feat: Add config for flesh spells: fleshSpellsCauseSlowness, diamondFleshArmorBonus, diamondFleshArmorToughnessBonus, ironFleshArmorBonus, oakFleshArmorBonus, oakFleshHealthBonus

This commit is contained in:
WinDanesz
2025-09-01 01:44:52 +02:00
parent fe59a3c377
commit c04a9fd37b
5 changed files with 92 additions and 12 deletions
@@ -373,6 +373,19 @@ public final class Settings {
/** <b>[Synchronised]</b> Multiplier for condenser upgrade mana regeneration amount */
public double condenserAmountMultiplier = 1.0;
/** <b>[Synchronised]</b> Whether flesh spells (DiamondFlesh, IronFlesh, OakFlesh) apply slowness */
public boolean fleshSpellsCauseSlowness = true;
/** <b>[Synchronised]</b> Armor bonus for DiamondFlesh spell */
public double diamondFleshArmorBonus = 4.0;
/** <b>[Synchronised]</b> Armor toughness bonus for DiamondFlesh spell */
public double diamondFleshArmorToughnessBonus = 3.0;
/** <b>[Synchronised]</b> Armor bonus for IronFlesh spell */
public double ironFleshArmorBonus = 4.0;
/** <b>[Synchronised]</b> Armor bonus for OakFlesh spell */
public double oakFleshArmorBonus = 3.0;
/** <b>[Synchronised]</b> Health bonus for OakFlesh spell */
public double oakFleshHealthBonus = 0.2;
/**
* <b>[Synchronised]</b> The maximum number of blocks a bookshelf can be from an arcane workbench or lectern to be
@@ -974,6 +987,49 @@ public final class Settings {
condenserAmountMultiplier = property.getDouble();
propOrder.add(property.getName());
property = config.get(DIFFICULTY_CATEGORY, "fleshSpellsCauseSlowness", true,
"Whether flesh spells (DiamondFlesh, IronFlesh, OakFlesh) apply slowness. When disabled, these spells only provide their defensive benefits without movement penalty.");
property.setLanguageKey("config." + Wizardry.MODID + ".flesh_spells_cause_slowness");
Wizardry.proxy.setToNamedBooleanEntry(property);
property.requiresMcRestart();
fleshSpellsCauseSlowness = property.getBoolean();
propOrder.add(property.getName());
property = config.get(DIFFICULTY_CATEGORY, "diamondFleshArmorBonus", 4.0,
"Armor bonus provided by the DiamondFlesh spell.");
property.setLanguageKey("config." + Wizardry.MODID + ".diamond_flesh_armor_bonus");
property.setRequiresWorldRestart(true);
diamondFleshArmorBonus = property.getDouble();
propOrder.add(property.getName());
property = config.get(DIFFICULTY_CATEGORY, "diamondFleshArmorToughnessBonus", 3.0,
"Armor toughness bonus provided by the DiamondFlesh spell.");
property.setLanguageKey("config." + Wizardry.MODID + ".diamond_flesh_armor_toughness_bonus");
property.setRequiresWorldRestart(true);
diamondFleshArmorToughnessBonus = property.getDouble();
propOrder.add(property.getName());
property = config.get(DIFFICULTY_CATEGORY, "ironFleshArmorBonus", 4.0,
"Armor bonus provided by the IronFlesh spell.");
property.setLanguageKey("config." + Wizardry.MODID + ".iron_flesh_armor_bonus");
property.setRequiresWorldRestart(true);
ironFleshArmorBonus = property.getDouble();
propOrder.add(property.getName());
property = config.get(DIFFICULTY_CATEGORY, "oakFleshArmorBonus", 3.0,
"Armor bonus provided by the OakFlesh spell.");
property.setLanguageKey("config." + Wizardry.MODID + ".oak_flesh_armor_bonus");
property.setRequiresWorldRestart(true);
oakFleshArmorBonus = property.getDouble();
propOrder.add(property.getName());
property = config.get(DIFFICULTY_CATEGORY, "oakFleshHealthBonus", 0.2,
"Health bonus provided by the OakFlesh spell (as a multiplier, e.g., 0.2 = 20% increase).");
property.setLanguageKey("config." + Wizardry.MODID + ".oak_flesh_health_bonus");
property.setRequiresWorldRestart(true);
oakFleshHealthBonus = property.getDouble();
propOrder.add(property.getName());
// These two aren't sliders because using a slider makes it difficult to fine-tune the numbers; the nature of a
@@ -1324,7 +1380,7 @@ public final class Settings {
shrineFiles = getResourceLocationList(property);
propOrder.add(property.getName());
property = config.get(WORLDGEN_CATEGORY, "shrineRegenerationEnabled", true, "Whether conquered shrines should regenerate after a period of time. When disabled, shrines remain conquered permanently.");
property = config.get(WORLDGEN_CATEGORY, "shrineRegenerationEnabled", false, "Whether conquered shrines should regenerate after a period of time. When disabled, shrines remain conquered permanently.");
property.setLanguageKey("config." + Wizardry.MODID + ".shrine_regeneration_enabled");
shrineRegenerationEnabled = property.getBoolean();
propOrder.add(property.getName());