Tweaking Repair Comments + Anvils now use Name ID

This commit is contained in:
nossr50 2019-03-22 17:32:03 -07:00
parent 6e83763f22
commit 07ebf12ae2
12 changed files with 21 additions and 21 deletions

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@ -13,7 +13,7 @@ public class ConfigConstants {
public final static ArrayList<String> EXAMPLE_BLACKLIST_WORLDS_LIST_DEFAULT;
public final static String SKILL_SCALING_BENEFIT_EXPLANATION = "\nSub-Skills 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 that sub-skill.";
"\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 that sub-skill.";
//Add the worlds to the list
static {

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@ -31,7 +31,7 @@ public class ConfigSectionExploitFishing {
"\nI wouldn't recommend making this value too large or it will be very troublesome for your players to fish." +
"\nA value of 1.0 would result in a bounding box that is 2.0 units (blocks) in size" +
"\nWhen you catch a new fish it makes a new bounding box at that location and checks to see if it overlaps with the bounding box of the last place you caught a fish," +
"\n if they intersect then that increases your fish counter, if you are at your fishing limit then you get nothing." +
"\n if they intersect then that increases your fish counter, if you are at your fishing limit then you get nothing." +
"\nDefault value: "+OVER_FISHING_SIZE)
private float overFishingAreaSize = OVER_FISHING_SIZE;

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@ -16,7 +16,7 @@ public class ConfigScalingSubSkillPercentage {
@Setting(value = "Retro-Mode-Scaling-Settings", comment = "Retro mode is the optional level scaling for mcMMO, which was replaced by Standard scaling." +
"\nMost skills in retro mode scale from 1-1000, maxing out at 1000." +
"\nRetro scaling was the main method of scaling in mcMMO for almost 8 years," +
"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
"\nYou can still use Retro Mode scaling, it will never be removed from mcMMO so do not worry about using it!" +
"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
"\nSettings from here are only applied when using Retro mode scaling.")

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@ -14,17 +14,17 @@ 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 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!" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@Setting(value = "Max-Success-Chance", comment = "The maximum success chance for this Sub-Skill." +
"\nA value of 100.0 would be equivalent to 100% chance of success." +
"\nA value of 100.0 would be equivalent to 100% chance of success." +
"\nPlayers only have Max-Success-Chance when their skill level has reached the maximum bonus level." +
"\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 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!" +
"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;

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@ -14,7 +14,7 @@ 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 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!" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@ -24,7 +24,7 @@ public class ConfigScalingSubSkillStandard {
"\nPlayers only have Max-Success-Chance when their skill level has reached the maximum bonus level." +
"\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 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!" +
"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;

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@ -17,7 +17,7 @@ public class ConfigSubSkillScalingRNG {
@Setting(value = "Retro-Mode-Scaling-Settings", comment = "Retro mode is the optional level scaling for mcMMO, which was replaced by Standard scaling." +
"\nMost skills in retro mode scale from 1-1000, maxing out at 1000." +
"\nRetro scaling was the main method of scaling in mcMMO for almost 8 years," +
"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
"\nYou can still use Retro Mode scaling, it will never be removed from mcMMO so do not worry about using it!" +
"\n\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
"\nSettings from here are only applied when using Retro mode scaling.")

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@ -37,7 +37,7 @@ public class ConfigRepairArcaneForging {
}
@Setting(value = "May-Lose-Enchants", comment = "With this on, players have a chance to have enchantments stripped from" +
"\n their item when repairing." +
"\n their item when repairing." +
"\nThe odds to lose your enchants decrease with higher levels of skill." +
"\nDefault value: "+LOSE_ENCHANTS_DEFAULT)
private boolean mayLoseEnchants = LOSE_ENCHANTS_DEFAULT;

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@ -12,8 +12,8 @@ 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: "+"IRON_BLOCK")
private Material repairAnvilMaterial = Material.IRON_BLOCK;
"Default 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." +
"\nDefault value: "+ANVIL_USE_SOUNDS_DEFAULT)
@ -33,7 +33,7 @@ public class ConfigRepairGeneral {
private boolean enchantedItemsRequireConfirm = ENCHANTED_ITEMS_REQUIRE_CONFIRM;
public Material getRepairAnvilMaterial() {
return repairAnvilMaterial;
return Material.matchMaterial(repairAnvilMaterial);
}
public boolean isAnvilUseSounds() {

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@ -14,7 +14,7 @@ public class RepairMasteryRetro {
@Setting(value = "Standard-Mode-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." +
"\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!" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@ -22,7 +22,7 @@ public class RepairMasteryRetro {
@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\"." +
"\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." +
"\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!" +
"\nDefault value: "+MAX_BONUS_PERCENTAGE)
private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;

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@ -16,7 +16,7 @@ public class RepairMasterySettings {
@Setting(value = "Retro-Mode-Scaling-Settings", comment = "Retro mode is the optional level scaling for mcMMO, which was replaced by Standard scaling." +
"\nMost skills in retro mode scale from 1-1000, maxing out at 1000." +
"\nRetro scaling was the main method of scaling in mcMMO for almost 8 years," +
"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
"\nYou can still use Retro Mode scaling, it will never be removed from mcMMO so do not worry about using it!" +
"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
"\nSettings from here are only applied when using Retro mode scaling.")

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@ -14,7 +14,7 @@ public class RepairMasteryStandard {
@Setting(value = "Standard-Mode-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." +
"\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!" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@ -22,7 +22,7 @@ public class RepairMasteryStandard {
@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\"." +
"\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." +
"\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!" +
"\nDefault value: "+MAX_BONUS_PERCENTAGE)
private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;

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@ -11,8 +11,8 @@ 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: "+"IRON_BLOCK")
private Material salvageAnvilMaterial = Material.GOLD_BLOCK;
"Default value: "+"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." +
"\nDefault value: "+ANVIL_USE_SOUNDS_DEFAULT)
@ -32,7 +32,7 @@ public class ConfigSalvageGeneral {
private boolean enchantedItemsRequireConfirm = ENCHANTED_ITEMS_REQUIRE_CONFIRM;
public Material getSalvageAnvilMaterial() {
return salvageAnvilMaterial;
return Material.matchMaterial(salvageAnvilMaterial);
}
public boolean isAnvilUseSounds() {