From 5a69d8cb5ff1f8afb104ec3af93415c8a1042c53 Mon Sep 17 00:00:00 2001 From: Jules Date: Wed, 10 Apr 2024 07:30:27 -0700 Subject: [PATCH] More stats are available to off-/main-hand catalysts --- .../main/java/net/Indyuce/mmoitems/ItemStats.java | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/MMOItems-API/src/main/java/net/Indyuce/mmoitems/ItemStats.java b/MMOItems-API/src/main/java/net/Indyuce/mmoitems/ItemStats.java index 5f9c6336..6d25d545 100644 --- a/MMOItems-API/src/main/java/net/Indyuce/mmoitems/ItemStats.java +++ b/MMOItems-API/src/main/java/net/Indyuce/mmoitems/ItemStats.java @@ -81,8 +81,8 @@ public class ItemStats { STAMINA_COST = new DoubleStat("STAMINA_COST", VersionMaterial.LIGHT_GRAY_DYE.toMaterial(), "Stamina Cost", new String[]{"Stamina spent by your weapon to be used."}, new String[]{"weapon"}), ARROW_VELOCITY = new DoubleStat("ARROW_VELOCITY", Material.ARROW, "Arrow Velocity", new String[]{"Determines how far your", "weapon can shoot.", "Default: 1.0"}, new String[]{"gem_stone", "bow", "crossbow"}), ARROW_POTION_EFFECTS = new ArrowPotionEffects(), - PVE_DAMAGE = new DoubleStat("PVE_DAMAGE", VersionMaterial.PORKCHOP.toMaterial(), "PvE Damage", new String[]{"Additional damage against", "non human entities in %."}, new String[]{"weapon", "catalyst", "tool", "armor", "gem_stone", "accessory"}), - PVP_DAMAGE = new DoubleStat("PVP_DAMAGE", VersionMaterial.SKELETON_SKULL.toMaterial(), "PvP Damage", new String[]{"Additional damage", "against players in %."}, new String[]{"weapon", "catalyst", "tool", "armor", "gem_stone", "accessory"}), + PVE_DAMAGE = new DoubleStat("PVE_DAMAGE", VersionMaterial.PORKCHOP.toMaterial(), "PvE Damage", new String[]{"Additional damage against", "non human entities in %."}, new String[]{"weapon", "catalyst", "off_catalyst", "main_catalyst", "tool", "armor", "gem_stone", "accessory"}), + PVP_DAMAGE = new DoubleStat("PVP_DAMAGE", VersionMaterial.SKELETON_SKULL.toMaterial(), "PvP Damage", new String[]{"Additional damage", "against players in %."}, new String[]{"weapon", "catalyst", "off_catalyst", "main_catalyst", "tool", "armor", "gem_stone", "accessory"}), BLUNT_POWER = new DoubleStat("BLUNT_POWER", 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.", "&9This stat only applies to Blunt weapons."}, new String[]{"weapon", "gem_stone"}), BLUNT_RATING = new DoubleStat("BLUNT_RATING", 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.", "&9This stat only applies to Blunt weapons."}, new String[]{"weapon", "gem_stone"}), WEAPON_DAMAGE = new DoubleStat("WEAPON_DAMAGE", Material.IRON_SWORD, "Weapon Damage", new String[]{"Additional on-hit weapon damage in %."}), @@ -114,7 +114,7 @@ public class ItemStats { MAX_MANA = new DoubleStat("MAX_MANA", VersionMaterial.LAPIS_LAZULI.toMaterial(), "Max Mana", new String[]{"Adds mana to your max mana bar."}), KNOCKBACK_RESISTANCE = new KnockbackResistance(), MOVEMENT_SPEED = new MovementSpeed(), - TWO_HANDED = new BooleanStat("TWO_HANDED", 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."}, new String[]{"weapon", "catalyst", "tool"}), + TWO_HANDED = new BooleanStat("TWO_HANDED", 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."