Adds Description and Usage Strings

This commit is contained in:
vega1 2019-10-25 00:03:32 -07:00
parent 0423d218ee
commit afc0f0b68a
92 changed files with 207 additions and 206 deletions

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@ -15,8 +15,10 @@
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<stringAttribute key="org.eclipse.jdt.launching.PROJECT_ATTR" value="ProjectKorra"/> <stringAttribute key="org.eclipse.jdt.launching.PROJECT_ATTR" value="ProjectKorra"/>
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<stringAttribute key="org.eclipse.jdt.launching.WORKING_DIRECTORY" value="${workspace_loc:ProjectKorra}/test/server/"/> <stringAttribute key="org.eclipse.jdt.launching.WORKING_DIRECTORY" value="${workspace_loc:ProjectKorra}/test/server/"/>
</launchConfiguration> </launchConfiguration>

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@ -8,7 +8,7 @@ public class AirAgilityConfig extends AbilityConfig {
public final int SpeedPower = 3; public final int SpeedPower = 3;
public AirAgilityConfig() { public AirAgilityConfig() {
super(true, "", null); super(true, "Airbenders passively manipulate the air around them allowing them to run faster and jump higher.", null);
} }
@Override @Override

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@ -23,10 +23,9 @@ public class AirBlastConfig extends AbilityConfig {
public final double AvatarState_PushFactor_Others = 3.0; public final double AvatarState_PushFactor_Others = 3.0;
public AirBlastConfig() { public AirBlastConfig() {
super(true, "", ""); super(true, "AirBlast allows Airbenders to interact with their environment by pushing entities, items, doors, levers, buttons, and cooling lava. Airbenders can also use it to blast themselves in the air.", "Left Click in a direction of your choice \n Sneak then Left Click in a direction of your choice");
} }
@Override
public String getName() { public String getName() {
return "AirBlast"; return "AirBlast";
} }

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@ -18,7 +18,7 @@ public class AirBurstConfig extends AbilityConfig {
public final double AvatarState_Damage = 4; public final double AvatarState_Damage = 4;
public AirBurstConfig() { public AirBurstConfig() {
super(true, "", ""); super(true, "AirBurst creates an outward expanding sphere of air that knocks back everything in its path.", "Sneak until particles appear then\n Left Click to direct the burst forward or \n Release Sneak");
} }
@Override @Override

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@ -13,7 +13,7 @@ public class AirScooterConfig extends AbilityConfig {
public final boolean ShowSitting = true; public final boolean ShowSitting = true;
public AirScooterConfig() { public AirScooterConfig() {
super(true, "", ""); super(true, "AirScooter allows an Airbender to ride on a ball of air!", "Sprint, Jump, then Left Click. \nTIP: Look in the direction you would like to go");
} }
@Override @Override

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@ -16,7 +16,7 @@ public class AirShieldConfig extends AbilityConfig {
public final boolean AvatarState_Toggle = true; public final boolean AvatarState_Toggle = true;
public AirShieldConfig() { public AirShieldConfig() {
super(true, "", ""); super(true, "AirShield creates a shield of air around the bender to block incoming entities and projectiles.", "Sneak, keep holding to maintain the shield!");
} }
@Override @Override

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@ -12,7 +12,7 @@ public class AirSpoutConfig extends AbilityConfig {
public final double AvatarState_Height = 0; public final double AvatarState_Height = 0;
public AirSpoutConfig() { public AirSpoutConfig() {
super(true, "", ""); super(true, "AirSpout gives Airbenders limited flight capabilities.", "Left Click to toggle the spout.");
} }
@Override @Override

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@ -16,7 +16,7 @@ public class AirStreamConfig extends AbilityConfig {
public final long AvatarState_EntityCarryDuration = 20000; public final long AvatarState_EntityCarryDuration = 20000;
public AirStreamConfig() { public AirStreamConfig() {
super(true, "", ""); super(true, "AirStream allows Airbenders to control a large stream of air that grabs onto enemies allowing you to direct them temporarily.", "AirShield (Hold Shift) > AirSuction (Left Click) > AirBlast (Left Click)");
} }
@Override @Override

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@ -16,7 +16,7 @@ public class AirSuctionConfig extends AbilityConfig {
public final double AvatarState_PushFactor = 3.5; public final double AvatarState_PushFactor = 3.5;
public AirSuctionConfig() { public AirSuctionConfig() {
super(true, "", ""); super(true, "AirSuction is a basic ability that allows you to manipulation an entity's movement. It can be used to bring someone back to you when they're running away, or even to get yourself to great heights.", "\"\\n\" + \"(Pull) Left click while aiming at a target to pull them towards you.\" + \"\\n\" + \"(Manipulation) Sneak to select a point and then left click at a target or yourself to send you or your target to the point that you selected.");
} }
@Override @Override

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@ -15,7 +15,7 @@ public class AirSweepConfig extends AbilityConfig {
public final double AvatarState_Knockback = 5.0; public final double AvatarState_Knockback = 5.0;
public AirSweepConfig() { public AirSweepConfig() {
super(true, "", ""); super(true, "Sweep the air in front of you hitting multiple enemies, causing moderate damage and a large knockback. The radius and direction of AirSweep is controlled by moving your mouse in a sweeping motion. For example, if you want to AirSweep upward, then move your mouse upward right after you left click AirBurst", "AirSwipe (Left Click) > AirSwipe (Left Click) > AirBurst (Hold Shift) > AirBurst (Left Click)");
} }
@Override @Override

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@ -23,7 +23,7 @@ public class AirSwipeConfig extends AbilityConfig {
public final double AvatarState_Radius = 2; public final double AvatarState_Radius = 2;
public AirSwipeConfig() { public AirSwipeConfig() {
super(true, "", ""); super(true, "AirSwipe is the most commonly used damage ability in an airbender's arsenal. An arc of air will flow from you towards the direction you're facing, cutting and pushing back anything in its path. This ability will extinguish fires, cool lava, and cut things like grass, mushrooms, and flowers.", "\"\\n\" + \"(Uncharged) Simply left click to send an air swipe out that will damage targets that it comes into contact with.\" + \"\\n\" + \"(Charged) Hold sneak until particles appear, then release sneak to send a more powerful air swipe out that damages entity's that it comes into contact with.\"");
} }
@Override @Override

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@ -9,7 +9,7 @@ public class FlightConfig extends AbilityConfig {
public final double BaseSpeed = 1.25; public final double BaseSpeed = 1.25;
public FlightConfig() { public FlightConfig() {
super(true, "", ""); super(true, "Fly through the air as Zaheer and Guru Laghima did! This multiability allows for three modes of flight: soaring, gliding, and levitating. You can also right-click another player while flying to have them become your passenger! When flying at fast speeds, flying past nearby enemies will damage them for half your speed and knock them in the direction you're heading!", "\\n- (To start flying, jump and left-click)\\n- (Soar) Left-Click to change flying speeds.\\n- (Glide) Normal minecraft gliding. Slowing down or speeding up in this mode will affect the Soar speed.\\n- (Levitate) Basically minecraft flying, allowing players to fly around for building purposes or a more controlled 'hovering'.\\n- (Ending) Being in this mode sets any gliding and flight back the the state they were before using the ability.");
} }
@Override @Override

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@ -5,7 +5,7 @@ import com.projectkorra.projectkorra.configuration.configs.abilities.AbilityConf
public class GracefulDescentConfig extends AbilityConfig { public class GracefulDescentConfig extends AbilityConfig {
public GracefulDescentConfig() { public GracefulDescentConfig() {
super(true, "", null); super(true, "GracefulDescent is a passive ability which allows airbenders to make a gentle landing, negating all fall damage on any surface.", null);
} }
@Override @Override

