2023-11-12 19:02:11 +01:00
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package net.knarcraft.blacksmith.config.scrapper;
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2023-11-16 01:17:27 +01:00
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import net.knarcraft.blacksmith.config.Setting;
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import net.knarcraft.blacksmith.config.SettingValueType;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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/**
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* An enum representing all scrapper-related settings
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*/
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public enum ScrapperSetting implements Setting {
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/**
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* The setting for whether the NPC should drop an item to the ground when finished
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*
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* <p>If set to false, the item will be directly put in the player's inventory instead</p>
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*/
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DROP_ITEM("dropItem", SettingValueType.BOOLEAN, true, "dropItem", "Whether the " +
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"item will drop materials resulting from scrapping on the ground, instead of putting them into the user's" +
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" inventory", true, false),
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/**
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* The chance of a scrapper returning no salvage, regardless of item condition
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*/
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FAIL_SALVAGE_CHANCE("failSalvageChance", SettingValueType.POSITIVE_DOUBLE, 0,
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"failSalvageChance", "The chance to fail a salvage, thus destroying the item (0-100)",
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true, false),
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/**
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* The setting for which items a scrapper is able to salvage
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*/
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SALVAGE_ABLE_ITEMS("salvageAbleItems", SettingValueType.REFORGE_ABLE_ITEMS, "",
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"salvageAbleItems", "The items a blacksmith is able to salvage. Setting this only " +
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"allows NPCs to repair the listed items. This should be set for each individual NPC, and should not be " +
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"set here, unless you want to restrict NPCs which have not been set up yet", true, false),
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/**
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* The maximum amount of seconds a player may need to wait for the reforging to finish
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*/
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MAX_SALVAGE_DELAY("delaysInSeconds.maximum", SettingValueType.POSITIVE_INTEGER, 30,
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"maxReforgeDelay", "The maximum time for a salvaging to finish",
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true, false),
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/**
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* The minimum amount of seconds a player may need to wait for the reforging to finish
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*/
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MIN_SALVAGE_DELAY("delaysInSeconds.minimum", SettingValueType.POSITIVE_INTEGER, 5,
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"minReforgeDelay", "The minimum time for a salvaging to finish",
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true, false),
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/**
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* The setting for number of seconds a player has to wait between each usage of the blacksmith
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*/
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SALVAGE_COOL_DOWN("delaysInSeconds.salvageCoolDown", SettingValueType.POSITIVE_INTEGER, 60,
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"salvageCoolDown", "The cool-down period between each salvage",
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true, false),
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/*-----------
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| Messages |
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-----------*/
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/**
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* The message displayed when the scrapper is busy with another player
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*/
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BUSY_WITH_PLAYER_MESSAGE("messages.busyPlayerMessage", SettingValueType.STRING,
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"&cI'm busy at the moment. Come back later!", "busyPlayerMessage",
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"The message to display when another player is using the scrapper", true, true),
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/**
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* The message displayed when the scrapper is busy salvaging the player's item
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*/
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BUSY_WITH_SALVAGE_MESSAGE("messages.busySalvageMessage", SettingValueType.STRING,
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"&cI'm working on it. Be patient! I'll finish {time}!", "busySalvageMessage",
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"The message to display when the blacksmith is working on the salvaging",
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true, true),
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/**
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* The message displayed if the player needs to wait for the cool-down to expire
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*/
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COOL_DOWN_UNEXPIRED_MESSAGE("messages.coolDownUnexpiredMessage", SettingValueType.STRING,
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"&cYou've already had your chance! Give me a break! I'll be ready {time}!",
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"coolDownUnexpiredMessage", "The message to display when the blacksmith is still " +
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"on a cool-down from the previous re-forging", true, true),
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/**
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* The message displayed if presented with an item that cannot be salvaged by the NPC
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*/
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CANNOT_SALVAGE_MESSAGE("messages.cannotSalvageMessage", SettingValueType.STRING,
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"&cI'm unable to salvage that item", "cannotSalvageMessage", "The message to " +
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"display if the player tries to salvage an item the blacksmith cannot salvage", true, true),
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/**
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* The message displayed if salvaging an item would return in no items
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*/
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TOO_DAMAGED_FOR_SALVAGE_MESSAGE("messages.tooDamagedForSalvageMessage", SettingValueType.STRING,
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"&cThat item is too damaged to be salvaged into anything useful",
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"tooDamagedForSalvageMessage", "The message to display if salvaging the player's " +
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"item would result in no salvage", true, true),
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/**
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* The message displayed if a salvage is successful
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*/
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SUCCESS_SALVAGE_MESSAGE("messages.successSalvagedMessage", SettingValueType.STRING, "&cThere you go!",
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"successSalvagedMessage", "The message to display when an item is successfully " +
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"salvaged", true, true),
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/**
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* The message displayed if a player presents a different item after seeing the price to reforge an item
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*/
