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	one last set of tweaks to repair config... I swear
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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." + | ||||
|             "\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\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) | ||||
|     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." + | ||||
|             "\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\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) | ||||
|     private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT; | ||||
|  | ||||
|   | ||||
| @@ -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." + | ||||
|             "\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\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) | ||||
|     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." + | ||||
|             "\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\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) | ||||
|     private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT; | ||||
|  | ||||
|   | ||||
| @@ -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." + | ||||
|             "\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-- 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) | ||||
|     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." + | ||||
|             "\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-- 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) | ||||
|     private double maxBonusPercentage = MAX_BONUS_PERCENTAGE; | ||||
|  | ||||
|   | ||||
| @@ -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." + | ||||
|             "\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-- 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) | ||||
|     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." + | ||||
|             "\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-- 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) | ||||
|     private double maxBonusPercentage = MAX_BONUS_PERCENTAGE; | ||||
|  | ||||
|   | ||||
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