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@ -29,7 +29,7 @@ public class SuffocateConfig extends AbilityConfig {
public final double AvatarState_Range = 20; public final double AvatarState_Range = 20;
public SuffocateConfig() { public SuffocateConfig() {
super(true, "", ""); super(true, "This ability is one of the most dangerous abilities an Airbender possesses. Although it is difficult to perform, it's extremely deadly once the ability starts, making it difficult for enemies to escape.", "Hold sneak while looking at a target to begin suffocating them. If the target goes out of range, you get damaged, or you release sneak, the ability will cancel.");
} }
@Override @Override

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@ -14,7 +14,7 @@ public class TornadoConfig extends AbilityConfig {
public final double Speed = 1; public final double Speed = 1;
public TornadoConfig() { public TornadoConfig() {
super(true, "", ""); super(true, "Tornado is one of the most powerful and advanced abilities that an Airbender knows. If the tornado meets a player or mob, it will push them around. Tornado can also be used to push back projectiles and used for mobility. Use a tornado directly under you to propel yourself upwards.", "Hold sneak and a tornado will form gradually wherever you look.");
} }
@Override @Override

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@ -17,7 +17,7 @@ public class TwisterConfig extends AbilityConfig {
public final double AvatarState_Range = 40; public final double AvatarState_Range = 40;
public TwisterConfig() { public TwisterConfig() {
super(true, "", ""); super(true, "Create a cyclone of air that travels along the ground grabbing nearby entities.", "AirShield (Tap Shift) > Tornado (Hold Shift) > AirBlast (Left Click)");
} }
@Override @Override

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@ -12,7 +12,7 @@ public class AcrobatStanceConfig extends AbilityConfig {
public final double ParalyzeChanceDecrease = 0; public final double ParalyzeChanceDecrease = 0;
public AcrobatStanceConfig() { public AcrobatStanceConfig() {
super(true, "", ""); super(true, "AcrobatStance gives a Chiblocker a higher probability of blocking a Bender's Chi while granting them a Speed and Jump Boost. It also increases the rate at which the hunger bar depletes.", "To use, simply left click to activate this stance. Left click once more to deactivate it.");
} }
@Override @Override

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@ -7,7 +7,7 @@ public class AcrobaticsConfig extends AbilityConfig {
public final double FallReductionFactor = 0.75; public final double FallReductionFactor = 0.75;
public AcrobaticsConfig() { public AcrobaticsConfig() {
super(true, "", null); super(true, "Acrobatics is a passive ability which negates all fall damage based on a percent chance.", null);
} }
@Override @Override

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@ -8,7 +8,7 @@ public class ChiAgilityConfig extends AbilityConfig {
public final int SpeedPower = 2; public final int SpeedPower = 2;
public ChiAgilityConfig() { public ChiAgilityConfig() {
super(true, "", null); super(true, "ChiAgility is a passive ability which enables chiblockers to run faster and jump higher.", null);
} }
@Override @Override

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@ -7,7 +7,7 @@ public class ChiSaturationConfig extends AbilityConfig {
public final double ExhaustionFactor = .5; public final double ExhaustionFactor = .5;
public ChiSaturationConfig() { public ChiSaturationConfig() {
super(true, "", null); super(true, "ChiSaturation is a passive ability which causes chiblockers' hunger to deplete at a slower rate.", null);
} }
@Override @Override

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@ -8,7 +8,7 @@ public class HighJumpConfig extends AbilityConfig {
public final double Height = 1.2; public final double Height = 1.2;
public HighJumpConfig() { public HighJumpConfig() {
super(true, "", ""); super(true, "HighJump gives the Chiblocker the ability to leap into the air. This ability is used for mobility, and is often used to dodge incoming attacks.", "To use, simply left click while standing on the ground.");
} }
@Override @Override

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@ -8,12 +8,12 @@ public class ImmobilizeConfig extends AbilityConfig {
public final long ParalyzeDuration = 4000; public final long ParalyzeDuration = 4000;
public ImmobilizeConfig() { public ImmobilizeConfig() {
super(true, "", ""); super(true, "Immobilizes the opponent for several seconds.", "QuickStrike > SwiftKick > QuickStrike > QuickStrike");
} }
@Override @Override
public String getName() { public String getName() {
return "Paralyze"; return "Immobilize";
} }
@Override @Override

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@ -8,7 +8,7 @@ public class ParalyzeConfig extends AbilityConfig {
public final long Duration = 2000; public final long Duration = 2000;
public ParalyzeConfig() { public ParalyzeConfig() {
super(true, "", ""); super(true, "Paralyzes the target, making them unable to do anything for a short period of time as they will be paralyzed where they're stood.", "");
} }
@Override @Override

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@ -9,7 +9,7 @@ public class QuickStrikeConfig extends AbilityConfig {
public final double ChiBlockChance = 35; public final double ChiBlockChance = 35;
public QuickStrikeConfig() { public QuickStrikeConfig() {
super(true, "", ""); super(true, "QuickStrike enables a chiblocker to quickly strike an enemy, potentially blocking their chi.", "Left click on a player to quick strike them.");
} }
@Override @Override

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@ -10,7 +10,7 @@ public class RapidPunchConfig extends AbilityConfig {
public final int TotalPunches = 3; public final int TotalPunches = 3;
public RapidPunchConfig() { public RapidPunchConfig() {
super(true, "", ""); super(true, "This ability allows the chiblocker to punch rapidly in a short period. To use, simply punch. This has a short cooldown.", "Punch a player to deal massive damage.");
} }
@Override @Override

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@ -9,7 +9,7 @@ public class SmokescreenConfig extends AbilityConfig {
public final double Radius = 3; public final double Radius = 3;
public SmokescreenConfig() { public SmokescreenConfig() {
super(true, "", ""); super(true, "Smokescreen, if used correctly, can serve as a defensive and offensive ability for Chiblockers. When used, a smoke bomb is fired which will blind anyone within a small radius of the explosion, allowing you to either get away, or move in for the kill.", "Left click and a smoke bomb will be fired in the direction you're looking.");
} }
@Override @Override

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@ -9,7 +9,7 @@ public class SwiftKickConfig extends AbilityConfig {
public final double ChiBlockChance = 75; public final double ChiBlockChance = 75;
public SwiftKickConfig() { public SwiftKickConfig() {
super(true, "", ""); super(true, "SwiftKick allows a chiblocker to swiftly kick an enemy, potentially blocking their chi.", "Jump and left click on a player to swift kick them.");
} }
@Override @Override

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@ -10,7 +10,7 @@ public class WarriorStanceConfig extends AbilityConfig {
public final int Resistance = -1; public final int Resistance = -1;
public WarriorStanceConfig() { public WarriorStanceConfig() {
super(true, "", ""); super(true, "WarriorStance is an advanced chiblocker technique that gives the chiblocker increased damage but makes them a tad more vulnerable. This ability is useful when finishing off weak targets.", "Left click to activate WarriorStance. Additionally, left click to disable it.");
} }
@Override @Override

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@ -12,7 +12,7 @@ public class CatapultConfig extends AbilityConfig {
public final long AvatarState_Cooldown = 2500; public final long AvatarState_Cooldown = 2500;
public CatapultConfig() { public CatapultConfig() {
super(true, "", ""); super(true, "Catapult is an advanced earthbending ability that allows you to forcefully push yourself using earth, reaching great heights. This technique is best used when travelling, but it can also be used to quickly escape a battle.", "Hold sneak until you see particles and hear a sound and then release to be propelled in the direction you're looking. Additionally, you can left-click to be propelled with less power.");
} }
@Override @Override

