402 lines
26 KiB
TOML
402 lines
26 KiB
TOML
# Equipable related properties
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[equipable]
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# The maximum amount of backpacks that can be equipped by a player. This will determine
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# how many slots will appear when opening the "Equipped Backpacks" menu.
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# Valid range: 1 to 9 (inclusive)
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maxEquipable = 5
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# If enabled, backpacks will stay equipped on the player after death (same as the
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# keepInventory game rule). Please note that this will make the Recall augment
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# effectively useless.
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# Valid values: true, false
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keepOnDeath = false
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# The number of equippable slots that will automatically be unlocked by default and for free.
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# Please note that the cost model will still factor these free slots into the calculation
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# for unlocking the next locked slot. The slots also cannot be revoked once unlocked.
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# Valid range: 0 to 9 (inclusive)
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initialUnlockedEquipableSlots = 1
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# If set to true, all equipable slots will be unlocked by default.
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# WARNING: Reverting the option from true to false will cause backpacks to be dropped
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# into the world if the slot they are in is now locked. You have been warned.
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# Valid values: true, false
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unlockAllEquipableSlots = false
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# If set to true, equipable slots may be unlocked using Unlock Tokens
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# Valid values: true, false
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allowUnlockingUsingUnlockToken = false
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# Cost related properties for equipable slots
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[equipable.unlockCost]
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# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
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# which will use the players experience levels are used to unlock new slots. If value is set to
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# ITEM, this will instead consume a specified item from the player's inventory (including anything
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# placed in the backpack) to unlock new slots.
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# Valid values: EXPERIENCE, ITEM
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paymentType = "EXPERIENCE"
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# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
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# to unlock new slots.
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paymentItem = "minecraft:emerald"
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# The interpolate method to use when calculating the cost of unlocking a slot. The cost
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# of slots increases the more slots that are unlocked. This function determines how steep
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# the price will increase after each slot is unlocked. The interpolated value is calculated
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# using the minCost and maxCost.
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#
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# Function Descriptions:
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# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
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# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
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# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
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#
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# Note: This property has no effect if useCustomCosts is set to true
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#
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# Valid values: LINEAR, SQUARED, CUBIC
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costInterpolateFunction = "LINEAR"
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# The minimum cost to unlock a backpack slot. This value would be the cost
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# when unlocking the first slot in a backpack inventory. The cost to unlock
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# subsequent slots are interpolated from the this value to the maxCost, and
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# scaled by the scaleFunction.
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#
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# Note: This property has no effect if useCustomCosts is set to true
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# Valid range: 1 to 100 (inclusive)
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minCost = 10
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# The maximum cost to unlock a backpack slot. This value would be the cost
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# when unlocking the final slot in a backpack inventory. The cost to unlock
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# prior slots are interpolated from the minCost to this value, and scaled
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# by the scaleFunction.
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#
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# Note: This property has no effect if useCustomCosts is set to true
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# Valid range: 1 to 100 (inclusive)
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maxCost = 40
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# If enabled, instead of using a cost that is calculated based on a minCost
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# and maxCost, custom costs allow the cost to be specified manually using
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# a list of values (see customCosts).
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# Valid values: true, false
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useCustomCosts = true
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# A list of numbers that represent the cost values, must be whole and positive
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# numbers only. See customCostsSelectionFunction property to set the behaviour of
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# how values are selected from the custom costs list.
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#
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customCosts = [30, 30, 30, 40]
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# Determines how the cost value is selected from the customCosts list.
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#
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# Possible Functions:
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# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
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# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
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# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
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# A cost value is then picked out of the customCosts list at the position that
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# represents 55% percent of the lists length. So if customCosts contained 20 values, it
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# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
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# (See below for real examples)
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# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
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# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
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# be 11, so the 11th value in the custom costs list will be used as the cost to
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# unlock the next slot/bay. This option will safely handle cases where if the 11th value
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# doesn't exist, due the custom costs list containing less than 11 values, the last
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# value in the list will be selected. (See below for real examples)
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#
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# Examples:
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# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
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# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
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# will be 5, all the remaining will cost 10".
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#
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# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
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# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
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# cost 5, the second will cost 10, and the final will cost 15".
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#
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# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
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# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
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# cost 1, then the final nine will cost 100".
