),
|
||||
ADVANCED_CRAFTING_RECIPE = new Advanced_Crafting_Recipe(), ADVANCED_CRAFTING_RECIPE_PERMISSION = new Advanced_Crafting_Recipe_Permission();
|
||||
public static final ItemStat AUTOSMELT = new BooleanStat(new ItemStack(Material.COAL), "Autosmelt", new String[] { "If set to true, your tool will", "automaticaly smelt mined ores." },
|
||||
"autosmelt", new String[] { "tool" });
|
||||
public static final ItemStat BOUNCING_CRACK = new BooleanStat(new ItemStack(VersionMaterial.COBBLESTONE_WALL.toMaterial()), "Bouncing Crack",
|
||||
new String[] { "If set to true, your tool will", "also break nearby blocks." }, "bouncing-crack", new String[] { "tool" });
|
||||
public static final ItemStat PICKAXE_POWER = new Pickaxe_Power();
|
||||
public static final ItemStat CUSTOM_SOUNDS = new CustomSounds();
|
||||
public static final ItemStat ELEMENTS = new Elements();
|
||||
public static final ItemStat COMMANDS = new Commands(), STAFF_SPIRIT = new Staff_Spirit(), LUTE_ATTACK_SOUND = new Lute_Attack_Sound(), LUTE_ATTACK_EFFECT = new Lute_Attack_Effect();
|
||||
public static final ItemStat NOTE_WEIGHT = new DoubleStat(new ItemStack(VersionMaterial.MUSIC_DISC_MALL.toMaterial()), "Note Weight", new String[] { "Defines how the projectile cast", "by your lute tilts downwards." }, "note-weight", new String[] { "lute" });
|
||||
public static final ItemStat NOTE_WEIGHT = new DoubleStat(new ItemStack(VersionMaterial.MUSIC_DISC_MALL.toMaterial()), "Note Weight",
|
||||
new String[] { "Defines how the projectile cast", "by your lute tilts downwards." }, "note-weight", new String[] { "lute" });
|
||||
public static final ItemStat GEM_SOCKETS = new Gem_Sockets();
|
||||
public static final ItemStat REPAIR = new DoubleStat(new ItemStack(Material.ANVIL), "Repair", new String[] { "The amount of durability your item", "can repair when set an item." }, "repair", new String[] { "consumable" });
|
||||
public static final ItemStat REPAIR = new DoubleStat(new ItemStack(Material.ANVIL), "Repair", new String[] { "The amount of durability your item", "can repair when set an item." }, "repair",
|
||||
new String[] { "consumable" });
|
||||
|
||||
public static final ItemStat KNOCKBACK = new DoubleStat(new ItemStack(VersionMaterial.IRON_HORSE_ARMOR.toMaterial()), "Knockback", new String[] { "Using this musket will knock", "the user back if positive." }, "knockback", new String[] { "musket" });
|
||||
public static final ItemStat RECOIL = new DoubleStat(new ItemStack(VersionMaterial.IRON_HORSE_ARMOR.toMaterial()), "Recoil", new String[] { "Corresponds to the shooting innacuracy." }, "recoil", new String[] { "musket" });
|
||||
public static final ItemStat KNOCKBACK = new DoubleStat(new ItemStack(VersionMaterial.IRON_HORSE_ARMOR.toMaterial()), "Knockback",
|
||||
new String[] { "Using this musket will knock", "the user back if positive." }, "knockback", new String[] { "musket" });
|
||||
public static final ItemStat RECOIL = new DoubleStat(new ItemStack(VersionMaterial.IRON_HORSE_ARMOR.toMaterial()), "Recoil", new String[] { "Corresponds to the shooting innacuracy." }, "recoil",
|
||||
new String[] { "musket" });
|
||||
|
||||
public static final ItemStat ABILITIES = new Abilities(), UPGRADE = new Upgrade_Stat();
|
||||
public static final ItemStat SKULL_TEXTURE = new Skull_Texture(), DYE_COLOR = new Dye_Color(), POTION_COLOR = new Potion_Color(), SHIELD_PATTERN = new Shield_Pattern(), HIDE_POTION_EFFECTS = new Hide_Potion_Effects();
|
||||
public static final ItemStat SKULL_TEXTURE = new Skull_Texture(), DYE_COLOR = new Dye_Color(), POTION_COLOR = new Potion_Color(), SHIELD_PATTERN = new Shield_Pattern(),
|
||||
HIDE_POTION_EFFECTS = new Hide_Potion_Effects();
|
||||
|
||||
/*
|
||||
* internal stats
|
||||
@ -233,6 +288,10 @@ public abstract class ItemStat {
|
||||
return id;
|
||||
}
|
||||
|
||||
/*
|
||||
* TODO in a distant future, remove path field and make it depend only on
|
||||
* path to reduce confusion.
|
||||
*/
|
||||
public String getPath() {
|
||||
return path;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user