}, new String[]{"weapon", "catalyst", "off_catalyst", "main_catalyst", "tool"}), REQUIRED_BIOMES = new RequiredBiomes(), DROP_ON_DEATH = new DisableDeathDrop(), DURABILITY_BAR = new DurabilityBar(), @@ -176,14 +176,14 @@ public class ItemStats { DISABLE_RIGHT_CLICK_CONSUME = new DisableStat("RIGHT_CLICK_CONSUME", Material.BAKED_POTATO, "Infinite Consume", new String[]{"consumable"}, "Players will be able to right-click this consumable", "and benefit from its effects, but it won't be consumed."), KNOCKBACK = new DoubleStat("KNOCKBACK", VersionMaterial.IRON_HORSE_ARMOR.toMaterial(), "Knockback", new String[]{"Using this musket will knock", "the user back if positive."}, new String[]{"musket", "gem_stone"}), RECOIL = new DoubleStat("RECOIL", VersionMaterial.IRON_HORSE_ARMOR.toMaterial(), "Recoil", new String[]{"Corresponds to the shooting innacuracy."}, new String[]{"musket", "gem_stone"}), - HANDWORN = new BooleanStat("HANDWORN", Material.STRING, "Handworn", new String[]{"This item ignores two-handedness.", "", "Basically for a ring or a glove that you", " can wear and still have your hand free", " to carry a two-handed weapon."}, new String[]{"catalyst"}), + HANDWORN = new BooleanStat("HANDWORN", Material.STRING, "Handworn", new String[]{"This item can be held along with a", "two-handed weapon in the other hand."}, new String[]{"catalyst", "off_catalyst", "main_catalyst"}), AMPHIBIAN = new Amphibian(), // Abilities & Upgrading ABILITIES = new Abilities(), UPGRADE = new UpgradeStat(), - DOWNGRADE_ON_BREAK = new BooleanStat("BREAK_DOWNGRADE", Material.DAMAGED_ANVIL, "Downgrade when Broken", new String[]{"If this item's durability reaches 0,", "it will be fully repaired but also", "downgraded by one level.", "", "&cIt will only break if it cannot be", "&cdowngraded further", "", "Requires to define an &6Upgrade Template", "Required to define &6Custom Durability"}, new String[]{"weapon", "catalyst", "tool", "armor", "consumable", "accessory"}), - DOWNGRADE_ON_DEATH = new BooleanStat("DEATH_DOWNGRADE", Material.DAMAGED_ANVIL, "Downgrade on Death", new String[]{"If the wearer of this item dies, it may", "downgrade (based on &6Death Downgrade", "&6Chance &7stat)", "", "Required to define an &6Upgrade Template", "Requires keep-inventory gamerule. "}, new String[]{"weapon", "catalyst", "tool", "armor", "consumable", "accessory"}), + DOWNGRADE_ON_BREAK = new BooleanStat("BREAK_DOWNGRADE", Material.DAMAGED_ANVIL, "Downgrade when Broken", new String[]{"If this item's durability reaches 0,", "it will be fully repaired but also", "downgraded by one level.", "", "&cIt will only break if it cannot be", "&cdowngraded further", "", "Requires to define an &6Upgrade Template", "Required to define &6Custom Durability"}, new String[]{"weapon", "catalyst", "off_catalyst", "main_catalyst", "tool", "armor", "consumable", "accessory"}), + DOWNGRADE_ON_DEATH = new BooleanStat("DEATH_DOWNGRADE", Material.DAMAGED_ANVIL, "Downgrade on Death", new String[]{"If the wearer of this item dies, it may", "downgrade (based on &6Death Downgrade", "&6Chance &7stat)", "", "Required to define an &6Upgrade Template", "Requires keep-inventory gamerule. "}, new String[]{"weapon", "catalyst", "off_catalyst", "main_catalyst", "tool", "armor", "consumable", "accessory"}), DOWNGRADE_ON_DEATH_CHANCE = new DoubleStat("DEATH_DOWNGRADE_CHANCE", Material.SKELETON_SKULL, "Death Downgrade Chance", new String[]{"Probability that an item with &cDowngrade ", "&con Death&7 will be downgraded when the", "player dies. ", "", "Exceeding 100% will for sure downgrade", "one item, and roll again to downgrade", "another (with the excess probability).", "&6The same item wont be downgraded twice."}, new String[]{"!miscellaneous", "!block", "all"}, false), // Unique Item Stats