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	Fill in Daze/Skill Shot for Archery config
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		| @@ -17,12 +17,17 @@ public class ConfigConstants { | ||||
|     public static final String FOLDER_NAME_SKILLS = "skills"; | ||||
|     public static final String FOLDER_NAME_EXPERIENCE = "Experience Settings"; | ||||
|     public static final String FOLDER_NAME_DEFAULTS = "defaults"; | ||||
|  | ||||
|     /* RELATIVE PATHS */ | ||||
|     public final static String RELATIVE_PATH_CONFIG_DIR = File.separator + FOLDER_NAME_CONFIG + File.separator; | ||||
|     public final static String RELATIVE_PATH_SKILLS_DIR = RELATIVE_PATH_CONFIG_DIR + FOLDER_NAME_SKILLS + File.separator; | ||||
|     public final static String RELATIVE_PATH_XP_DIR = RELATIVE_PATH_CONFIG_DIR + FOLDER_NAME_EXPERIENCE + File.separator; | ||||
|     private final static String[] EXAMPLE_BLACKLIST_WORLDS = {"Example_15434453", "Example_2324423", "Example_323423465"}; | ||||
|  | ||||
|     /* Field Names & Comments */ | ||||
|     public final static String MAX_CHANCE_FIELD_NAME = "Max-Chance"; | ||||
|     public final static String MAX_CHANCE_FIELD_DESCRIPTION = "The maximum probability for this skill to succeed."; | ||||
|  | ||||
|     //Add the worlds to the list | ||||
|     static { | ||||
|         EXAMPLE_BLACKLIST_WORLDS_LIST_DEFAULT = new ArrayList<>(); | ||||
|   | ||||
| @@ -1,5 +1,6 @@ | ||||
| package com.gmail.nossr50.config.hocon.skills.archery; | ||||
|  | ||||
| import com.gmail.nossr50.datatypes.skills.properties.MaxBonusLevel; | ||||
| import ninja.leaping.configurate.objectmapping.Setting; | ||||
| import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable; | ||||
|  | ||||
| @@ -17,27 +18,6 @@ public class ConfigArchery { | ||||
| //        return getDoubleValue(SKILLS, ARCHERY, FORCE_MULTIPLIER); | ||||
| //    } | ||||
|  | ||||
|     /* | ||||
|         Archery: | ||||
|         SkillShot: | ||||
|             # RankDamageMultiplier: The current rank of this subskill is multiplied by this value to determine the bonus damage, rank 20 would result in 200% damage increase with a value of 10.0 for RankDamageMultiplier | ||||
|             # RankDamageMultiplier is a percentage | ||||
|             RankDamageMultiplier: 10.0 | ||||
|             # MaxDamage: After adding bonus damage, the total damage dealt by the player will not exceed this number | ||||
|             # You should be careful to not set this too low | ||||
|             MaxDamage: 9.0 | ||||
|         Daze: | ||||
|             # ChanceMax: Maximum chance of causing daze to opponents when on <MaxBonusLevel> or higher | ||||
|             # MaxBonusLevel: Maximum bonus level of Daze, when a player reaches this level his chance of causing a daze will be <ChanceMax> | ||||
|             # Modifier: Extra damage for arrows that cause a daze (2 damage = 1 heart) | ||||
|             ChanceMax: 50.0 | ||||
|             MaxBonusLevel: | ||||
|                 Standard: 100 | ||||
|                 RetroMode: 1000 | ||||
|             BonusDamage: 4.0 | ||||
|      */ | ||||
|  | ||||
|  | ||||
|     @Setting(value = "Daze") | ||||
|     private ConfigArcheryDaze daze = new ConfigArcheryDaze(); | ||||
|  | ||||
| @@ -51,4 +31,24 @@ public class ConfigArchery { | ||||
|     public ConfigArcherySkillShot getSkillShot() { | ||||
|         return skillShot; | ||||
|     } | ||||
|  | ||||
|     public double getSkillShotDamageMultiplier() { | ||||
|         return skillShot.getSkillShotDamageMultiplier(); | ||||
|     } | ||||
|  | ||||
|     public double getSkillShotDamageCeiling() { | ||||
|         return skillShot.getSkillShotDamageCeiling(); | ||||
|     } | ||||
|  | ||||
|     public double getMaxChance() { | ||||
|         return daze.getMaxChance(); | ||||
|     } | ||||
|  | ||||
|     public MaxBonusLevel getMaxBonusLevel() { | ||||
|         return daze.getMaxBonusLevel(); | ||||
|     } | ||||
|  | ||||
|     public double getBonusDamage() { | ||||
|         return daze.getBonusDamage(); | ||||
|     } | ||||
| } | ||||
| @@ -1,8 +1,36 @@ | ||||
| package com.gmail.nossr50.config.hocon.skills.archery; | ||||
