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Helping Add Default Values #6

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ZachAttack4321 opened this issue Sep 15, 2023 · 4 comments
Open

Helping Add Default Values #6

ZachAttack4321 opened this issue Sep 15, 2023 · 4 comments
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help wanted Extra attention is needed

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@ZachAttack4321
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Hey, I see you're starting to add compatibilities for several mods already, and while I'm not knowledgeable enough to help with the codebase, I'd love to help by adding default values to each of the mod's weapons/armor/entities. If there's a correct format/folder to place them in or if its just using datapacks let me know!

@chris-wjn
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Yeah man that would be sick! The default config files are loaded from resources/data/idf/default/
You should be able to copy the files from this repo to get a starting point and then put them in a datapack to override the default ones.

@chris-wjn chris-wjn added the help wanted Extra attention is needed label Oct 4, 2023
@hellwolf95
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so why not split the mods into there own separate config files so they aren't all in the same file which could possibly speed it up

@Derpford
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Could you implement a fallback for weapons that gives them Force values based on their vanilla damage stat? Along with maybe some kind of guess at their damage type, based on the item's name--i.e., a Copper Sword is probably going to do slashing damage because it has 'sword' in the name.

@chris-wjn
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Actually, the damage class is already guessed based on the name of the item:

String dc = "strike";
if (Util.getItemRegistryName(item).toString().contains("sword") || Util.getItemRegistryName(item).toString().contains("axe")) {
        dc = "slash";
}
if (Util.getItemRegistryName(item).toString().contains("pickaxe") || Util.getItemRegistryName(item).toString().contains("bow")) {
        dc = "pierce";
}

But yes, adding some kind of algorithm to guess a viable force stat based on the weapon damage and attack speed would be a good idea. I'll look into it.

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4 participants