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#
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# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
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# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
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# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
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# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
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# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
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# following two unlock costs will be 3.
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#
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# Note from MrCrayfish:
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# This may seem confusing (and it is), but just play around with this config property. Always start with a
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# fresh backpack everytime you change this property, or you may not see how the property affects the selection
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# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
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# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
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# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
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# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
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# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
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# unlock will cost 3.
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#
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# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
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customCostsSelectionFunction = "INDEX_WITH_CLAMP"
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# Cosmetic related properties
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[cosmetics]
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# The default cosmetic (model) of the backpack. This should generally be a backpack
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# that is unlocked by default
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defaultCosmetic = "backpacked:vintage"
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# If enabled, prevents backpacks from being customised. This will remove the
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# customise button from the backpack inventory
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# Valid values: true, false
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disableCustomisation = false
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# Allows every player to use any backpack cosmetic variant without needing to
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# complete the challenges. Side note, any progress to a challenge will not be
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# tracked while enabled.
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# Valid values: true, false
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unlockAllCosmetics = false
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# A list that contains ids of backpack cosmetics that will be disabled. The default
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# cosmetic (as configured by defaultCosmetic) cannot be disabled even if added to this
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# list. You can grab the ID of backpacks by hovering them in the customisation screen
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# while holding down CTRL button on your keyboard, and clicking will copy the ID to
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# your clipboard.
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# Example: disabledCosmetics = ["backpacked:rocket", "backpacked:classic", "backpacked:honey_jar"]
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disabledCosmetics = []
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# Inventory related properties
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[inventory]
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# A list of items that are not allowed inside the inventory of a backpack.
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# Note: It is recommended to ban items that have an inventory as this will create
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# large NBT data and potentially crash the server!
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bannedItems = ["travelersbackpack:custom_travelers_backpack", "pinesbarrels:better_barrel", "quark:seed_pouch", "quark:backpack", "sophisticatedbackpacks:backpack", "sophisticatedbackpacks:iron_backpack", "sophisticatedbackpacks:gold_backpack", "sophisticatedbackpacks:diamond_backpack", "sophisticatedbackpacks:netherite_backpack", "improvedbackpacks:tiny_pocket", "improvedbackpacks:medium_pocket", "improvedbackpacks:large_pocket", "improvedbackpacks:white_backpack", "improvedbackpacks:orange_backpack", "improvedbackpacks:magenta_backpack", "improvedbackpacks:light_blue_backpack", "improvedbackpacks:yellow_backpack", "improvedbackpacks:lime_backpack", "improvedbackpacks:pink_backpack", "improvedbackpacks:gray_backpack", "improvedbackpacks:light_gray_backpack", "improvedbackpacks:cyan_backpack", "improvedbackpacks:purple_backpack", "improvedbackpacks:blue_backpack", "improvedbackpacks:brown_backpack", "improvedbackpacks:green_backpack", "improvedbackpacks:red_backpack", "improvedbackpacks:black_backpack", "immersiveengineering:toolbox", "immersiveengineering:crate", "immersiveengineering:reinforced_crate", "create:white_toolbox", "create:orange_toolbox", "create:magenta_toolbox", "create:light_blue_toolbox", "create:yellow_toolbox", "create:lime_toolbox", "create:pink_toolbox", "create:gray_toolbox", "create:light_gray_toolbox", "create:cyan_toolbox", "create:purple_toolbox", "create:blue_toolbox", "create:brown_toolbox", "create:green_toolbox", "create:red_toolbox", "create:black_toolbox", "mekanism:personal_chest", "supplementaries:sack"]
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# Slots related properties
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[inventory.slots]
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# If set to true, all backpacks slots will be unlocked by default.
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# WARNING: Reverting the option from true to false will cause items to be dropped
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# into the world if the slot they are in is now locked. You have been warned.
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# Valid values: true, false
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unlockAllSlots = false
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# The number of slots that will automatically be unlocked by default and for free.
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# Please note that the cost model will still factor these free slots into the calculation
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# for unlocking the next locked slot. The slots also cannot be revoked once unlocked.
