mirror of
https://github.com/mcMMO-Dev/mcMMO.git
synced 2024-11-22 21:26:46 +01:00
Starting to convert existing subskills to be JSON friendly
So far only a few have been converted
This commit is contained in:
parent
f4ead570d4
commit
4669e3e54d
@ -9,7 +9,7 @@ Key:
|
|||||||
|
|
||||||
Version 2.1.0
|
Version 2.1.0
|
||||||
+ Added JSON support to Woodcutting command
|
+ Added JSON support to Woodcutting command
|
||||||
+ Added config setting to enable or disable classic mcMMO mode
|
+ Added config setting to enable or disable classic mcMMO skill scaling
|
||||||
+ (Config) Added rank settings for the new Woodcutting skill
|
+ (Config) Added rank settings for the new Woodcutting skill
|
||||||
+ (Config) Added configurable parameters for the new Tree Feller
|
+ (Config) Added configurable parameters for the new Tree Feller
|
||||||
+ (Config) Added classic toggle for Tree Feller
|
+ (Config) Added classic toggle for Tree Feller
|
||||||
@ -17,8 +17,12 @@ Version 2.1.0
|
|||||||
+ (Commands) Added toggle command /mcchatspy
|
+ (Commands) Added toggle command /mcchatspy
|
||||||
+ (Permissions) Added permission node mcmmo.commands.mcchatspy & mcmmo.commands.mcchatspy.others
|
+ (Permissions) Added permission node mcmmo.commands.mcchatspy & mcmmo.commands.mcchatspy.others
|
||||||
+ (Permissions) Added permission nodes for Harvest Lumber, Splinter, Nature's Bounty, and Bark Surgeon
|
+ (Permissions) Added permission nodes for Harvest Lumber, Splinter, Nature's Bounty, and Bark Surgeon
|
||||||
! Woodcutting's Double Drop subskill is now named Harvest Lumber
|
- (Config) Removed Skills.Archery.SkillShot.IncreaseLevel & Skills.Archery.SkillShot.IncreasePercentage
|
||||||
! Replaced the old Double Drop permission node for woodcutting with a new Harvest Lumber permission node
|
! (Skills) Woodcutting's Double Drop subskill is now named Harvest Lumber
|
||||||
|
! (Skills) Archery's Skill Shot now uses a rank system
|
||||||
|
! (Config) Archery's Skill Shot now uses IncreaseDamage for its damage bonus
|
||||||
|
! (Config) Archery's Skill shot now uses IncreaseDamageMaxBonus instead of MaxDamage
|
||||||
|
! (Permissions) Replaced the old Double Drop permission node for woodcutting with a new Harvest Lumber permission node
|
||||||
! (Locale) Super Abilities no longer have (ABILITY) in their Skill.Effect strings
|
! (Locale) Super Abilities no longer have (ABILITY) in their Skill.Effect strings
|
||||||
! (API) mcMMO is now built against Spigot-API instead of Bukkit
|
! (API) mcMMO is now built against Spigot-API instead of Bukkit
|
||||||
! (API) SkillType is now PrimarySkill
|
! (API) SkillType is now PrimarySkill
|
||||||
@ -28,8 +32,8 @@ Version 2.1.0
|
|||||||
! (API) SecondarySkill ENUM is being updated to have the parent skill as a prefix and a getter method for grabbing the parent skill
|
! (API) SecondarySkill ENUM is being updated to have the parent skill as a prefix and a getter method for grabbing the parent skill
|
||||||
! (API) GREEN_THUMB_PLANT & GREEN_THUMB_BLOCK are replaced by GREEN_THUMB
|
! (API) GREEN_THUMB_PLANT & GREEN_THUMB_BLOCK are replaced by GREEN_THUMB
|
||||||
! Skill Super Powers (Tree Feller, etc...) will now require level 10+ to use
|
! Skill Super Powers (Tree Feller, etc...) will now require level 10+ to use
|
||||||
! mcMMO skills will now be on a scale from 1-100 instead of 0-1000 (I'll be explaining this in a write-up)
|
