feat: Added damageTypePerElement setting (disabled by default). Pack makers now can implement support for .e.g Distinct Damage Definitions or other mods
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@@ -198,6 +198,9 @@ public final class Settings {
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public boolean playerBlockDamage = true;
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/** <b>[Server-only]</b> Whether spells cast by dispensers can destroy blocks in the world. */
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public boolean dispenserBlockDamage = true;
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/** <b>[Server-only]</b> Whether damage should be registered with the old system (wizardry_magic/indirect_wizardry_magic) prefixed damage with the elements like
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* necromancy_indirect_wizardry_magic, necromancy_wizardry_magic*/
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public boolean damageTypePerElement = false;
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/** <b>[Server-only]</b> Whether to revert to the old wand upgrade system, which only requires tomes of arcana. */
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public boolean legacyWandLevelling = false;
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/** <b>[Server-only]</b> Whether to tweak the blindness effect to reduce follow distance when used on non-players. */
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@@ -625,6 +628,15 @@ public final class Settings {
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dispenserBlockDamage = property.getBoolean();
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propOrder.add(property.getName());
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property = config.get(GAMEPLAY_CATEGORY, "damageTypePerElement", false,
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"Whether damage should be registered with the old system (wizardry_magic/indirect_wizardry_magic) prefixed damage with the elements like "
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+ "necromancy_indirect_wizardry_magic, necromancy_wizardry_magic. This is disabled by default to not break existing modpacks."
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+ "The intention of this setting is to allow differentiating various damage types for e.g. the Distinct Damage Descriptions mod");
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property.setLanguageKey("config." + Wizardry.MODID + ".damage_type_per_element");
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Wizardry.proxy.setToNamedBooleanEntry(property);
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damageTypePerElement = property.getBoolean();
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propOrder.add(property.getName());
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property = config.get(GAMEPLAY_CATEGORY, "playersMoveEachOther", true,
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"Whether to allow players to move other players around using magic.");
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property.setLanguageKey("config." + Wizardry.MODID + ".players_move_each_other");
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