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Acrobatics config pt 1
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parent
579109b2f5
commit
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6
pom.xml
6
pom.xml
@ -17,7 +17,7 @@
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</issueManagement>
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<packaging>jar</packaging>
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<build>
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<finalName>mcMMO.jar</finalName>
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<finalName>${project.artifactId}</finalName>
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<sourceDirectory>${basedir}/src/main/java</sourceDirectory>
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<resources>
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<resource>
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@ -77,9 +77,6 @@
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<descriptors>
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<descriptor>src/main/assembly/package.xml</descriptor>
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</descriptors>
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<!--<descriptorRefs>
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b${BUILD_NUMBER}
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</descriptorRefs>-->
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</configuration>
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<executions>
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<execution>
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@ -245,7 +242,6 @@
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</dependency>
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</dependencies>
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<properties>
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<BUILD_NUMBER>UNDEFINED</BUILD_NUMBER>
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<project.build.sourceEncoding>UTF-8</project.build.sourceEncoding>
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</properties>
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</project>
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@ -6,9 +6,9 @@
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</formats>
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<files>
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<file>
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<source>${project.build.directory}/${project.artifactId}.jar</source>
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<source>${project.build.directory}/${artifactId}.jar</source>
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<outputDirectory>/</outputDirectory>
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<!--<destName>${project.artifactId}-${project.version}-b${BUILD_NUMBER}.jar</destName>-->
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<destName>mcMMO.jar</destName>
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</file>
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</files>
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</assembly>
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@ -12,6 +12,9 @@ public class ConfigConstants {
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private final static String[] EXAMPLE_BLACKLIST_WORLDS = {"Example_15434453", "Example_2324423", "Example_323423465"};
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public final static ArrayList<String> EXAMPLE_BLACKLIST_WORLDS_LIST_DEFAULT;
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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 " +
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"\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.";
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//Add the worlds to the list
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static {
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EXAMPLE_BLACKLIST_WORLDS_LIST_DEFAULT = new ArrayList<>();
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@ -12,16 +12,18 @@ public class ConfigScalingSubSkillRetro {
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public static final int MAX_BONUS_LEVEL_DEFAULT = 1000;
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public static final double CHANCE_AT_MAX_SKILL_DEFAULT = 100.0D;
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@Setting(value = "Retro-Mode-Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." +
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@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." +
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"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
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"\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." +
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"\nNote: This is the setting for RETRO MODE!" +
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"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
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private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
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@Setting(value = "Retro-Mode-Success-Rate-Cap-Percentage", comment = "This is the odds for RNG components of this sub-skill to succeed when a player has reached \"Max-Bonus-Level\"." +
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@Setting(value = "Max-Success-Chance", comment = "The maximum success chance for this Sub-Skill." +
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"\nA value of 100.0 would be equivalent to 100% chance of success." +
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"\nPlayers only have Max-Success-Chance when their skill level has reached the maximum bonus level." +
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"\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." +
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"\nAs an example, imagine \"Retro-Mode-Success-Rate-Cap-Percentage\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
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"\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
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"\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." +
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"\nNote: This is the setting for RETRO MODE!" +
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"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
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@ -12,16 +12,18 @@ public class ConfigScalingSubSkillStandard {
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public static final int MAX_BONUS_LEVEL_DEFAULT = 100;
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public static final double CHANCE_AT_MAX_SKILL_DEFAULT = 100.0D;
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@Setting(value = "Standard-Mode-Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." +
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@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." +
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"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
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"\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." +
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"\nNote: This is the setting for STANDARD MODE!" +
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"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
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private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
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@Setting(value = "Standard-Mode-Success-Rate-Cap-Percentage", comment = "This is the odds for RNG components of this sub-skill to succeed when a player has reached \"Max-Bonus-Level\"." +
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@Setting(value = "Max-Success-Chance", comment = "The maximum success chance for this Sub-Skill." +
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"\nA value of 100.0 would be equivalent to 100% chance of success." +
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"\nPlayers only have Max-Success-Chance when their skill level has reached the maximum bonus level." +
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"\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." +
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"\nAs an example, imagine \"Standard-Mode-Success-Rate-Cap-Percentage\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
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"\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
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"\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." +
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"\nNote: This is the setting for STANDARD MODE!" +
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"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
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@ -4,7 +4,7 @@ import ninja.leaping.configurate.objectmapping.Setting;
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import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable;
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@ConfigSerializable
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public class ConfigScalingSubSkill {
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public class ConfigSubSkillScalingRNG {
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@Setting(value = "Standard-Mode-Scaling-Settings", comment = "Standard mode is the new default level scaling for mcMMO" +
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"\nMost skills in standard mode scale from 1-100, maxing out at 100." +
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@ -1,8 +1,27 @@
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package com.gmail.nossr50.config.hocon.skills.acrobatics;
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import com.gmail.nossr50.config.hocon.skills.acrobatics.dodge.ConfigDodge;
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import com.gmail.nossr50.config.hocon.skills.acrobatics.roll.ConfigRoll;
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import ninja.leaping.configurate.objectmapping.Setting;
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import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable;
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@ConfigSerializable
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public class ConfigAcrobatics {
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@Setting(value = "Roll", comment = "Settings related to the Roll Sub-Skill." +
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"\nSettings related to preventing abuse of this skill can be found in the anti_exploit config file.")
