Updated config comments.

This commit is contained in:
2026-01-18 00:18:48 +01:00
parent 7afc1956bb
commit 27634a9bdf

View File

@ -57,25 +57,31 @@ public final class Config {
boolean canReviveAcrossDimensions, int durability) { boolean canReviveAcrossDimensions, int durability) {
builder.push(name); builder.push(name);
CHARGE_COST = builder CHARGE_COST = builder
.comment("The charge cost to revive a player.\n" + .comment("""
"-1 means the cost is dynamic (follows the amount of deaths the target has)\n" + The amount of charges required to revive a player.
"Higher values set the charge cost to static, meaning that this will be the amount of charges needed to revive someone.") Set to -1 for dynamic cost that scales with a player's deaths.
""")
.defineInRange("chargeCost", chargeCost, -1, Integer.MAX_VALUE); .defineInRange("chargeCost", chargeCost, -1, Integer.MAX_VALUE);
CHARGE_COST_LIMIT = builder CHARGE_COST_LIMIT = builder
.comment("The max amount of charge this totem can hold at once. Only works with dynamic cost.") .comment("DYNAMIC COST REQUIRED. The max amount of charges the totem can hold at once.")
.defineInRange("chargeCostLimit", chargeCostLimit, 1, Integer.MAX_VALUE); .defineInRange("chargeCostLimit", chargeCostLimit, 1, Integer.MAX_VALUE);
CHARGE_COST_MULTIPLIER = builder CHARGE_COST_MULTIPLIER = builder
.comment("Charge cost multiplier. 0.5 means the charge cost will be 50% of the original cost. Only works with dynamic cost.") .comment("""
DYNAMIC COST REQUIRED. charge_cost = player_deaths * charge_cost_multiplier.
Note: The resulting cost will always be at least 1.
""")
.defineInRange("chargeCostMultiplier", chargeCostMultiplier, 0.01, 100); .defineInRange("chargeCostMultiplier", chargeCostMultiplier, 0.01, 100);
CAN_REVIVE_MORE_EXPENSIVE_TARGETS = builder CAN_REVIVE_MORE_EXPENSIVE_TARGETS = builder
.comment("Is the totem able to revive targets that cost more than the totems max charge?\n" + .comment("Allows players with a higher cost to be revived as long as the totem is fully charged.")
"This only applies if the totem is fully charged. (dynamic wont work if limit is 0)")
.define("canReviveMoreExpensiveTargets", canReviveMoreExpensiveTargets); .define("canReviveMoreExpensiveTargets", canReviveMoreExpensiveTargets);
CAN_REVIVE_ACROSS_DIMENSIONS = builder CAN_REVIVE_ACROSS_DIMENSIONS = builder
.comment("Is the totem able to revive targets across dimensions?") .comment("Allows players in different dimensions to be revived.")
.define("canReviveAcrossDimensions", canReviveAcrossDimensions); .define("canReviveAcrossDimensions", canReviveAcrossDimensions);
DURABILITY = builder DURABILITY = builder
.comment("The durability of the totem. 0 means unbreakable.") .comment("""
The durability of the totem.
Set to 0 to make the totem unbreakable.
""")
.defineInRange("durability", durability, 0, Integer.MAX_VALUE); .defineInRange("durability", durability, 0, Integer.MAX_VALUE);
builder.pop(); builder.pop();
} }