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@ -31,7 +31,7 @@ public class CollapseConfig extends AbilityConfig {
} }
public CollapseConfig() { public CollapseConfig() {
super(true, "", ""); super(true, "This ability is a basic earthbending ability that allows the earthbender great utility. It allows them to control earth blocks by compressing earth. Players and mobs can be trapped and killed if earth is collapsed and they're stuck inside it, meaning this move is deadly when in cave systems.", "Left click an earthbendable block. If there's space under that block, it will be collapsed. Alternatively, you can tap sneak to collapse multiple blocks at a time.");
} }
@Override @Override

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@ -7,7 +7,7 @@ public class DensityShiftConfig extends AbilityConfig {
public final long Duration = 500; public final long Duration = 500;
public DensityShiftConfig() { public DensityShiftConfig() {
super(true, "", null); super(true, "DensityShift is a passive ability which allows earthbenders to make a firm landing negating all fall damage on any earthbendable surface.", null);
} }
@Override @Override

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@ -13,7 +13,7 @@ public class EarthArmorConfig extends AbilityConfig {
public final int AvatarState_GoldHearts = 8; public final int AvatarState_GoldHearts = 8;
public EarthArmorConfig() { public EarthArmorConfig() {
super(true, "", ""); super(true, "This ability encases the Earthbender in armor, giving them protection. It is a fundamental earthbending technique that's used to survive longer in battles.", "Tap sneak while looking at an earthbendable block to bring those blocks towards you, forming earth armor. This ability will give you extra hearts and will be removed once those extra hearts are gone. You can disable this ability by holding sneak and left clicking with EarthArmor.");
} }
@Override @Override

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@ -18,7 +18,7 @@ public class EarthBlastConfig extends AbilityConfig {
public final double AvatarState_Damage = 5; public final double AvatarState_Damage = 5;
public EarthBlastConfig() { public EarthBlastConfig() {
super(true, "", ""); super(true, "EarthBlast is a basic yet fundamental earthbending ability. It allows you to deal rapid fire damage to your target to finish low health targets off or deal burst damage to them. Although it can be used at long range, it's potential is greater in close ranged combat.", "Tap sneak at an earthbendable block and then left click in a direction to send an earthblast. Additionally, you can left click again to change the direction of the earthblast. You can also redirect other earthbender's earth blast by left clicking. If the earth blast hits an entity it will deal damage and knockback.");
} }
@Override @Override

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@ -10,7 +10,7 @@ public class EarthDomeConfig extends AbilityConfig {
public final double Range = 25; public final double Range = 25;
public EarthDomeConfig() { public EarthDomeConfig() {
super(true, "", ""); super(true, "EarthDome allows earthbenders to surround themselves or another entity in earth, temporarily preventing anything from entering or escaping the dome.", "(Self) RaiseEarth (Right click) > Shockwave (Right click)\\\\n(Projection) RaiseEarth(Right click) > Shockwave (Left click)");
} }
@Override @Override

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@ -12,7 +12,7 @@ public class EarthGrabConfig extends AbilityConfig {
public final long TrapHitInterval = 250; public final long TrapHitInterval = 250;
public EarthGrabConfig() { public EarthGrabConfig() {
super(true, "", ""); super(true, "EarthGrab is one of the best defence abilities in an earthbender's arsenal. It allows you to trap someone who is running away so that you can catch up to someone. It is also of great utility use to an earthbender. It can be used to drag items, arrows, and crops that are on earthbendable blocks towards you, saving you the time of running to get them.", "(Grab) To grab an entity, left click in the direction of the target. Your power will be sent through the earth, and then it will reach up and root them in their spot upon contact. The ability can be manually be disabled by sneaking or clicking again on the EarthGrab slot.\" + \"\\n\" + \"(Drag) To drag items towards you, sneak\" + \"\\n(Escaping) To escape, the trap must be destroyed or the user damaged. The trap can be destroyed by damage or the trapped entity right-clicking it a certain number of times. Additionally, forcefully moving the entity with another earth ability destroys the trap.");
} }
@Override @Override

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@ -12,7 +12,7 @@ public class EarthPillarsConfig extends AbilityConfig {
public final double FallHeightThreshold = 15; public final double FallHeightThreshold = 15;
public EarthPillarsConfig() { public EarthPillarsConfig() {
super(true, "", ""); super(true, "Send players and entities flying into the air and possibly stunning them by raising pillars of earth under their feet, dealing damage initally as well. This combo can also be used by falling from high off the ground and landing while on the Catapult ability", "Shockwave (Tap sneak) > Shockwave (Hold sneak) > Catapult (Release sneak)");
} }
@Override @Override

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@ -54,7 +54,7 @@ public class EarthSmashConfig extends AbilityConfig {
} }
public EarthSmashConfig() { public EarthSmashConfig() {
super(true, "", ""); super(true, "EarthSmash is an advanced earthbending technique that has lots of utility. It can be comboed with abilities such as Shockwave, but also be used for mobility and to produce high damage. EarthSmash is great for escaping when at low health.", "(Smash) Hold sneak until particles appear, then release sneak while looking at an earthbendable block which will raise an earth boulder. Then, hold sneak while looking at this boulder to control it. Left click to send the bounder in the direction you're facing, damanging entities and knocking them back.\" + \"\\n\" + \"(Ride) After you have created an earth boulder, hold sneak and right click on the boulder to ride it. You will now ride the boulder in whatever direction you look. Additionally, you can ride the boulder by going on top of it and holding sneak. If you come into contact with an entity while riding the boulder, it will drag them along with you. If you left go of sneak, the ability will cancel.");
} }
@Override @Override

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@ -18,7 +18,7 @@ public class EarthTunnelConfig extends AbilityConfig {
public final double AvatarState_MaxRadius = 8; public final double AvatarState_MaxRadius = 8;
public EarthTunnelConfig() { public EarthTunnelConfig() {
super(true, "", ""); super(true, "Earth Tunnel is a completely utility ability for earthbenders. It allows you to dig a hole that lowers players down while you continue the ability, create fast escape routes or just great for making your own cave systems.", "Hold sneak while looking at an earthbendable block to tunnel the blocks away. If you release sneak or look at a block that isn't earthbendable, the ability will cancel.");
} }
@Override @Override

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@ -10,7 +10,7 @@ public class ExtractionConfig extends AbilityConfig {
public final int TripleLootChance = 15; public final int TripleLootChance = 15;
public ExtractionConfig() { public ExtractionConfig() {
super(true, "", ""); super(true, "This ability allows metalbenders to extract the minerals from ore blocks. This ability is extremely useful for gathering materials as it has a chance to extract double or tripple the ores.", "Tap sneak while looking at an earthbendable ore to extract the ore.");
} }
@Override @Override

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@ -36,7 +36,7 @@ public class LavaFlowConfig extends AbilityConfig {
public final double AvatarState_ClickRadius = 20; public final double AvatarState_ClickRadius = 20;
public LavaFlowConfig() { public LavaFlowConfig() {
super(true, "", ""); super(true, "LavaFlow is an extremely advanced, and dangerous ability. It allows the earthbender to create pools of lava around them, or to solidify existing lava. This ability can be deadly when comboed with EarthGrab.", "(Flow) Hold sneak and lava will begin expanding outwards. Once the lava has stopped expanding, you can release sneak. Additionally, if you tap sneak the lava you created will revert back to the earthbendable block.\" + \"\\n\" + \"(Lava Pool) Left click to slowly transform earthbendable blocks into a pool of lava.\" + \"\\n\" + \"(Solidify) Left click on lava to solidify it, turning it to stone.");
} }
@Override @Override