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private ConfigRoll roll = new ConfigRoll();
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public ConfigRoll getRoll() {
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return roll;
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}
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@Setting(value = "Dodge", comment = "Settings related to the Dodge Sub-Skill." +
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"\nSettings related to preventing abuse of this skill can be found in the anti_exploit config file.")
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private ConfigDodge dodge = new ConfigDodge();
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public ConfigDodge getDodge() {
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return dodge;
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}
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}
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@ -0,0 +1,29 @@
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package com.gmail.nossr50.config.hocon.skills.acrobatics.dodge;
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import com.gmail.nossr50.config.hocon.skills.ConfigSubSkillScalingRNG;
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import ninja.leaping.configurate.objectmapping.Setting;
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import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable;
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@ConfigSerializable
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public class ConfigDodge {
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public static final double DAMAGE_REDUCTION_DIVISOR_DEFAULT = 2.0D;
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@Setting(value = "Damage-Reduction-Divisor", comment = "If a player successfully dodges the incoming damage will be divided by this value." +
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"\nPlayers can dodge almost all types of damage from other entities, such as player damage, monster damage, etc." +
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"\nAs an example, a value of 2.0 for this setting would result in the player taking half damage." +
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"\nHigher values would further decrease the amount of damage the player takes after a successful dodge." +
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"\nDefault value: "+DAMAGE_REDUCTION_DIVISOR_DEFAULT)
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private double damageReductionDivisor = DAMAGE_REDUCTION_DIVISOR_DEFAULT;
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@Setting(value = "RNG-Settings", comment = "Settings related to random chance elements for this Sub-Skill.")
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private ConfigSubSkillScalingRNG rng = new ConfigSubSkillScalingRNG();
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public ConfigSubSkillScalingRNG getRng() {
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return rng;
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}
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public double getDamageReductionDivisor() {
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return damageReductionDivisor;
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}
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}
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@ -0,0 +1,27 @@
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package com.gmail.nossr50.config.hocon.skills.acrobatics.roll;
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import com.gmail.nossr50.config.hocon.skills.ConfigSubSkillScalingRNG;
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import ninja.leaping.configurate.objectmapping.Setting;
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import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable;
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@ConfigSerializable
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public class ConfigRoll {
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public static final double ROLL_DAMAGE_THRESHOLD_DEFAULT = 7.0D;
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@Setting(value = "Damage-Threshold", comment = "Rolling will reduce up to this much damage." +
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"\nGraceful Rolls will reduce twice this value." +
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"\nDefault value: "+ROLL_DAMAGE_THRESHOLD_DEFAULT)
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private double damageTheshold = ROLL_DAMAGE_THRESHOLD_DEFAULT;
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@Setting(value = "RNG-Settings", comment = "Settings related to random chance elements for this Sub-Skill.")
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private ConfigSubSkillScalingRNG rng = new ConfigSubSkillScalingRNG();
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public ConfigSubSkillScalingRNG getRNGSettings() {
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return rng;
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}
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public double getDamageTheshold() {
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return damageTheshold;
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}
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}
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@ -1,6 +1,6 @@
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package com.gmail.nossr50.config.hocon.skills.repair;
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import com.gmail.nossr50.config.hocon.skills.ConfigScalingSubSkill;
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import com.gmail.nossr50.config.hocon.skills.ConfigSubSkillScalingRNG;
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import ninja.leaping.configurate.objectmapping.Setting;
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import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable;
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@ -8,9 +8,9 @@ import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable;
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public class ConfigRepairSuperRepair {
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@Setting(value = "Settings")
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private ConfigScalingSubSkill superRepair = new ConfigScalingSubSkill();
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private ConfigSubSkillScalingRNG superRepair = new ConfigSubSkillScalingRNG();
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public ConfigScalingSubSkill getSuperRepair() {
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public ConfigSubSkillScalingRNG getSuperRepair() {
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return superRepair;
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}
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}
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