one last set of tweaks to repair config... I swear

This commit is contained in:
nossr50 2019-03-22 18:34:49 -07:00
parent d144409673
commit dc5766035b
4 changed files with 8 additions and 8 deletions

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@ -15,7 +15,7 @@ public class ConfigScalingSubSkillRetro {
@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." + @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." +
"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " + "\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
"\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." + "\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." +
"\n\n-- NOTE: This setting is only valid for retro level scaling! --" + "\n\n-- NOTE: This setting is only valid for retro level scaling. --" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT) "\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT; private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@ -25,7 +25,7 @@ public class ConfigScalingSubSkillRetro {
"\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." + "\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." +
"\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," + "\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
"\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." + "\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." +
"\n\n-- NOTE: This setting is only valid for retro level scaling! --" + "\n\n-- NOTE: This setting is only valid for retro level scaling. --" +
"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT) "\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT; private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;

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@ -15,7 +15,7 @@ public class ConfigScalingSubSkillStandard {
@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." + @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." +
"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " + "\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
"\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." + "\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." +
"\n\n-- NOTE: This setting is only valid for standard level scaling! --" + "\n\n-- NOTE: This setting is only valid for standard level scaling. --" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT) "\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT; private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@ -25,7 +25,7 @@ public class ConfigScalingSubSkillStandard {
"\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." + "\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." +
"\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," + "\nAs an example, imagine \"Max-Success-Chance\" was set to " + FIFTY_PERCENT_EXAMPLE + " and the \"Max-Bonus-Level\" was " + MAX_BONUS_LEVEL_EXAMPLE + "," +
"\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." + "\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." +
"\n\n-- NOTE: This setting is only valid for standard level scaling! --" + "\n\n-- NOTE: This setting is only valid for standard level scaling. --" +
"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT) "\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT; private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;

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@ -15,7 +15,7 @@ public class RepairMasteryRetro {
@Setting(value = "Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." + @Setting(value = "Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." +
"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " + "\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
"\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." + "\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." +
"\n-- NOTE: This setting is only valid for retro level scaling! --" + "\n-- NOTE: This setting is only valid for retro level scaling. --" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT) "\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT; private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@ -23,7 +23,7 @@ public class RepairMasteryRetro {
"\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." + "\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." +
"\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 + "," + "\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 + "," +
"\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." + "\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." +
"\n-- NOTE: This setting is only valid for retro level scaling! --" + "\n-- NOTE: This setting is only valid for retro level scaling. --" +
"\nDefault value: "+MAX_BONUS_PERCENTAGE) "\nDefault value: "+MAX_BONUS_PERCENTAGE)
private double maxBonusPercentage = MAX_BONUS_PERCENTAGE; private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;

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@ -15,7 +15,7 @@ public class RepairMasteryStandard {
@Setting(value = "Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." + @Setting(value = "Max-Bonus-Level", comment = "At the max bonus level a player will have full benefits from this scaling skill." +
"\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " + "\nSkills dynamically adjust their rewards to match the max bonus level, you can think of it as a curve that calculates what bonuses " +
"\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." + "\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." +
"\n-- NOTE: This setting is only valid for standard level scaling! --" + "\n-- NOTE: This setting is only valid for standard level scaling. --" +
"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT) "\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT; private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
@ -23,7 +23,7 @@ public class RepairMasteryStandard {
"\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." + "\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." +
"\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 + "," + "\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 + "," +
"\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." + "\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." +
"\n-- NOTE: This setting is only valid for standard level scaling! --" + "\n-- NOTE: This setting is only valid for standard level scaling. --" +
"\nDefault value: "+MAX_BONUS_PERCENTAGE) "\nDefault value: "+MAX_BONUS_PERCENTAGE)
private double maxBonusPercentage = MAX_BONUS_PERCENTAGE; private double maxBonusPercentage = MAX_BONUS_PERCENTAGE;