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@ -35,7 +35,7 @@ public class MetalClipsConfig extends AbilityConfig {
} }
public MetalClipsConfig() { public MetalClipsConfig() {
super(true, "", ""); super(true, "MetalClips is an advanced metalbending ability that allows you to take control of a fight. It gives the metalbender the ability to control an entity, create space between them and a player and even added utility.", "(Clips) This ability requires iron ingots in your inventory. Left click to throw an ingot at an entity, dealing damage to them. This ingot will form into armor, wrapping itself around the entity. Once enough armor pieces are around the entity, you can then control them. To control them, hold sneak while looking at them and then they will be moved in the direction you look. Additionally, you can release sneak to throw them in the direction you're looking.\" + \"\\n\" + \"(Magnet) Hold sneak with this ability to pull iron ingots towards you.\"");
} }
@Override @Override

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@ -32,7 +32,7 @@ public class RaiseEarthConfig extends AbilityConfig {
} }
public RaiseEarthConfig() { public RaiseEarthConfig() {
super(true, "", ""); super(true, "RaiseEarth is a basic yet useful utility move. It has the potential to allow the earthbender to create great escape routes by raising earth underneath them to propell themselves upwards. It also offers synergy with other moves, such as shockwave. RaiseEarth is often used to block incoming abilities.", "(Pillar) To raise a pillar of earth, left click on an earthbendable block.\" + \"\\n\" + \"(Wall) To raise a wall of earth, tap sneak on an earthbendable block.");
} }
@Override @Override

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@ -19,7 +19,7 @@ public class ShockwaveConfig extends AbilityConfig {
public final double AvatarState_Knockback = 2.0; public final double AvatarState_Knockback = 2.0;
public ShockwaveConfig() { public ShockwaveConfig() {
super(true, "", ""); super(true, "Shockwave is one of the most powerful earthbending abilities. It allows the earthbender to deal mass damage to everyone around them and knock them back. It's extremely useful when fighting more than one target or if you're surrounded by mobs.", "Hold sneak until you see particles and then release sneak to send a wave of earth outwards, damaging and knocking entities back that it collides with. Additionally, instead of releasing sneak you can send a cone of earth forwards by left clicking. If you are on the Shockwave slot and you fall from a great height, your Shockwave will automatically activate.");
} }
@Override @Override

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@ -5,13 +5,13 @@ import com.projectkorra.projectkorra.configuration.configs.abilities.AbilityConf
public class TremorsenseConfig extends AbilityConfig { public class TremorsenseConfig extends AbilityConfig {
public final long Cooldown = 0; public final long Cooldown = 0;
public final byte LightThreshold = 0; public final byte LightThreshold = 7;
public final int MaxDepth = 0; public final int MaxDepth = 12;
public final int StickyRange = 0; public final int StickyRange = 5;
public final int Radius = 0; public final int Radius = 1;
public TremorsenseConfig() { public TremorsenseConfig() {
super(true, "", ""); super(true, "This is a pure utility ability for earthbenders. If you are in an area of low-light and are standing on top of an earthbendable block, this ability will automatically turn that block into glowstone, visible *only by you*. If you lose contact with a bendable block, the light will go out as you have lost contact with the earth and cannot 'see' until you can touch earth again. Additionally, if you click with this ability selected, smoke will appear above nearby earth with pockets of air beneath them.", "Simply left click while on an earthbendable block.");
} }
@Override @Override

View file

@ -22,7 +22,7 @@ public class BlazeConfig extends AbilityConfig {
} }
public BlazeConfig() { public BlazeConfig() {
super(true, "", ""); super(true, "Blaze is a basic firebending technique that can be extremely deadly if used right. It's useful to stop people from chasing you or to create space between you and other players.", "Left click to send an arc of fire in the direction you're facing that will burn entities in its path. Additionally, you can tap sneak to send a blaze all around you.");
} }
@Override @Override

View file

@ -13,7 +13,7 @@ public class CombustionConfig extends AbilityConfig {
public final boolean BreakBlocks = true; public final boolean BreakBlocks = true;
public CombustionConfig() { public CombustionConfig() {
super(true, "", ""); super(true, "ombustion is a special firebending technique that's extremely deadly. It allows you to create a powerful blast to deal immense damage to players at long range.", "Tap sneak to send a combustion out in the direction you're looking. It will explode on impact, or you can left click to manually expload it. This deals damage to players who are in radius of the blast.");
} }
@Override @Override

View file

@ -37,7 +37,7 @@ public class FireBlastConfig extends AbilityConfig {
} }
public FireBlastConfig() { public FireBlastConfig() {
super(true, "", ""); super(true, "FireBlast is the most fundamental bending technique of a firebender. It allows the firebender to create mass amounts of fire blasts to constantly keep damaging an entity. It's great for rapid fire successions to deal immense damage.", "\\n\" + \"(Ball) Left click to send out a ball of fire that will deal damage and knockback entities it hits. Additionally, this ability can refuel furnace power if the blast connects with a furnace.\" + \"\\n\" + \"(Blast) Hold sneak until you see particles and then release sneak to send out a powerful fire blast outwards. This deals damage and knocks back anyone it hits, while exploding on impact.");
} }
@Override @Override

View file

@ -18,7 +18,7 @@ public class FireBurstConfig extends AbilityConfig {
public final double AvatarState_Damage = 6; public final double AvatarState_Damage = 6;
public FireBurstConfig() { public FireBurstConfig() {
super(true, "", ""); super(true, "FireBurst is an advanced firebending technique that has a large range and the potential to deal immense damage. It's incredibly useful when surrounded by lots of mobs, to damage them all at once.", "Hold sneak until you see particles and then release sneak to send out a sphere of fire expanding outwards, damaging anything it hits. Additionally, you can left click instead of releasing sneak to send the fire burst into one direction only.");
} }
@Override @Override

View file

@ -12,7 +12,7 @@ public class FireJetConfig extends AbilityConfig {
public final boolean AvatarState_Toggle = true; public final boolean AvatarState_Toggle = true;
public FireJetConfig() { public FireJetConfig() {
super(true, "", ""); super(true, "FireJet is a fundamental utility move for firebenders. It allows the firebender to blast fire behind them to propel them forward, which can prevent them from taking fall damage or to escape from deadly situations.", "Left click to propel yourself in the direction you're looking. Additionally, left click while flying to cancel the jet.");
} }
@Override @Override

View file

@ -13,7 +13,7 @@ public class FireKickConfig extends AbilityConfig {
public final double AvatarState_Range = 0; public final double AvatarState_Range = 0;
public FireKickConfig() { public FireKickConfig() {
super(true, "", ""); super(true, "A short ranged arc of fire launches from the player's feet dealing moderate damage to enemies.", "FireBlast > FireBlast > (Hold sneak) > FireBlast");
} }
@Override @Override

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@ -12,8 +12,8 @@ public class FireShieldConfig extends AbilityConfig {
public final long Cooldown = 0; public final long Cooldown = 0;
public final long Duration = 0; public final long Duration = 0;
public final double Radius = 0; public final double Radius = 1.5;
public final double FireTicks = 0; public final double FireTicks = 1;
} }
@ -21,13 +21,13 @@ public class FireShieldConfig extends AbilityConfig {
public final long Cooldown = 0; public final long Cooldown = 0;
public final long Duration = 0; public final long Duration = 0;
public final double Radius = 0; public final double Radius = 3;
public final double FireTicks = 0; public final double FireTicks = 1;
} }
public FireShieldConfig() { public FireShieldConfig() {
super(true, "", ""); super(true, "FireShield is a basic defensive ability that allows a firebender to block projectiles or other bending abilities. It's useful while fighting off skeletons, or while trying to block bending abilities at low health.", "Hold sneak to create a fire shield around you that will block projectiles and other bending abilities. Additionally, left click to create a temporary fire shield. If entities step inside this fire shield, they will be ignited.");
} }
@Override @Override

