package minefantasy.mf2.config; import minefantasy.mf2.api.helpers.ArmourCalculator; import minefantasy.mf2.api.rpg.RPGElements; public class ConfigExperiment extends ConfigurationBaseMF { public static final String CATEGORY_EARLY = "Unfinished Features"; public static final String CATEGORY_ARCHERY = "Archery Features"; public static boolean stickArrows; public static boolean dynamicArrows; public static final String CATEGORY_ARMOUR = "Armour Features"; public static final String CATEGORY_FOOD = "Experimental: Hunger Modification"; public static String debug = ""; @Override protected void loadConfig() { //RPGElements.isSystemActive = Boolean.parseBoolean(config.get(CATEGORY_EARLY, "Enable Skills", false, "This will be a later feature where skills determine a number of actions ingame, also will be used to unlock perks").getString()); stickArrows = Boolean.parseBoolean(config.get(CATEGORY_ARCHERY, "Save Arrows", true, "With this active; arrows fired into enemies save, so they can be dropped on death").getString()); dynamicArrows = Boolean.parseBoolean(config.get(CATEGORY_ARCHERY, "Dynamic arrow sync", true, "This is for whatever hosts the world (singleplayer, or servers); it increases the rate arrows sync their data for smoother rendering for players. This however increases packet traffic. If you have a lot of players on a server or a lot of arrows, disable this to help clean it up").getString()); String AADesc = "This feature Sets supported armours to calculate weapons differently: \n" + "Damage is divided into cutting and blunt, and MF armours will alter their ratings depending \n" + "Both weapons and ranged entities can be registered to deliver a certain ratio \n" + "Armours can't be registered, all coding needs to be hardwired into the code themselves \n" + "So this means mod armours can not support this, they need to have a system built-in to their own coding" + "But this ratio only effects armours that are told to. so it should have no effect on unsupported armours, being balanced as usual \n" + "Undefined weapon damages however have no effect either, but it will try and guess \n" + "This will also change change axes and blunt weapons to match blade damage (since armour is vulnerable to blunt"; ArmourCalculator.advancedDamageTypes = Boolean.parseBoolean(config.get(CATEGORY_ARMOUR, "Advanced Armour Calculator", true, AADesc).getString()); debug = config.get("###Enable Debug Mode###", "Debug Passcode", "").getString(); } }