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@@ -14,17 +14,17 @@ 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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"\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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"\nDefault value: "+MAX_BONUS_LEVEL_DEFAULT)
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private int maxBonusLevel = MAX_BONUS_LEVEL_DEFAULT;
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@Setting(value = "Max-Success-Chance", comment = "The maximum success chance for this Sub-Skill." +
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- "\nA value of 100.0 would be equivalent to 100% chance of success." +
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+ "\nA value of 100.0 would be equivalent to 100% chance of success." +
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"\nPlayers only have Max-Success-Chance when their skill level has reached the maximum bonus level." +
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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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- "\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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"\nDefault value: "+CHANCE_AT_MAX_SKILL_DEFAULT)
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private double chanceAtMaxSkill = CHANCE_AT_MAX_SKILL_DEFAULT;
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