new conf.json option "powerFactionMax" (default 0) for maximum power limit for all factions. If set to anything above 0, factions will have their power capped at this amount. As a result, any players adding power beyond the faction's limit will effectively just be adding a buffer of sorts. (feature added thanks to donation from Magesblood)
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@ -28,6 +28,7 @@ public class Conf {
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public static double powerPerMinute = 0.2; // Default health rate... it takes 5 min to heal one power
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public static double powerPerMinute = 0.2; // Default health rate... it takes 5 min to heal one power
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public static double powerPerDeath = 4; // A death makes you lose 4 power
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public static double powerPerDeath = 4; // A death makes you lose 4 power
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public static boolean powerRegenOffline = false; // does player power regenerate even while they're offline?
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public static boolean powerRegenOffline = false; // does player power regenerate even while they're offline?
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public static double powerFactionMax = 0; // if greater than 0, the cap on how much power a faction can have (additional power from players beyond that will act as a "buffer" of sorts)
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public static String prefixAdmin = "**";
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public static String prefixAdmin = "**";
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public static String prefixMod = "*";
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public static String prefixMod = "*";
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@ -203,6 +203,9 @@ public class Faction {
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for (FPlayer fplayer : this.getFPlayers()) {
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for (FPlayer fplayer : this.getFPlayers()) {
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ret += fplayer.getPower();
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ret += fplayer.getPower();
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}
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}
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if (Conf.powerFactionMax > 0 && ret > Conf.powerFactionMax) {
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ret = Conf.powerFactionMax;
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}
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return ret;
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return ret;
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}
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}
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@ -211,6 +214,9 @@ public class Faction {
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for (FPlayer fplayer : this.getFPlayers()) {
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for (FPlayer fplayer : this.getFPlayers()) {
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ret += fplayer.getPowerMax();
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ret += fplayer.getPowerMax();
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}
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}
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if (Conf.powerFactionMax > 0 && ret > Conf.powerFactionMax) {
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ret = Conf.powerFactionMax;
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}
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return ret;
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return ret;
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}
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}
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