public static ArrayList<File> getFiles() { ArrayList<File> files = new ArrayList<File>(); String dir = "plugins/mcMMO/Resources/"; int x = 0; // XP BAR while (x < 255) { if (x < 10) { files.add(new File(dir + "HUD/Standard/xpbar_inc00" + x + ".png")); } else if (x < 100) { files.add(new File(dir + "HUD/Standard/xpbar_inc0" + x + ".png")); } else { files.add(new File(dir + "HUD/Standard/xpbar_inc" + x + ".png")); } x++; } // Standard XP Icons for (SkillType y : SkillType.values()) { if (y == SkillType.ALL) continue; files.add(new File(dir + "HUD/Standard/" + m.getCapitalized(y.toString()) + ".png")); files.add(new File(dir + "HUD/Retro/" + m.getCapitalized(y.toString()) + "_r.png")); } // Blank icons files.add(new File(dir + "HUD/Standard/Icon.png")); files.add(new File(dir + "HUD/Retro/Icon_r.png")); // Repair SFX files.add(new File(dir + "Sound/repair.wav")); // Level SFX files.add(new File(dir + "Sound/level.wav")); return files; }
@Override public Choices generateChoices(Interaction interaction) throws AbortInteraction, ContextDataRequired, GeneralInteractionError, PageFailure { Choices choices = new Choices(this, interaction); GroupHelper helper = new GroupHelper(interaction); VariablePrefixer variable = new VariablePrefixer(this, interaction); // list all the skills for which this group doesn't have an existing bonus Set<SkillType> existingBonuses = helper.record.getSkillBonuses(); for (SkillType skill : SkillType.values()) { if (skill == SkillType.ALL) continue; if (existingBonuses.contains(skill)) continue; choices.addInternalChoice(WordUtils.capitalizeFully(skill.toString()), skill.toString()); } // add a 'cancel' choice as well choices.addCancel(variable.define("cancel")); return choices; }
public static void extractFiles() { // Setup directories new File("plugins/mcMMO/Resources/").mkdir(); new File("plugins/mcMMO/Resources/HUD/").mkdir(); new File("plugins/mcMMO/Resources/HUD/Standard/").mkdir(); new File("plugins/mcMMO/Resources/HUD/Retro/").mkdir(); new File("plugins/mcMMO/Resources/Sound/").mkdir(); // Xp Bar images for (int x = 0; x < 255; x++) { // String s = File.separator; String theFilePath = "HUD/Standard/"; if (x < 10) { String theFileName = "xpbar_inc00" + x + ".png"; writeFile(theFileName, theFilePath); } else if (x < 100) { String theFileName = "xpbar_inc0" + x + ".png"; writeFile(theFileName, theFilePath); } else { String theFileName = "xpbar_inc" + x + ".png"; writeFile(theFileName, theFilePath); } } // Standard XP Icons String theFilePathA = "HUD/Standard/"; String theFilePathB = "HUD/Retro/"; for (SkillType y : SkillType.values()) { if (y == SkillType.ALL) continue; String theFileNameA = m.getCapitalized(y.toString()) + ".png"; String theFileNameB = m.getCapitalized(y.toString()) + "_r.png"; writeFile(theFileNameA, theFilePathA); writeFile(theFileNameB, theFilePathB); } // Blank icons writeFile("Icon.png", theFilePathA); writeFile("Icon_r.png", theFilePathB); String theSoundFilePath = "Sound/"; // Repair SFX writeFile("repair.wav", theSoundFilePath); writeFile("level.wav", theSoundFilePath); }
public static String getUrlIcon(SkillType skillType) { return m.getCapitalized(skillType.toString()) + ".png"; }
public static void levelUpNotification(SkillType skillType, SpoutPlayer sPlayer) { PlayerProfile PP = Users.getProfile(sPlayer); Material mat = null; switch (skillType) { case TAMING: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.PORK; break; case 2: mat = Material.PORK; break; case 3: mat = Material.GRILLED_PORK; break; case 4: mat = Material.GRILLED_PORK; break; case 5: mat = Material.BONE; break; } break; case MINING: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.COAL_ORE; break; case 2: mat = Material.IRON_ORE; break; case 3: mat = Material.GOLD_ORE; break; case 4: mat = Material.LAPIS_ORE; break; case 5: mat = Material.DIAMOND_ORE; break; } break; case WOODCUTTING: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.WOOD; break; case 2: mat = Material.WOOD; break; case 3: mat = Material.WOOD; break; case 4: mat = Material.LOG; break; case 5: mat = Material.LOG; break; } break; case REPAIR: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.COBBLESTONE; break; case 2: mat = Material.IRON_BLOCK; break; case 3: mat = Material.GOLD_BLOCK; break; case 4: mat = Material.LAPIS_BLOCK; break; case 5: mat = Material.DIAMOND_BLOCK; break; } break; case HERBALISM: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.YELLOW_FLOWER; break; case 2: mat = Material.RED_ROSE; break; case 3: mat = Material.BROWN_MUSHROOM; break; case 4: mat = Material.RED_MUSHROOM; break; case 5: mat = Material.PUMPKIN; break; } break; case ACROBATICS: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.LEATHER_BOOTS; break; case 2: mat = Material.CHAINMAIL_BOOTS; break; case 3: mat = Material.IRON_BOOTS; break; case 4: mat = Material.GOLD_BOOTS; break; case 5: mat = Material.DIAMOND_BOOTS; break; } break; case SWORDS: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.WOOD_SWORD; break; case 2: mat = Material.STONE_SWORD; break; case 3: mat = Material.IRON_SWORD; break; case 4: mat = Material.GOLD_SWORD; break; case 5: mat = Material.DIAMOND_SWORD; break; } break; case ARCHERY: mat = Material.ARROW; break; case UNARMED: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.LEATHER_HELMET; break; case 2: mat = Material.CHAINMAIL_HELMET; break; case 3: mat = Material.IRON_HELMET; break; case 4: mat = Material.GOLD_HELMET; break; case 5: mat = Material.DIAMOND_HELMET; break; } break; case EXCAVATION: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.WOOD_SPADE; break; case 2: mat = Material.STONE_SPADE; break; case 3: mat = Material.IRON_SPADE; break; case 4: mat = Material.GOLD_SPADE; break; case 5: mat = Material.DIAMOND_SPADE; break; } break; case AXES: switch (getNotificationTier(PP.getSkillLevel(skillType))) { case 1: mat = Material.WOOD_AXE; break; case 2: mat = Material.STONE_AXE; break; case 3: mat = Material.IRON_AXE; break; case 4: mat = Material.GOLD_AXE; break; case 5: mat = Material.DIAMOND_AXE; break; } break; default: mat = Material.WATCH; break; } sPlayer.sendNotification( ChatColor.GREEN + "Level Up!", ChatColor.YELLOW + m.getCapitalized(skillType.toString()) + ChatColor.DARK_AQUA + " (" + ChatColor.GREEN + PP.getSkillLevel(skillType) + ChatColor.DARK_AQUA + ")", mat); playLevelUpNoise(sPlayer); }