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@ -4,18 +4,18 @@ import com.projectkorra.projectkorra.configuration.configs.abilities.AbilityConf
public class FireSpinConfig extends AbilityConfig { public class FireSpinConfig extends AbilityConfig {
public final long Cooldown = 0; public final long Cooldown = 4500;
public final double Damage = 0; public final double Damage = 3;
public final double Range = 0; public final double Range = 12;
public final double Speed = 0; public final double Speed = 25;
public final double Knockback = 0; public final double Knockback = 1.5;
public final double AvatarState_Damage = 0; public final double AvatarState_Damage = 6;
public final double AvatarState_Range = 0; public final double AvatarState_Range = 20;
public final double AvatarState_Knockback = 0; public final double AvatarState_Knockback = 2.0;
public FireSpinConfig() { public FireSpinConfig() {
super(true, "", ""); super(true, "A circular array of fire that causes damage and massive knockback to nearby enemies.", "FireBlast > FireBlast > FireShield (Left Click) > FireShield (Tap Shift");
} }
@Override @Override

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@ -4,21 +4,21 @@ import com.projectkorra.projectkorra.configuration.configs.abilities.AbilityConf
public class FireWheelConfig extends AbilityConfig { public class FireWheelConfig extends AbilityConfig {
public final long Cooldown = 0; public final long Cooldown = 3000;
public final double Damage = 0; public final double Damage = 3;
public final double Range = 0; public final double Range = 30;
public final double Speed = 0; public final double Speed = 25;
public final double FireTicks = 0; public final double FireTicks = 1;
public final int Height = 0; public final int Height = 2;
public final double AvatarState_Damage = 0; public final double AvatarState_Damage = 3000;
public final double AvatarState_Range = 0; public final double AvatarState_Range = 30;
public final double AvatarState_Speed = 0; public final double AvatarState_Speed = 25;
public final double AvatarState_FireTicks = 0; public final double AvatarState_FireTicks = 1;
public final int AvatarState_Height = 0; public final int AvatarState_Height = 2;
public FireWheelConfig() { public FireWheelConfig() {
super(true, "", ""); super(true, "A high-speed wheel of fire that travels along the ground for long distances dealing high damage.", "FireShield (Hold Shift) > Right Click a block in front of you twice > Switch to Blaze > Release Shift");
} }
@Override @Override

View file

@ -42,7 +42,7 @@ public class HeatControlConfig extends AbilityConfig {
} }
public HeatControlConfig() { public HeatControlConfig() {
super(true, "", ""); super(true, "HeatControl is a fundamental firebending technique that allows the firebender to control and manipulate heat. This ability is extremely useful for ensuring that you're protected from your own fire and fire from that of other firebenders. It's also offers utility by melting ice or cooking food.", "\n" + "(Melt) To melt ice, simply left click while looking at ice." + "\n" + "(Solidify) To solidify lava, hold sneak while looking at lava while standing still and it will start to solidify the lava pool you're looking at." + "\n" + "(Extinguish) To extinguish nearby fire or yourself, simply tap sneak." + "\n" + "(Cook) To cook food, place the raw food on your HeatControl slot and hold sneak. The food will then begin to cook.");
} }
@Override @Override

View file

@ -5,12 +5,12 @@ import com.projectkorra.projectkorra.configuration.configs.abilities.AbilityConf
public class IlluminationConfig extends AbilityConfig { public class IlluminationConfig extends AbilityConfig {
public final long Cooldown = 0; public final long Cooldown = 0;
public final double Range = 0; public final double Range = 3;
public final byte LightThreshold = 0; public final byte LightThreshold = 7;
public final boolean Passive = true; public final boolean Passive = true;
public IlluminationConfig() { public IlluminationConfig() {
super(true, "", ""); super(true, "Illumination is a basic firebending technique that allows firebenders to manipulate their fire to create a light source. This ability will automatically activate when you're in low light.", "Left click to enable. Additionally, left click to disable.");
} }
@Override @Override

View file

@ -4,12 +4,12 @@ import com.projectkorra.projectkorra.configuration.configs.abilities.AbilityConf
public class JetBlastConfig extends AbilityConfig { public class JetBlastConfig extends AbilityConfig {
public final long Cooldown = 0; public final long Cooldown = 8000;
public final long Duration = 0; public final long Duration = 5500;
public final double Speed = 0; public final double Speed = 0.725;
public JetBlastConfig() { public JetBlastConfig() {
super(true, "", ""); super(true, "Create an explosive blast that propels your FireJet at higher speeds.", "FireJet (Tap Shift) > FireJet (Tap Shift) > FireShield (Tap Shift) > FireJet");
} }
@Override @Override

View file

@ -14,7 +14,7 @@ public class JetBlazeConfig extends AbilityConfig {
public final double AvatarState_FireTicks = 0; public final double AvatarState_FireTicks = 0;
public JetBlazeConfig() { public JetBlazeConfig() {
super(true, "", ""); super(true, "Damages and burns all enemies in the proximity of your FireJet.", "FireJet (Tap Shift) > FireJet (Tap Shift) > Blaze (Tap Shift) > FireJet");
} }
@Override @Override

View file

@ -26,7 +26,7 @@ public class LightningConfig extends AbilityConfig {
public final double AvatarState_Damage = 0; public final double AvatarState_Damage = 0;
public LightningConfig() { public LightningConfig() {
super(true, "", ""); super(true, "Lightning is an advanced firebending technique. It allows you to create lightning and manipulate it towards a target to deal immense damage.", "\n" + "(Lightning) Hold sneak to create lightning until particles appear, then release sneak to send lightning in the direction you're looking. This deals damage to entities that it hits and has a chance to stun them for a short duration." + "\n" + "(Redirection) When someone has fired a lightning strike at you, you can hold sneak to absorb this lightning and then release sneak to fire it back.");
} }
@Override @Override

View file

@ -22,7 +22,7 @@ public class WallOfFireConfig extends AbilityConfig {
public final double AvatarState_FireTicks = 0; public final double AvatarState_FireTicks = 0;
public WallOfFireConfig() { public WallOfFireConfig() {
super(true, "", ""); super(true, "WallOfFire is an advanced firebending technique that can be used aggressively or defensively. It's incredibly useful when trying to block off opponents from chasing you or to back them into corners.", "Left click to create a fire wall at the location you clicked. This fire wall will damage entities that run into it and deal knockback.");
} }
@Override @Override

View file

@ -15,7 +15,7 @@ public class BloodbendingConfig extends AbilityConfig {
public final boolean CanBloodbendOtherBloodbenders = false; public final boolean CanBloodbendOtherBloodbenders = false;
public BloodbendingConfig() { public BloodbendingConfig() {
super(true, "", ""); super(true, "Bloodbending is one of the most unique bending abilities that existed and it has immense power, which is why it was made illegal in the Avatar universe. People who are capable of bloodbending are immune to your technique, and you are immune to theirs.", "\n" + "(Control) Hold sneak while looking at an entity to bloodbend them. You will then be controlling the entity, making them move wherever you look." + "\n" + "(Throw) While bloodbending an entity, left click to throw that entity in the direction you're looking.");
} }
@Override @Override

View file

@ -9,7 +9,7 @@ public class FastSwimConfig extends AbilityConfig {
public final double SpeedFactor = 0.7; public final double SpeedFactor = 0.7;
public FastSwimConfig() { public FastSwimConfig() {
super(true, "", null); super(true, "FastSwim is a passive ability for waterbenders allowing them to travel quickly through the water. Simple hold shift while underwater to propel yourself forward.", null);
} }
@Override @Override

