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https://github.com/mcMMO-Dev/mcMMO.git
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Repair Config Pt 2
This commit is contained in:
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package com.gmail.nossr50.config.hocon.skills;
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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 ConfigScalingSubSkill {
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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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"\nStandard scaling is fairly new, and it replaced the previous scaling method which is now known as RetroMode scaling." +
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"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\nSettings from here are only applied when using Standard mode scaling.")
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private ConfigScalingSubSkillStandard standardSettings = new ConfigScalingSubSkillStandard();
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@Setting(value = "Retro-Mode-Scaling-Settings", comment = "Retro mode is the optional level scaling for mcMMO, which was replaced by Standard scaling." +
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"\nMost skills in retro mode scale from 1-1000, maxing out at 1000." +
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"\nRetro scaling was the main method of scaling in mcMMO for almost 8 years," +
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"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
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"\nYou can still use Retro Mode scaling, it will never be removed from mcMMO so do not worry about using it!" +
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"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\nSettings from here are only applied when using Retro mode scaling.")
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private ConfigScalingSubSkillRetro retroSettings = new ConfigScalingSubSkillRetro();
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public ConfigScalingSubSkillStandard getStandardSettings() {
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return standardSettings;
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}
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public ConfigScalingSubSkillRetro getRetroSettings() {
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return retroSettings;
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}
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}
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package com.gmail.nossr50.config.hocon.skills;
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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 ConfigScalingSubSkillPercentage {
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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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"\nStandard scaling is fairly new, and it replaced the previous scaling method which is now known as RetroMode scaling." +
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"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\nSettings from here are only applied when using Standard mode scaling.")
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private ConfigScalingSubSkillStandard standardSettings;
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@Setting(value = "Retro-Mode-Scaling-Settings", comment = "Retro mode is the optional level scaling for mcMMO, which was replaced by Standard scaling." +
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"\nMost skills in retro mode scale from 1-1000, maxing out at 1000." +
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"\nRetro scaling was the main method of scaling in mcMMO for almost 8 years," +
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"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
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"\nYou can still use Retro Mode scaling, it will never be removed from mcMMO so do not worry about using it!" +
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"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\nSettings from here are only applied when using Retro mode scaling.")
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private ConfigScalingSubSkillRetro retroSettings;
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}
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package com.gmail.nossr50.config.hocon.skills;
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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 ConfigScalingSubSkillRetro {
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public static final String FIFTY_PERCENT_EXAMPLE = "500";
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public static final String MAX_BONUS_LEVEL_EXAMPLE = "1000";
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public static final String ODDS_PERCENTAGE_EXAMPLE = "25%";
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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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"\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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"\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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"\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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private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;
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public int getMaxBonusLevel() {
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return maxBonusLevel;
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}
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public double getChanceAtMaxSkill() {
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return chanceAtMaxSkill;
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}
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}
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package com.gmail.nossr50.config.hocon.skills;
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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 ConfigScalingSubSkillStandard {
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public static final String FIFTY_PERCENT_EXAMPLE = "50";
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public static final String MAX_BONUS_LEVEL_EXAMPLE = "100";
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public static final String ODDS_PERCENTAGE_EXAMPLE = "25%";
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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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"\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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"\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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"\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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private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;
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public int getMaxBonusLevel() {
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return maxBonusLevel;
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}
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public double getChanceAtMaxSkill() {
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return chanceAtMaxSkill;
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}
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}
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@ -1,8 +1,30 @@
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package com.gmail.nossr50.config.hocon.skills.repair;
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import com.gmail.nossr50.config.hocon.skills.repair.repairmastery.ConfigRepairMastery;
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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 ConfigRepair {
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@Setting(value = "Repair-Mastery", comment = "Settings related to the repair mastery subskill")
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private ConfigRepairMastery repairMastery = new ConfigRepairMastery();
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@Setting(value = "Super-Repair", comment = "Settings related to the super repair subskill")
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private ConfigRepairSuperRepair superRepair = new ConfigRepairSuperRepair();
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@Setting(value = "Arcane-Forging", comment = "Settings related to the arcane forging subskill")
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private ConfigRepairArcaneForging arcaneForging = new ConfigRepairArcaneForging();
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public ConfigRepairMastery getRepairMastery() {
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return repairMastery;
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}
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public ConfigRepairSuperRepair getSuperRepair() {
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return superRepair;
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}
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public ConfigRepairArcaneForging getArcaneForging() {
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return arcaneForging;
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}
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}
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package com.gmail.nossr50.config.hocon.skills.repair;
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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 ConfigRepairArcaneForging {
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public static final boolean LOSE_ENCHANTS_DEFAULT = true;
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public static final boolean DOWNGRADES_ENABLED_DEFAULT = true;