! (Skills) mcMMO skills will now be on a scale from 1-100 instead of 0-1000 (for existing mcMMO installs this is opt-in and off by default)
|
||||||
! Refactored some unreadable code relating to SecondaryAbility activation in SkillUtils
|
! (Code) Refactored some unreadable code relating to SecondaryAbility activation in SkillUtils
|
||||||
|
|
||||||
|
|
||||||
Version 2.0.0
|
Version 2.0.0
|
||||||
|
@ -118,16 +118,13 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
|
|||||||
}
|
}
|
||||||
|
|
||||||
/* ARCHERY */
|
/* ARCHERY */
|
||||||
if (getSkillShotIncreaseLevel() < 1) {
|
|
||||||
reason.add("Skills.Archery.SkillShot.IncreaseLevel should be at least 1!");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (getSkillShotIncreasePercentage() <= 0) {
|
if (getSkillShotIncreasePercentage() <= 0) {
|
||||||
reason.add("Skills.Archery.SkillShot.IncreasePercentage should be greater than 0!");
|
reason.add("Skills.Archery.SkillShot.IncreaseDamage should be greater than 0!");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (getSkillShotBonusMax() < 0) {
|
if (getSkillShotBonusMax() < 0) {
|
||||||
reason.add("Skills.Archery.SkillShot.MaxBonus should be at least 0!");
|
reason.add("Skills.Archery.SkillShot.IncreaseDamageMaxBonus should be at least 0!");
|
||||||
}
|
}
|
||||||
|
|
||||||
if (getMaxChance(SubSkill.ARCHERY_DAZE) < 1) {
|
if (getMaxChance(SubSkill.ARCHERY_DAZE) < 1) {
|
||||||
@ -739,8 +736,8 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
|
|||||||
|
|
||||||
/* ARCHERY */
|
/* ARCHERY */
|
||||||
public int getSkillShotIncreaseLevel() { return config.getInt("Skills.Archery.SkillShot.IncreaseLevel", 50); }
|
public int getSkillShotIncreaseLevel() { return config.getInt("Skills.Archery.SkillShot.IncreaseLevel", 50); }
|
||||||
public double getSkillShotIncreasePercentage() { return config.getDouble("Skills.Archery.SkillShot.IncreasePercentage", 0.1D); }
|
public double getSkillShotIncreasePercentage() { return config.getDouble("Skills.Archery.SkillShot.IncreaseDamage", 10.0D); }
|
||||||
public double getSkillShotBonusMax() { return config.getDouble("Skills.Archery.SkillShot.MaxBonus", 2.0D); }
|
public double getSkillShotBonusMax() { return config.getDouble("Skills.Archery.SkillShot.IncreaseDamageMaxBonus", 200.0D); }
|
||||||
public double getSkillShotDamageMax() { return config.getDouble("Skills.Archery.SkillShot.MaxDamage", 9.0D); }
|
public double getSkillShotDamageMax() { return config.getDouble("Skills.Archery.SkillShot.MaxDamage", 9.0D); }
|
||||||
|
|
||||||
public double getDazeBonusDamage() { return config.getDouble("Skills.Archery.Daze.BonusDamage", 4.0D); }
|
public double getDazeBonusDamage() { return config.getDouble("Skills.Archery.Daze.BonusDamage", 4.0D); }
|
||||||
|
@ -2,23 +2,27 @@ package com.gmail.nossr50.datatypes.skills;
|
|||||||
|
|
||||||
import com.gmail.nossr50.locale.LocaleLoader;
|
import com.gmail.nossr50.locale.LocaleLoader;
|
||||||
import com.gmail.nossr50.util.StringUtils;
|
import com.gmail.nossr50.util.StringUtils;
|
||||||
|
import static com.gmail.nossr50.datatypes.skills.SubSkillFlags.ACTIVE;
|
||||||
|
import static com.gmail.nossr50.datatypes.skills.SubSkillFlags.SUPERABILITY;
|
||||||
|
import static com.gmail.nossr50.datatypes.skills.SubSkillFlags.RNG;
|
||||||
|
|
||||||
|
|
||||||
public enum SubSkill {
|
public enum SubSkill {
|
||||||
/* !! Warning -- Do not let subskills share a name with any existing PrimarySkill as it will clash with the static import !! */