View file

@ -13,7 +13,7 @@ public class HealingWatersConfig extends AbilityConfig {
public final boolean EnableParticles = true; public final boolean EnableParticles = true;
public HealingWatersConfig() { public HealingWatersConfig() {
super(true, "", ""); super(true, "HealingWaters is an advanced waterbender skill that allows the player to heal themselves or others from the damage they've taken. If healing another player, you must continue to look at them to channel the ability.", "Hold sneak to begin healing yourself or right click while sneaking to begin healing another player. You or the player must be in water and damaged for this ability to work, or you need to have water bottles in your inventory.");
} }
@Override @Override

View file

@ -5,7 +5,7 @@ import com.projectkorra.projectkorra.configuration.configs.abilities.AbilityConf
public class HydroSinkConfig extends AbilityConfig { public class HydroSinkConfig extends AbilityConfig {
public HydroSinkConfig() { public HydroSinkConfig() {
super(true, "", null); super(true, "Hydrosink is a passive ability for waterbenders enabling them to softly land on any waterbendable surface, cancelling all damage.", null);
} }
@Override @Override

View file

@ -17,7 +17,7 @@ public class IceBlastConfig extends AbilityConfig {
public final double AvatarState_Range = 25; public final double AvatarState_Range = 25;
public IceBlastConfig() { public IceBlastConfig() {
super(true, "", ""); super(true, "IceBlast is a powerful ability that deals damage to entities it comes into contact with. Because IceBlast's travel time is pretty quick, it's increddibly useful for finishing off low health targets.", "Tap sneak while looking at an ice block and then click in a direction to send an ice blast in that direction.");
} }
@Override @Override

View file

@ -16,7 +16,7 @@ public class IceBulletConfig extends AbilityConfig {
public final long AvatarState_Cooldown = 3000; public final long AvatarState_Cooldown = 3000;
public IceBulletConfig() { public IceBulletConfig() {
super(true, "", ""); super(true, "Using a large cavern of ice, you can punch ice shards at your opponent causing moderate damage. To rapid fire, you must alternate between Left clicking and right clicking with IceBlast.", "WaterBubble (Tap Shift) > IceBlast (Hold Shift) > Wait for ice to Form > Then alternate between Left and Right click with IceBlast");
} }
@Override @Override

View file

@ -63,7 +63,7 @@ public class IceSpikeConfig extends AbilityConfig {
} }
public IceSpikeConfig() { public IceSpikeConfig() {
super(true, "", ""); super(true, "This ability offers a powerful ice utility for Waterbenders. It can be used to fire an ice blast or raise an ice spike. If the ice blast or ice spike comes into contact with another entity, it will give them slowness and deal some damage to them.", "\n" + "(Blast) Tap sneak on a water source and then left click in a direction to fire an ice blast in a direction. Additionally, you can left click to manipulate the ice blast while it's in the air to change the direction of the blast." + "\n" + "(Spike) While in range of ice, tap sneak to raise ice pillars from the ice. If a player is caught in these ice pillars they will be propelled into the air. You cannot be looking at ice or water or this feature will not activate. Alternatively, you can left click an ice block to raise a single pilar of ice.");
} }
@Override @Override

View file

@ -14,7 +14,7 @@ public class IceWaveConfig extends AbilityConfig {
public final double AvatarState_Damage = 5; public final double AvatarState_Damage = 5;
public IceWaveConfig() { public IceWaveConfig() {
super(true, "", ""); super(true, "PhaseChange your WaterWave into an IceWave that freezes and damages enemies.", "Create a WaterSpout Wave > PhaseChange (Left Click)");
} }
@Override @Override

View file

@ -21,7 +21,7 @@ public class OctopusFormConfig extends AbilityConfig {
public final double AvatarState_Radius = 5; public final double AvatarState_Radius = 5;
public OctopusFormConfig() { public OctopusFormConfig() {
super(true, "", ""); super(true, "OctopusForm is one of the most advanced abilities in a waterbender's aresenal. It has the possibility of doing high damage to anyone it comes into contact with.", "Left click a water source and then hold sneak to form a set of water tentacles. This ability will channel as long as you are holding sneak. Additionally, if you left click this ability will whip targets you're facing dealing damage and knockback, if they're in range.");
} }
@Override @Override

View file

@ -29,7 +29,7 @@ public class PhaseChangeConfig extends AbilityConfig {
} }
public PhaseChangeConfig() { public PhaseChangeConfig() {
super(true, "", ""); super(true, "PhaseChange is one of the most useful utility moves that a waterbender possess. This ability is better used when fighting, allowing you to create a platform on water that you can fight on and being territorial by manipulating your environment. It's also useful for travelling across seas.", "\n" + "(Melt) To melt ice, hold sneak while looking at an ice block." + "\n" + "(Freeze) To freeze water and turn it into ice, simply left click at water. This ice will stay so long as you are in range, otherwise it will revert back to water. This only freezes the top layer of ice.");
} }
@Override @Override

View file

@ -37,7 +37,7 @@ public class SurgeConfig extends AbilityConfig {
} }
public SurgeConfig() { public SurgeConfig() {
super(true, "", ""); super(true, "Surge offers great utility and is one of the most important defence abilities for waterbender's. It can be used to push entities back, used to push yourself in a direction, trap entities and protect yourself with a shield.", "\n" + "(Shield) Left click on a water source and then hold sneak while looking up to create a water shield that will move wherever you look. Additionally, you can left click to turn this shield into ice. If you let go of sneak at any point, this ability will cancel." + "\n" + "(Surge) Tap sneak at a water source and click in a direction to fire a surge of water that will knock entities back. Additionally, if you tap sneak again before the surge reaches an entity, when it hits them it will encase them in ice.");
} }
@Override @Override

View file

@ -40,7 +40,7 @@ public class TorrentConfig extends AbilityConfig {
} }
public TorrentConfig() { public TorrentConfig() {
super(true, "", ""); super(true, "Torrent is one of the strongest moves in a waterbender's arsenal. It has the potential to do immense damage and to be comboed with other abilities to perform a deal a large damage burst. Torrent is fundamental for waterbender's.", "\n" + "(Torrent) Left click at a water source and hold sneak to form the torrent. Then, left click and the torrent will shoot out, moving in the direction you're looking. If the torrent hits an entity, it can drag them and deal damage. Additionally, if you left click before the torrent hits a surface or entity it will freeze on impact." + "\n" + "(Wave) Left click a water source and hold sneak to form a torrent around you. Then, release sneak to send a wave of water expanding outwards every direction that will push entities back.");
} }
@Override @Override

View file

@ -90,7 +90,7 @@ public class WaterArmsConfig extends AbilityConfig {
} }
public WaterArmsConfig() { public WaterArmsConfig() {
super(true, "", ""); super(true, "One of the most diverse moves in a Waterbender's arsenal, this move creates tendrils \" + \"of water from the players arms to emulate their actual arms. It has the potential to do a variety of things that can either do mass amounts of damage, or used for mobility.", "To activate this ability, tap sneak at a water source. Additionally, to de-activate this ability, hold sneak and left click." + "\n" + "(Pull) Left click at a target and your arms will expand outwards, pulling entities towards you if they're in range." + "\n" + "(Punch) Left click and one arm will expand outwards, punching anyone it hits and dealing damage." + "\n" + "(Grapple) Left click to send your arms forward, pulling you to whatever surface they land on." + "\n" + "(Grab) Left click to grab an entity that's in range. They will then be controlled and moved in whatever direction you look. Additionally, if you left click again you can throw the target that you're controlling." + "\n" + "(Freeze) Left click to rapidly fire ice blasts at a target, damaging the target and giving them slowness." + "\n" + "(Spear) Left click to send an ice spear out, damaging and freezing whoever it hits in ice blocks.");
} }
@Override @Override

