Repository navigation
Filler tier for /ac give equipment; halve animal toughness - #48
Conversation
/ac give equipment <recipe> <material> [player] [quality] [filler tier] fills each non-main slot with the highest-tier ingredient of that type at or below the given tier (lowest tier when all are above it). Without the argument it still uses the lowest tier, so existing commands are unchanged. Lets kits hand out gear made with legendary animal materials. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Animal materials (feather, leather, wool) now add 0.25 / 0.375 / 0.5 toughness per piece at rare / epic / legendary. Template toughness bases: light none, medium 0.5, heavy 1.5, infantry none and it now takes toughness from its feathers. Mythril with legendary animal materials gives the intended sets: light 8/2, medium 12/4, heavy 16/8, infantry 12/2. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
|
@coderabbitai review |
|
No actionable comments were generated in the recent review.
|
| Layer / File(s) | Summary |
|---|---|
Command arguments, selection, and validation src/main/java/net/tfminecraft/advancedcrafting/managers/EquipmentGiveCommand.java, src/test/java/net/tfminecraft/advancedcrafting/EquipmentGiveCommandTest.java |
The command accepts and validates an optional seventh argument for filler tier. It selects a filler based on the tier, offers tier suggestions, and retains lowest-tier selection when no tier is supplied. Tests cover validation, completion, and provenance inputs. |
Armour Toughness Values
| Layer / File(s) | Summary |
|---|---|
Ingredient and armour stat adjustments src/main/resources/ingredients.yml, src/main/resources/stats.yml |
The configuration reduces toughness values for rare, epic, and legendary leather, feather, and wool. It removes base toughness values from light and infantry armour and lowers the base values for medium and heavy armour. |
Priority:
Estimated code review effort: 3 (Moderate) | ~20 minutes
Change: Feature
Merge Risk: 
Minimal · up to 06ac9
-
No concrete current-head defect is established; the change is suitable for merge with normal CI validation.
Thanks for using CodeRabbit! It's free for OSS, and your support helps us grow. If you like it, consider giving us a shout-out.
Comment @coderabbitai help to get the list of available commands.
✅ Action performed
|
Summary
Command:
/ac give equipmenttakes an optional sixth argument, a filler tier:Each non-main slot gets the highest-tier ingredient of its type at or below that tier, or the lowest tier if they are all above it. Without the argument the command still uses the lowest tier, so existing commands and kits behave the same. Tutorial's PvP kits will use
4to give gear made with legendary animal materials.Default config: animal materials and armour toughness, matching the live change.
armor_toughnessadded to itsstats:list).Mythril sets by animal tier (common / rare / epic / legendary):
Before this, the #46 values plus legendary material gave 8/6, 12/8 and 16/12. Epic shows 0.38 per piece because stats round to 2 decimals.
Testing
EquipmentGiveCommandTestcovers tier 4 picking the highest tier, tier 1 picking the lowest, falling back when every ingredient is above the tier, invalid tiers, the extra-argument usage error and tab completion.🤖 Generated with Claude Code