|
/* !! Warning -- Do not let subskills share a name with any existing PrimarySkill as it will clash with the static import !! */
|
||||||
|
|
||||||
/* ACROBATICS */
|
/* ACROBATICS */
|
||||||
ACROBATICS_DODGE,
|
ACROBATICS_DODGE(0, RNG),
|
||||||
ACROBATICS_GRACEFUL_ROLL,
|
ACROBATICS_GRACEFUL_ROLL(0, ACTIVE | RNG),
|
||||||
ACROBATICS_ROLL,
|
ACROBATICS_ROLL(0, RNG),
|
||||||
|
|
||||||
/* ALCHEMY */
|
/* ALCHEMY */
|
||||||
ALCHEMY_CATALYSIS,
|
ALCHEMY_CATALYSIS,
|
||||||
ALCHEMY_CONCOCTIONS,
|
ALCHEMY_CONCOCTIONS(8),
|
||||||
|
|
||||||
/* ARCHERY */
|
/* ARCHERY */
|
||||||
ARCHERY_DAZE,
|
ARCHERY_DAZE,
|
||||||
ARCHERY_RETRIEVE,
|
ARCHERY_RETRIEVE,
|
||||||
ARCHERY_SKILL_SHOT,
|
ARCHERY_SKILL_SHOT(20),
|
||||||
|
|
||||||
/* Axes */
|
/* Axes */
|
||||||
AXES_ARMOR_IMPACT,
|
AXES_ARMOR_IMPACT,
|
||||||
@ -85,33 +89,43 @@ public enum SubSkill {
|
|||||||
UNARMED_IRON_GRIP,
|
UNARMED_IRON_GRIP,
|
||||||
|
|
||||||
/* Woodcutting */
|
/* Woodcutting */
|
||||||
WOODCUTTING_TREE_FELLER(5),
|
WOODCUTTING_TREE_FELLER(5, ACTIVE | SUPERABILITY),
|
||||||
WOODCUTTING_LEAF_BLOWER(3),
|
WOODCUTTING_LEAF_BLOWER(3),
|
||||||
WOODCUTTING_BARK_SURGEON(3),
|
WOODCUTTING_BARK_SURGEON(3, ACTIVE),
|
||||||
WOODCUTTING_NATURES_BOUNTY(3),
|
WOODCUTTING_NATURES_BOUNTY(3),
|
||||||
WOODCUTTING_SPLINTER(3),
|
WOODCUTTING_SPLINTER(3),
|
||||||
WOODCUTTING_HARVEST_LUMBER(3);
|
WOODCUTTING_HARVEST_LUMBER(3, RNG);
|
||||||
|
|
||||||
private final int numRanks;
|
private final int numRanks;
|
||||||
|
private final int flags;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* If our SubSkill has more than 1 rank define it
|
* If our SubSkill has more than 1 rank define it
|
||||||
* @param numRanks The number of ranks our SubSkill has
|
* @param numRanks The number of ranks our SubSkill has
|
||||||
*/
|
*/
|
||||||
|
SubSkill(int numRanks, int flags)
|
||||||
|
{
|
||||||
|
this.numRanks = numRanks;
|
||||||
|
this.flags = flags;
|
||||||
|
}
|
||||||
|
|
||||||
SubSkill(int numRanks)
|
SubSkill(int numRanks)
|
||||||
{
|
{
|
||||||
this.numRanks = numRanks;
|
this.numRanks = numRanks;
|
||||||
|
this.flags = 0x00;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
|
||||||
* SubSkills will default to having 0 ranks if not defined
|
|
||||||
*/
|
|
||||||
SubSkill()
|
SubSkill()
|
||||||
{
|
{
|
||||||
this.numRanks = 0;
|
this.numRanks = 0;
|
||||||
|
this.flags = 0x00;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Get the bit flags for this subskill
|
||||||
|
* @return The bit flags for this subskill
|
||||||
|
*/
|
||||||
|
public final int getFlags() { return flags; }
|
||||||
|
|
||||||
public int getNumRanks()
|
public int getNumRanks()
|
||||||
{
|
{
|
||||||
|
@ -0,0 +1,11 @@
|
|||||||
|
package com.gmail.nossr50.datatypes.skills;
|
||||||
|
|
||||||
|
public class SubSkillFlags {
|
||||||
|
/*
|
||||||
|
* Bitwise Flags
|
||||||
|
* These are so I can establish properties of each subskill quite easily
|
||||||
|
*/
|
||||||
|
public static final byte ACTIVE = 0x01; //Active subskills are ones that aren't passive
|
||||||
|
public static final byte SUPERABILITY = 0x02; //If the subskill is a super ability
|
||||||
|
public static final byte RNG = 0x04; //If the subskill makes use of RNG
|
||||||
|
}
|
@ -1,6 +1,7 @@
|
|||||||
package com.gmail.nossr50.skills.archery;
|
package com.gmail.nossr50.skills.archery;
|
||||||
|
|
||||||
import com.gmail.nossr50.datatypes.skills.SubSkill;
|