View file

@ -10,7 +10,7 @@ public class WaterBubbleConfig extends AbilityConfig {
public final boolean MustStartAboveWater = true; public final boolean MustStartAboveWater = true;
public WaterBubbleConfig() { public WaterBubbleConfig() {
super(true, "", ""); super(true, "WaterBubble is a basic waterbending ability that allows the bender to create air pockets under water. This is incredibly useful for building under water.", "Hold sneak when in range of water to push the water back and create a water bubble. Alternatively, you can click to create a bubble for a short amount of time.");
} }
@Override @Override

View file

@ -16,7 +16,7 @@ public class WaterManipulationConfig extends AbilityConfig {
public final double AvatarState_Damage = 4; public final double AvatarState_Damage = 4;
public WaterManipulationConfig() { public WaterManipulationConfig() {
super(true, "", ""); super(true, "WaterManipulation is a fundamental ability for waterbenders. Although it is a basic move, it allows for fast damage due to its rapid fire nature, which is incredibly useful when wanting to finish off low health targets.", "Tap sneak on a water source and left click to send a water manipulation to the point that you clicked. Additionally, you can left click again to change the direction of this move. This includes other players' WaterManipulations.");
} }
@Override @Override

View file

@ -31,7 +31,7 @@ public class WaterSpoutConfig extends AbilityConfig {
} }
public WaterSpoutConfig() { public WaterSpoutConfig() {
super(true, "", ""); super(true, "This ability provides a Waterbender with a means of transportation. It's the most useful mobility move that a waterbender possesses and is great for chasing down targets or escaping.", "\n" + "(Spout) Left click to activate a spout beneath you and hold spacebar to go higher. If you wish to go lower, simply hold sneak. To disable this ability, left click once again." + "\n" + "(Wave) Left click a water source and hold sneak until water has formed around you. Then, release sneak to ride a water wave that transports you in the direction you're looking. To cancel this water wave, left click with WaterSpout.");
} }
@Override @Override

View file

@ -2,7 +2,7 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class DebugCommandConfig extends CommandConfig { public class DebugCommandConfig extends CommandConfig {
public final String SuccessfullyExported = ""; public final String SuccessfullyExported = "Debug File Created as debug.txt in the ProjectKorra plugin folder.\\nPut contents on pastie.org and create a bug report on the ProjectKorra forum if you need to.'";
public DebugCommandConfig() { public DebugCommandConfig() {
super(""); super("");

View file

@ -2,11 +2,11 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class DisplayCommandConfig extends CommandConfig { public class DisplayCommandConfig extends CommandConfig {
public final String NoCombosAvailable = ""; public final String NoCombosAvailable = "There are no {element} combos available.";
public final String NoPassivesAvailable = ""; public final String NoPassivesAvailable = "There are no {element} passives available.";
public final String NoAbilitiesAvailable = ""; public final String NoAbilitiesAvailable = "There are no {element} abilities available.";
public final String InvalidArgument = ""; public final String InvalidArgument = "Error: Invalid argument!";
public final String NoBinds = ""; public final String NoBinds = "You do not have any abilities bound.\\nIf you would like to see a list of available abilities, please use the /bending display [Element] command. Use /bending help for more information.";
public DisplayCommandConfig() { public DisplayCommandConfig() {
super(""); super("");

View file

@ -2,12 +2,12 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class HelpCommandConfig extends CommandConfig { public class HelpCommandConfig extends CommandConfig {
public final String Required = ""; public final String Required = "REQUIRED";
public final String Optional = ""; public final String Optional = "OPTIONAL";
public final String ProperUsage = ""; public final String ProperUsage = "Proper Usage: {command1} or {command2}";
public final String LearnMore = ""; public final String LearnMore = "Learn more on our wiki!";
public final String InvalidTopic = ""; public final String InvalidTopic = "That isn't a valid help topic. Use /bending help for more information.";
public final String Usage = ""; public final String Usage = "USAGE:";
public final String RPGUsage = ""; public final String RPGUsage = "";
public final String SpiritsUsage = ""; public final String SpiritsUsage = "";
public final String ItemsUsage = ""; public final String ItemsUsage = "";

View file

@ -2,8 +2,8 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class InvincibleCommandConfig extends CommandConfig { public class InvincibleCommandConfig extends CommandConfig {
public final String ToggledOn = ""; public final String ToggledOn = "Bending invincibility toggled on";
public final String ToggledOff = ""; public final String ToggledOff = "Bending invincibility toggled off";
public InvincibleCommandConfig() { public InvincibleCommandConfig() {
super(""); super("");

View file

@ -2,11 +2,11 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class PermaremoveCommandConfig extends CommandConfig { public class PermaremoveCommandConfig extends CommandConfig {
public final String PlayerOffline = ""; public final String PlayerOffline = "Error: Player is offline!";
public final String Restored = ""; public final String Restored = "Your bending has been restored";
public final String Restored_Other = ""; public final String Restored_Other = "You have restored the bending of {target}.";
public final String Removed = ""; public final String Removed = "Your bending has been permanently removed.";
public final String Removed_Other = ""; public final String Removed_Other = "You have removed the bending of {target}.";
public PermaremoveCommandConfig() { public PermaremoveCommandConfig() {
super(""); super("");

View file

@ -2,19 +2,19 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class PresetCommandConfig extends CommandConfig { public class PresetCommandConfig extends CommandConfig {
public final String NoPresets = ""; public final String NoPresets = "Error: You do not have any presets.";
public final String NoPresetName = ""; public final String NoPresetName = "Error: You do not have any presets with that name.";
public final String NoPresetName_External = ""; public final String NoPresetName_External = "Error: No external preset found with that name.";
public final String Delete = ""; public final String Delete = "You have deleted your '{name}' preset.";
public final String SuccessfullyBound = ""; public final String SuccessfullyBound = "Your binds have been set to match the {name} preset.";
public final String SuccessfullyBound_Other = ""; public final String SuccessfullyBound_Other = "The bound slots of {target} have been set to match the {name} preset.";
public final String FailedToBindAll = ""; public final String FailedToBindAll = "Error: Some abilities were not bound due to missing elements!";
public final String SuccessfullyCopied = ""; public final String SuccessfullyCopied = "Your binds have been set to match {target}'s binds.";
public final String MaxPresets = ""; public final String MaxPresets = "Error: You have reached your maximum amount of presets!";
public final String AlreadyExists = ""; public final String AlreadyExists = "Error: Preset with that name already exists!";
public final String Created = ""; public final String Created = "Created a new preset named '{name}'.";
public final String CantEditBinds = ""; public final String CantEditBinds = "Error: Can't edit binds!";
public final String PlayerNotFound = ""; public final String PlayerNotFound = "Error: Player not found!";
public PresetCommandConfig() { public PresetCommandConfig() {
super(""); super("");

View file

@ -2,7 +2,7 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class ReloadCommandConfig extends CommandConfig { public class ReloadCommandConfig extends CommandConfig {
public final String SuccessfullyReloaded = ""; public final String SuccessfullyReloaded = "Bending Configuration Reloaded";
public ReloadCommandConfig() { public ReloadCommandConfig() {
super(""); super("");

View file

@ -2,15 +2,15 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class RemoveCommandConfig extends CommandConfig { public class RemoveCommandConfig extends CommandConfig {
public final String RemovedElement = ""; public final String RemovedElement = "You've removed your {element}.";
public final String RemovedElement_Other = ""; public final String RemovedElement_Other = "You removed {target}'s {element}.";
public final String RemovedElement_ByOther = ""; public final String RemovedElement_ByOther = "Your {element} has been removed by {sender}.";
public final String RemovedAllElements_Other = ""; public final String RemovedAllElements_Other = "You've removed {target}'s bending.";
public final String RemovedAllElements_ByOther = ""; public final String RemovedAllElements_ByOther = "Your bending has been removed by {sender}.";
public final String InvalidElement = ""; public final String InvalidElement = "Error: Invalid element!";
public final String WrongElement = ""; public final String WrongElement = "Error: You do not have that element!";
public final String WrongElement_Other = ""; public final String WrongElement_Other = "Error: {target} does not have that element!";
public final String PlayerOffline = ""; public final String PlayerOffline = "Error: Player not online!";
public RemoveCommandConfig() { public RemoveCommandConfig() {
super(""); super("");

