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