import com.gmail.nossr50.datatypes.skills.SubSkill;
|
||||||
|
import com.gmail.nossr50.util.skills.RankUtils;
|
||||||
import com.gmail.nossr50.util.skills.SubSkillActivationType;
|
import com.gmail.nossr50.util.skills.SubSkillActivationType;
|
||||||
import org.bukkit.Location;
|
import org.bukkit.Location;
|
||||||
import org.bukkit.entity.Entity;
|
import org.bukkit.entity.Entity;
|
||||||
@ -101,8 +102,14 @@ public class ArcheryManager extends SkillManager {
|
|||||||
return damage;
|
return damage;
|
||||||
}
|
}
|
||||||
|
|
||||||
double damageBonusPercent = Math.min(((getSkillLevel() / Archery.skillShotIncreaseLevel) * Archery.skillShotIncreasePercentage), Archery.skillShotMaxBonusPercentage);
|
/*
|
||||||
|
* Archery
|
||||||
|
* Skill Shot
|
||||||
|
*
|
||||||
|
* Every rank we increase Skill Shot's bonus damage % by the IncreaseDamage percentage value from advanced.yml
|
||||||
|
* Divide end result by 100.0D to get proper scale
|
||||||
|
*/
|
||||||
|
double damageBonusPercent = (Math.min(((RankUtils.getRank(getPlayer(), SubSkill.ARCHERY_SKILL_SHOT)) * Archery.skillShotIncreasePercentage), Archery.skillShotMaxBonusPercentage) / 100.0D);
|
||||||
return Math.min(damage * damageBonusPercent, Archery.skillShotMaxBonusDamage);
|
return Math.min(damage * damageBonusPercent, Archery.skillShotMaxBonusDamage);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -81,4 +81,6 @@ public class SkillTextComponentFactory {
|
|||||||
subSkillHoverComponents.put(subSkill, newComponents);
|
subSkillHoverComponents.put(subSkill, newComponents);
|
||||||
return subSkillHoverComponents.get(subSkill);
|
return subSkillHoverComponents.get(subSkill);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -76,12 +76,36 @@ Skills:
|
|||||||
###
|
###
|
||||||
Archery:
|
Archery:
|
||||||
SkillShot:
|
SkillShot:
|
||||||
# IncreaseLevel: Every <IncreaseLevel> the skillshot bonus will go up by <IncreasePercentage>
|
Rank_Levels:
|
||||||
# IncreasePercentage: This is a percentage value, 0.1 = 10%
|
Rank_1: 5
|
||||||
|
Rank_2: 10
|
||||||
|
Rank_3: 15
|
||||||
|
Rank_4: 20
|
||||||
|
Rank_5: 25
|
||||||
|
Rank_6: 30
|
||||||
|
Rank_7: 35
|
||||||
|
Rank_8: 40
|
||||||
|
Rank_9: 45
|
||||||
|
Rank_10: 50
|
||||||
|
Rank_11: 55
|
||||||
|
Rank_12: 60
|
||||||
|
Rank_13: 65
|
||||||
|
Rank_14: 70
|
||||||
|
Rank_15: 75
|
||||||
|
Rank_16: 80
|
||||||
|
Rank_17: 85
|
||||||
|
Rank_18: 90
|
||||||
|
Rank_19: 95
|
||||||
|
Rank_20: 100
|
||||||
|
# IncreaseDamage: Every rank of the skill will add this much additional damage in percentage form, rank 1 = 10% bonus, rank 20 = 200% bonus (with default settings)
|
||||||
|
# IncreaseDamage is a percentage
|
||||||
|
IncreaseDamage: 10.0
|
||||||
|
# IncreaseDamageMax: When the <IncreaseDamageMax> has been reached, the bonus percentage will not go up anymore. 200.0 = 200%
|
||||||
|
IncreaseDamageMaxBonus: 200.0
|
||||||
|
# --OLD SYSTEM -- IncreaseLevel: 5
|
||||||
|
# --OLD SYSTEM -- IncreasePercentage: 0.1
|
||||||
# MaxBonus: When the <MaxBonus> has been reached, the bonus percentage will not go up anymore. 2.0 = 200%
|
# MaxBonus: When the <MaxBonus> has been reached, the bonus percentage will not go up anymore. 2.0 = 200%
|
||||||
IncreaseLevel: 5
|
# --OLD SYSTEM -- MaxBonus: 2.0
|
||||||
IncreasePercentage: 0.1
|
|
||||||
MaxBonus: 2.0
|
|
||||||
MaxDamage: 9.0
|
MaxDamage: 9.0
|
||||||
|
|
||||||
Daze:
|
Daze:
|
||||||
|
Loading…
Reference in New Issue
Block a user