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@ -2,10 +2,10 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class StatsCommandConfig extends CommandConfig { public class StatsCommandConfig extends CommandConfig {
public final String InvalidLookup = ""; public final String InvalidLookup = "Error: Invalid lookup argument.";
public final String InvalidSearchType = ""; public final String InvalidSearchType = "Error: Invalid search type.";
public final String InvalidStatistic = ""; public final String InvalidStatistic = "Error: Invalid statistic.";
public final String InvalidPlayer = ""; public final String InvalidPlayer = "Error: Invalid player.";
public StatsCommandConfig() { public StatsCommandConfig() {
super(""); super("");

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@ -2,24 +2,24 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class ToggleCommandConfig extends CommandConfig { public class ToggleCommandConfig extends CommandConfig {
public final String ToggledOn = ""; public final String ToggledOn = "You have turned your bending on.";
public final String ToggledOn_ByOther = ""; public final String ToggledOn_ByOther = "Your {element} has been toggled on by {sender}.";
public final String ToggledOn_Other = ""; public final String ToggledOn_Other = "You've toggled on {target}'s {element}";
public final String ToggledOn_All = ""; public final String ToggledOn_All = "Bending has been toggled on for all players.";
public final String ToggledOff = ""; public final String ToggledOff = "You have turned your bending off.";
public final String ToggledOff_ByOther = ""; public final String ToggledOff_ByOther = "Your bending has been toggled off. You will not be able to use most abilities until you toggle it back.";
public final String ToggledOff_Other = ""; public final String ToggledOff_Other = "You've toggled off {target}'s {element}.";
public final String ToggledOff_All = ""; public final String ToggledOff_All = "Bending has been toggled off for all players.";
public final String ToggledOffForAll = ""; public final String ToggledOffForAll = "Bending is currently toggled off for all players.";
public final String ToggledOffSingleElement = ""; public final String ToggledOffSingleElement = "You have toggled off your {element}.";
public final String ToggledOffSingleElement_ByOther = ""; public final String ToggledOffSingleElement_ByOther = "Your {element} has been toggled off by {sender}.";
public final String ToggledOffSingleElement_Other = ""; public final String ToggledOffSingleElement_Other = "You've toggled off {target}'s {element}";
public final String ToggledOnSingleElement = ""; public final String ToggledOnSingleElement = "You have toggled on your {element}.";
public final String ToggledOnSingleElement_ByOther = ""; public final String ToggledOnSingleElement_ByOther = "Your {element} has been toggled on by {sender}.";
public final String ToggledOnSingleElement_Other = ""; public final String ToggledOnSingleElement_Other = "You've toggled on {target}'s {element}";
public final String WrongElement = ""; public final String WrongElement = "Error: You do not have that element";
public final String WrongElement_Other = ""; public final String WrongElement_Other = "Error: Target does not have that element";
public final String PlayerNotFound = ""; public final String PlayerNotFound = "Error: Player not found";
public ToggleCommandConfig() { public ToggleCommandConfig() {
super(""); super("");

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@ -2,9 +2,9 @@ package com.projectkorra.projectkorra.configuration.configs.commands;
public class WhoCommandConfig extends CommandConfig { public class WhoCommandConfig extends CommandConfig {
public final String DatabaseOverload = ""; public final String DatabaseOverload = "The database appears to be overloaded. Please try again later.";
public final String NoPlayersOnline = ""; public final String NoPlayersOnline = "There is no one online.";
public final String PlayerOffline = ""; public final String PlayerOffline = "NOTE: {target} is currently offline. A database lookup is currently being done (this might take a few seconds).";
public WhoCommandConfig() { public WhoCommandConfig() {
super(""); super("");

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@ -7,7 +7,7 @@ import com.projectkorra.projectkorra.util.ParticleEffect;
public class AirPropertiesConfig implements Config { public class AirPropertiesConfig implements Config {
public final String Description = ""; public final String Description = "Air is the element of freedom. Airbenders are quick, agile, and passive in nature, preferring to bob and weave through flurries of attacks, and defending if they have no other option.";
public final ParticleEffect Particles = ParticleEffect.SPELL; public final ParticleEffect Particles = ParticleEffect.SPELL;

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@ -4,7 +4,7 @@ import com.projectkorra.projectkorra.configuration.Config;
public class ChiPropertiesConfig implements Config { public class ChiPropertiesConfig implements Config {
public final String Description = ""; public final String Description = "Chi is the anti-bending fighting style. Chiblockers use well placed blows to temporarily disable their opponents bending, leaving them virtually defenseless.";
public final double BlockChiChance = 25; public final double BlockChiChance = 25;
public final long BlockChiDuration = 1000; public final long BlockChiDuration = 1000;

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@ -4,10 +4,10 @@ import com.projectkorra.projectkorra.configuration.Config;
public class CommandPropertiesConfig implements Config { public class CommandPropertiesConfig implements Config {
public final String NoPermission = ""; public final String NoPermission = "Error: Invalid permissions.";
public final String MustBePlayer = ""; public final String MustBePlayer = "Error: Target must be a player.";
public final String BendingPermanentlyRemoved = ""; public final String BendingPermanentlyRemoved = "Error: Target's bending is permanently removed.";
public final String BendingPermanentlyRemoved_Other = ""; public final String BendingPermanentlyRemoved_Other = "";
@Override @Override

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@ -7,7 +7,7 @@ import com.projectkorra.projectkorra.configuration.Config;
public class EarthPropertiesConfig implements Config { public class EarthPropertiesConfig implements Config {
public final String Description = ""; public final String Description = "Earth is the element of substance. Earthbenders stay rooted to the ground, preferring to face opponents head-on, using a mix of defensive and offensive strategies to crush their foes.";
public final Material[] EarthBlocks = { public final Material[] EarthBlocks = {
Material.GRASS_BLOCK, Material.GRASS_BLOCK,

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@ -7,11 +7,11 @@ import com.projectkorra.projectkorra.util.ParticleEffect;
public class FirePropertiesConfig implements Config { public class FirePropertiesConfig implements Config {
public final String Description = ""; public final String Description = "Fire is the element of power. Firebenders are very aggressive and powerful, choosing to overwhelm their opponents with an endless onslaught of offensive attacks instead of being defensive.";
public final boolean Griefing = true; public final boolean Griefing = true;
public final long RevertTicks = 0; public final long RevertTicks = 0;
public final double DayFactor = 0; public final double DayFactor = 1.25;
public final String DayMessage = "You feel your firebending become more powerful as the sun rises"; public final String DayMessage = "You feel your firebending become more powerful as the sun rises";
public final String NightMessage = "You feel your power diminish as the sun sets"; public final String NightMessage = "You feel your power diminish as the sun sets";

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@ -7,7 +7,7 @@ import com.projectkorra.projectkorra.configuration.Config;
public class WaterPropertiesConfig implements Config { public class WaterPropertiesConfig implements Config {
public final String Description = ""; public final String Description = "Water is the element of change. Waterbenders use their plethora of skills to redirect and manipulate opponents attacks against them. Similar to Earthbenders, they employ both defensive and offensive strategies to accomplish this.";
public final Material[] WaterBlocks = { public final Material[] WaterBlocks = {
Material.WATER, Material.WATER,