|  | ||||
| import com.gmail.nossr50.config.ConfigConstants; | ||||
| import com.gmail.nossr50.datatypes.skills.properties.AbstractMaxBonusLevel; | ||||
| import com.gmail.nossr50.datatypes.skills.properties.MaxBonusLevel; | ||||
| import ninja.leaping.configurate.objectmapping.Setting; | ||||
| import ninja.leaping.configurate.objectmapping.serialize.ConfigSerializable; | ||||
|  | ||||
| @ConfigSerializable | ||||
| public class ConfigArcheryDaze { | ||||
|     private static final double DAZE_BONUS_DMG_DEFAULT = 4.0D; | ||||
|     private static final double DAZE_MAX_CHANCE_DEFAULT = 50.0D; | ||||
|  | ||||
|     @Setting(value = ConfigConstants.MAX_CHANCE_FIELD_NAME, comment = ConfigConstants.MAX_CHANCE_FIELD_DESCRIPTION | ||||
|         + "\nDefault value: "+DAZE_MAX_CHANCE_DEFAULT) | ||||
|     private double maxChance = DAZE_MAX_CHANCE_DEFAULT; | ||||
|  | ||||
|     @Setting(value = "Max-Bonus-Level") | ||||
|     private MaxBonusLevel maxBonusLevel = new AbstractMaxBonusLevel(100); | ||||
|  | ||||
|     @Setting(value = "Bonus-Damage", comment = "How much bonus damage is applied when daze is applied to a target." + | ||||
|             "\nDefault value: "+DAZE_BONUS_DMG_DEFAULT) | ||||
|     private double bonusDamage = DAZE_BONUS_DMG_DEFAULT; | ||||
|  | ||||
|     public double getMaxChance() { | ||||
|         return maxChance; | ||||
|     } | ||||
|  | ||||
|     public MaxBonusLevel getMaxBonusLevel() { | ||||
|         return maxBonusLevel; | ||||
|     } | ||||
|  | ||||
|     public double getBonusDamage() { | ||||
|         return bonusDamage; | ||||
|     } | ||||
| } | ||||
|   | ||||
| @@ -0,0 +1,35 @@ | ||||
| package com.gmail.nossr50.datatypes.skills.properties; | ||||
|  | ||||
| public class AbstractMaxBonusLevel implements MaxBonusLevel { | ||||
|  | ||||
|     private int retro; | ||||
|     private int standard; | ||||
|  | ||||
|     public AbstractMaxBonusLevel(int standard, int retro) { | ||||
|         this.standard = standard; | ||||
|         this.retro = retro; | ||||
|     } | ||||
|  | ||||
|     public AbstractMaxBonusLevel(int standard) { | ||||
|         this.standard = standard; | ||||
|         this.retro = standard * 10; | ||||
|     } | ||||
|  | ||||
|     @Override | ||||
|     public int getRetroScaleValue() { | ||||
|         return retro; | ||||
|     } | ||||
|  | ||||
|     @Override | ||||
|     public int getStandardScaleValue() { | ||||
|         return standard; | ||||
|     } | ||||
|  | ||||
|     public void setRetro(int retro) { | ||||
|         this.retro = retro; | ||||
|     } | ||||
|  | ||||
|     public void setStandard(int standard) { | ||||
|         this.standard = standard; | ||||
|     } | ||||
| } | ||||
| @@ -1,29 +1,17 @@ | ||||
| /* | ||||
| package com.gmail.nossr50.datatypes.skills.properties; | ||||
|  | ||||
| import com.gmail.nossr50.datatypes.skills.SubSkillType; | ||||
| import com.gmail.nossr50.mcMMO; | ||||
| public interface MaxBonusLevel { | ||||
|  | ||||
| public class MaxBonusLevel extends AbstractScalingProperty { | ||||
|     public MaxBonusLevel(SubSkillType subSkillType) { | ||||
|         super(subSkillType); | ||||
|     } | ||||
|  | ||||
|     */ | ||||
|     /** | ||||
|  * Returns the appropriate value for this scaling property whether it is Standard or Retro | ||||
|  * | ||||
|  * @return the value used in scaling calculations for this ScalingProperty | ||||
|  *//* | ||||
|  | ||||
|     @Override | ||||
|     public double getValue() { | ||||
|         if(mcMMO.getConfigManager().isRetroMode()) | ||||
|         { | ||||
|  | ||||
|         } else { | ||||
|  | ||||
|         } | ||||
|     } | ||||
| } | ||||
|      * Get the max level for this skill for Retro scaling | ||||
|      * @return Retro Mode max bonus level | ||||
|      */ | ||||
|     int getRetroScaleValue(); | ||||
|  | ||||
|     /** | ||||
|      * Get the max level for this skill for Standard scaling | ||||
|      * @return Standard Mode max bonus level | ||||
|      */ | ||||
|     int getStandardScaleValue(); | ||||
|  | ||||
| } | ||||
|   | ||||
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