This site works best with JavaScript enabled. Please enable JavaScript to get the best experience from this site.
The luck factor, determined by
/lb give {player} {number} {luckPercentage}
and stored visibly as the lore of a luckyblock. This is a pretty serious problem. A player can look at a luckyblock in hand, and if it has negative luck, not use it. That takes away a huge amount of LuckyBlock suspense -- the player can easily just take positive luck, and drop negative luckyblocks back on the ground from someone else. It also means that the server must give a player multiple luckyblocks in order to grant them different luck factors.
There are two parts to a reasonable solution:
In the interim, one can redistribute the positive and negative outcomes among the various lb_*.yml files, or merge everything into one file with
'[Luck]': '-100:100'
(which is what I will do).
Note: If the latter, one must leave empty lb_*.yml files, or LuckyBlock will recreate them. :(
As expected, merging the lb_*.yml into one file makes positive luck (0:100) and negative luck (-100:-1) outcomes equally likely, so one might choose to massage the Chance values.
With a single lb_all.yml file, and Chance for all negative outcomes reduced by half, I am getting almost completely negative outcomes. This should not be the case, since the combined negative chances are now 150/950 (originally 300/1100). Please introduce debugging facilities, so these issues can be verified and (if needed) corrected.
I have an idea for that. I can make it so that lb accepts something like: Luck: [random]
You don't have to keep them empty. Change the source directory to another folder (they will still exist but inside another folder so you don't see them).
Debug system is something that i should implement though i don't know how it works, can you explain more what this should do?
Luck should default to [random], so should be an optional parameter. For the matter, number should default to 1, so should also be a optional parameter. So
lb give {player}
is all that should be required. It would be interpreted as "give {player} 1 luckyblock with random luck". Then amount and luck would be optional parameters. So
lb give {player} 64
would work in my case (I give a player a full stack luckyblocks when they enter the appropriate world), and
lb give {players} 1 50
would allow one to specify the luck factor.
Of course, the range of [random] should be defined in config.yml.
The file issue will be resolved when Luck is random. The lore should still be invisible to the player, in all cases.
I'm thinking that it would be better if lb with no luck has random luck. The command will be /lb give [player] [amount] #r [minLuck] [maxLuck], and /lb give [player] [amount] [luck] ...(other parameters).
I think we are saying the same thing, but I cannot be sure. My preference is that amount and luck are optional parameters, with defaults amount=1 and luck=random. So the minimal command is
which would be interpreted as "give {player} 1 random".
The command doesn't need minLuck,maxLuck since the luck for a particular invocation is determined by the command (default:random). But if you want to add optional parameters, I can live with that. Please do not make them required parameters.
The minimal command is /lb give (lb will be given to you).
Great!
Please make the lore for luck:random configurable. (Personally, I would opt for ''). Something in config.yml like
random-lore: 'random'
where 'random' is the default.
No i think making it so that if the items has no lore it will automatically be random is the best solution to this.
I mean if the lore doesn't contain "Luck" of course you can have lore as any other item.
Reply to:
Agreed. No lore = random. Good. I am looking forward to the update.
Just to be clear, I am available to test these changes. Please let me know what you would like me to do.
This is going to take some time before i even start working on it because i'm busy making a project which is not related to minecraft or any other game. But if i were lucky enough i would start within a week.
Real life more important than Minecraft? I am aghast! Or perhaps I am a Ghast. :)
To post a comment, please login or register a new account.