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ITEM_UNEXPECTEDLY_CHANGED_MESSAGE("messages.itemChangedMessage", SettingValueType.STRING,
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"&cThat's not the item you wanted to reforge before!", "itemChangedMessage",
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"The message to display when presenting a different item than the one just evaluated",
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true, true),
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/**
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* The message displayed when the scrapper starts salvaging an item
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*/
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START_SALVAGE_MESSAGE("messages.startSalvageMessage", SettingValueType.STRING,
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"&eOk, let's see what I can do...", "startSalvageMessage", "The message to " +
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"display once the blacksmith starts re-forging", true, true),
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/*------------------
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| Global settings |
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------------------*/
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/**
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* Whether to display exact time in minutes and seconds when displaying a remaining cool-down
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*/
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SHOW_EXACT_TIME("showExactTime", SettingValueType.BOOLEAN, "false",
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"showExactTime", "Exact time displays the exact number of seconds and minutes " +
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"remaining as part of the scrapping cool-down and scrapping delay messages, instead of just vaguely " +
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"hinting at the remaining time.", false, false),
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/**
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* Whether to give experience back when salvaging an enchanted item
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*/
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GIVE_EXPERIENCE("giveExperience", SettingValueType.BOOLEAN, "true", "giveExperience",
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"Whether enchanted salvaged items should return some amount of exp upon salvage",
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false, false),
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;
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private final String path;
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private final String childPath;
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private final Object value;
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private final String commandName;
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private final SettingValueType valueType;
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private final String description;
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private final boolean isPerNPC;
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private final boolean isMessage;
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/**
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* Instantiates a new setting
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*
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* @param path <p>The full config path for this setting</p>
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* @param valueType <p>The type of value used by this setting</p>
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* @param value <p>The default value of this setting</p>
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* @param commandName <p>The name of the command used to change this setting</p>
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* @param description <p>The description describing this setting</p>
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* @param isPerNPC <p>Whether this setting is per-NPC or global</p>
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* @param isMessage <p>Whether this option is for an NPC message</p>
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*/
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ScrapperSetting(String path, SettingValueType valueType, Object value, String commandName,
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@NotNull String description, boolean isPerNPC, boolean isMessage) {
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if (isPerNPC) {
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this.path = "scrapper.defaults." + path;
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} else {
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this.path = "scrapper.global." + path;
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}
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this.value = value;
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this.valueType = valueType;
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this.childPath = path;
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this.commandName = commandName;
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this.description = description;
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this.isPerNPC = isPerNPC;
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this.isMessage = isMessage;
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}
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@Override
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public @NotNull String getPath() {
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return path;
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}
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@Override
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public @NotNull String getChildPath() {
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return childPath;
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}
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@Override
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public @NotNull Object getDefaultValue() {
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return value;
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}
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@Override
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public @NotNull String getCommandName() {
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return commandName;
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}
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@Override
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public @NotNull SettingValueType getValueType() {
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return this.valueType;
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}
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@Override
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public @NotNull String getDescription() {
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return this.description;
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}
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@Override
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public boolean isPerNPC() {
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return this.isPerNPC;
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}
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@Override
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public boolean isMessage() {
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return this.isMessage;
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}
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/**
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* Gets the scrapper setting specified by the input string
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*
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* @param input <p>The input to check</p>
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* @return <p>The matching scrapper setting, or null if not found</p>
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*/
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public static @Nullable ScrapperSetting getSetting(@NotNull String input) {
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for (ScrapperSetting scrapperSetting : ScrapperSetting.values()) {
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if (input.equalsIgnoreCase(scrapperSetting.commandName)) {
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return scrapperSetting;
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}
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}
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return null;
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}
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}
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