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@Setting(value = "May-Lose-Enchants", comment = "With this on, players have a chance to have enchantments stripped from" +
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"\n their item when repairing." +
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"\nThe odds to lose your enchants decrease with higher levels of skill." +
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"\nDefault value: "+LOSE_ENCHANTS_DEFAULT)
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private boolean mayLoseEnchants = LOSE_ENCHANTS_DEFAULT;
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@Setting(value = "Chance-To-Downgrade-Enchants", comment = "With this on, players have a chance to have enchants downgraded when repairing." +
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"\nThe chance to downgrade decreases with higher levels of skill." +
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"\nDefault value: "+DOWNGRADES_ENABLED_DEFAULT)
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private boolean downgradesEnabled = DOWNGRADES_ENABLED_DEFAULT;
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public boolean isMayLoseEnchants() {
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return mayLoseEnchants;
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}
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public boolean isDowngradesEnabled() {
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return downgradesEnabled;
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}
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}
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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 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 ConfigRepairSuperRepair {
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@Setting(value = "Settings")
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private ConfigScalingSubSkill superRepair = new ConfigScalingSubSkill();
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public ConfigScalingSubSkill getSuperRepair() {
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return superRepair;
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}
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}
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package com.gmail.nossr50.config.hocon.skills.repair.repairmastery;
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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 ConfigRepairMastery {
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@Setting(value = "Settings")
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private RepairMasterySettings settings = new RepairMasterySettings();
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public RepairMasterySettings getSettings() {
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return settings;
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}
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}
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package com.gmail.nossr50.config.hocon.skills.repair.repairmastery;
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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 RepairMasteryRetro {
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public static final int MAX_BONUS_LEVEL_DEFAULT = 1000;
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public static final double MAX_BONUS_PERCENTAGE = 200.0D;
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public static final String PLAYER_LEVEL_FIFTY_PERCENT_EXAMPLE = "500";
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public static final String MAX_BONUS_LEVEL_EXAMPLE = "1000";
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public static final String BONUS_PERCENTAGE_EXAMPLE = "100%";
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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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"\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-Max-Bonus-Percentage", comment = "This is the maximum benefit for additional repair amount from this skill when the player reaches \"Max-Bonus-Level\"." +
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"\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." +
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"\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 + "," +
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"\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." +
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"\nNote: This is the setting for STANDARD MODE!" +
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"\nDefault value: "+MAX_BONUS_PERCENTAGE)
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private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;
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public int getMaxBonusLevel() {
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return maxBonusLevel;
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}
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public double getMaxBonusPercentage() {
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return maxBonusPercentage;
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}
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}
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package com.gmail.nossr50.config.hocon.skills.repair.repairmastery;
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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 RepairMasterySettings {
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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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"\nStandard scaling is fairly new, and it replaced the previous scaling method which is now known as RetroMode scaling." +
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"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\nSettings from here are only applied when using Standard mode scaling.")
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private RepairMasteryStandard standard = new RepairMasteryStandard();
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@Setting(value = "Retro-Mode-Scaling-Settings", comment = "Retro mode is the optional level scaling for mcMMO, which was replaced by Standard scaling." +
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"\nMost skills in retro mode scale from 1-1000, maxing out at 1000." +
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"\nRetro scaling was the main method of scaling in mcMMO for almost 8 years," +
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"\n and it was replaced in 2.1 with the new 1-100 scaling method which is known as Standard mode scaling." +
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"\nYou can still use Retro Mode scaling, it will never be removed from mcMMO so do not worry about using it!" +
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"\nYou are either using Standard or Retro mode on your server, which one you are using is setup in the leveling config file." +
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"\nSettings from here are only applied when using Retro mode scaling.")
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private RepairMasteryRetro retro = new RepairMasteryRetro();
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public RepairMasteryStandard getStandard() {
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return standard;
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}
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public RepairMasteryRetro getRetro() {
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return retro;
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}
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}
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@ -0,0 +1,37 @@
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package com.gmail.nossr50.config.hocon.skills.repair.repairmastery;
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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 RepairMasteryStandard {
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public static final int MAX_BONUS_LEVEL_DEFAULT = 100;
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public static final double MAX_BONUS_PERCENTAGE = 200.0D;
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public static final String PLAYER_LEVEL_FIFTY_PERCENT_EXAMPLE = "50";
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public static final String MAX_BONUS_LEVEL_EXAMPLE = "100";
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public static final String BONUS_PERCENTAGE_EXAMPLE = "100%";
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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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"\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-Max-Bonus-Percentage", comment = "This is the maximum benefit for additional repair amount from this skill when the player reaches \"Max-Bonus-Level\"." +
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"\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." +
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"\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 + "," +
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"\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." +
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"\nNote: This is the setting for STANDARD MODE!" +
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"\nDefault value: "+MAX_BONUS_PERCENTAGE)
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private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;
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public int getMaxBonusLevel() {
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return maxBonusLevel;
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}
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public double getMaxBonusPercentage() {
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return maxBonusPercentage;
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}
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}
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