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even more comment restyling on repair
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@ -15,7 +15,7 @@ public class ConfigScalingSubSkillRetro {
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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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@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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"\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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"\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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"\n\nNote: This is the setting for RETRO MODE!" +
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"\n\n-- NOTE: This setting is only valid for retro level scaling! --" +
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"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
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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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private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
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@ -25,7 +25,7 @@ public class ConfigScalingSubSkillRetro {
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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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"\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 \"Max-Success-Chance\" 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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"\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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"\n\nNote: This is the setting for RETRO MODE!" +
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"\n\n-- NOTE: This setting is only valid for retro level scaling! --" +
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"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
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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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private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;
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@ -15,7 +15,7 @@ public class ConfigScalingSubSkillStandard {
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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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@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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"\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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"\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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"\n\nNote: This is the setting for STANDARD MODE!" +
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"\n\n-- NOTE: This setting is only valid for standard level scaling! --" +
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"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
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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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private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
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@ -25,7 +25,7 @@ public class ConfigScalingSubSkillStandard {
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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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"\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 \"Max-Success-Chance\" 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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"\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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"\n\nNote: This is the setting for STANDARD MODE!" +
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"\n\n-- NOTE: This setting is only valid for standard level scaling! --" +
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"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
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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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private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;
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@ -12,7 +12,7 @@ public class ConfigRepairGeneral {
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public static final boolean ENCHANTED_ITEMS_REQUIRE_CONFIRM = true;
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public static final boolean ENCHANTED_ITEMS_REQUIRE_CONFIRM = true;
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@Setting(value = "Anvil-Block-Material", comment = "The block used for mcMMO repairs." +
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@Setting(value = "Anvil-Block-Material", comment = "The block used for mcMMO repairs." +
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"Default value: "+"minecraft:iron_block")
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"\nDefault value: "+"minecraft:iron_block")
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private String repairAnvilMaterial = Material.IRON_BLOCK.getKey().toString();
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private String repairAnvilMaterial = Material.IRON_BLOCK.getKey().toString();
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@Setting(value = "Anvil-Use-Sounds", comment = "If true, mcMMO will play a sound when a player uses an anvil." +
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@Setting(value = "Anvil-Use-Sounds", comment = "If true, mcMMO will play a sound when a player uses an anvil." +
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@ -12,18 +12,18 @@ public class RepairMasteryRetro {
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public static final String MAX_BONUS_LEVEL_EXAMPLE = "1000";
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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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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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@Setting(value = "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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"\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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"\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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"\n-- NOTE: This setting is only valid for retro level scaling! --" +
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"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
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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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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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@Setting(value = "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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"\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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"\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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"\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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"\n-- NOTE: This setting is only valid for retro level scaling! --" +
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"\nDefault value: "+MAX_BONUS_PERCENTAGE)
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"\nDefault value: "+MAX_BONUS_PERCENTAGE)
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private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;
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private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;
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@ -12,18 +12,18 @@ public class RepairMasteryStandard {
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public static final String MAX_BONUS_LEVEL_EXAMPLE = "100";
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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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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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@Setting(value = "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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"\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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"\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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"\n-- NOTE: This setting is only valid for standard level scaling! --" +
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"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
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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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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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@Setting(value = "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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"\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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"\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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"\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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"\n-- NOTE: This setting is only valid for standard level scaling! --" +
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"\nDefault value: "+MAX_BONUS_PERCENTAGE)
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"\nDefault value: "+MAX_BONUS_PERCENTAGE)
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private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;
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private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;
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@ -11,7 +11,7 @@ public class ConfigSalvageGeneral {
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public static final boolean ENCHANTED_ITEMS_REQUIRE_CONFIRM = true;
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public static final boolean ENCHANTED_ITEMS_REQUIRE_CONFIRM = true;
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@Setting(value = "Anvil-Block-Material", comment = "The block used for mcMMO repairs." +
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@Setting(value = "Anvil-Block-Material", comment = "The block used for mcMMO repairs." +
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"Default value: "+"gold_block")
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"Default value: "+"minecraft:gold_block")
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private String salvageAnvilMaterial = Material.GOLD_BLOCK.getKey().toString();
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private String salvageAnvilMaterial = Material.GOLD_BLOCK.getKey().toString();
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@Setting(value = "Anvil-Use-Sounds", comment = "If true, mcMMO will play a sound when a player uses an anvil." +
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@Setting(value = "Anvil-Use-Sounds", comment = "If true, mcMMO will play a sound when a player uses an anvil." +
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