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# Valid range: 0 to 253 (inclusive)
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initialUnlockedSlots = 9
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# If set to true, backpack slots may be unlocked using Unlock Tokens
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# Valid values: true, false
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allowUnlockingUsingUnlockToken = true
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# Cost related properties for inventory slots
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[inventory.slots.unlockCost]
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# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
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# which will use the players experience levels are used to unlock new slots. If value is set to
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# ITEM, this will instead consume a specified item from the player's inventory (including anything
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# placed in the backpack) to unlock new slots.
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# Valid values: EXPERIENCE, ITEM
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paymentType = "EXPERIENCE"
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# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
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# to unlock new slots.
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paymentItem = "minecraft:emerald"
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# The interpolate method to use when calculating the cost of unlocking a slot. The cost
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# of slots increases the more slots that are unlocked. This function determines how steep
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# the price will increase after each slot is unlocked. The interpolated value is calculated
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# using the minCost and maxCost.
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#
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# Function Descriptions:
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# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
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# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
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# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
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#
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# Note: This property has no effect if useCustomCosts is set to true
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#
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# Valid values: LINEAR, SQUARED, CUBIC
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costInterpolateFunction = "CUBIC"
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# The minimum cost to unlock a backpack slot. This value would be the cost
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# when unlocking the first slot in a backpack inventory. The cost to unlock
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# subsequent slots are interpolated from the this value to the maxCost, and
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# scaled by the scaleFunction.
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#
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# Note: This property has no effect if useCustomCosts is set to true
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# Valid range: 1 to 100 (inclusive)
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minCost = 1
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# The maximum cost to unlock a backpack slot. This value would be the cost
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# when unlocking the final slot in a backpack inventory. The cost to unlock
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# prior slots are interpolated from the minCost to this value, and scaled
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# by the scaleFunction.
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#
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# Note: This property has no effect if useCustomCosts is set to true
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# Valid range: 1 to 100 (inclusive)
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maxCost = 20
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# If enabled, instead of using a cost that is calculated based on a minCost
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# and maxCost, custom costs allow the cost to be specified manually using
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# a list of values (see customCosts).
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# Valid values: true, false
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useCustomCosts = false
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# A list of numbers that represent the cost values, must be whole and positive
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# numbers only. See customCostsSelectionFunction property to set the behaviour of
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# how values are selected from the custom costs list.
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#
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customCosts = []
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# Determines how the cost value is selected from the customCosts list.
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#
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# Possible Functions:
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# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
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# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
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# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
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# A cost value is then picked out of the customCosts list at the position that
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# represents 55% percent of the lists length. So if customCosts contained 20 values, it
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# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
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# (See below for real examples)
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# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
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# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
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# be 11, so the 11th value in the custom costs list will be used as the cost to
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# unlock the next slot/bay. This option will safely handle cases where if the 11th value
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# doesn't exist, due the custom costs list containing less than 11 values, the last
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# value in the list will be selected. (See below for real examples)
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#
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# Examples:
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# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
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# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
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# will be 5, all the remaining will cost 10".
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#
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# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
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# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
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# cost 5, the second will cost 10, and the final will cost 15".
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#
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# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
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# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
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# cost 1, then the final nine will cost 100".
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#
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# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
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# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
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# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
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# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
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# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
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# following two unlock costs will be 3.
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#
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# Note from MrCrayfish:
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# This may seem confusing (and it is), but just play around with this config property. Always start with a
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# fresh backpack everytime you change this property, or you may not see how the property affects the selection
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# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
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# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
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# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
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# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
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# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
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# unlock will cost 3.
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#
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# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
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customCostsSelectionFunction = "LINEAR_INTERPOLATION"
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# Size related properties
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[inventory.size]
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# The amount of columns in the backpack inventory.
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# WARNING: Larger than 15 columns will start to cut off GUI elements when using auto GUI
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# scale. If you make the size of the backpack smaller, items in the backpack that no
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# longer fit will spawn into the world. Take care when changing this property on a
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# running game/server since the changes will be automatically reloaded upon saving this file.
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# Valid range: 1 to 23 (inclusive)
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columns = 9
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# The amount of rows in the backpack inventory.
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# WARNING: Larger than 6 rows will not fit on some resolutions when using auto GUI scale.
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# If you make the size of the backpack smaller, items in the backpack that no
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# longer fit will spawn into the world. Take care when changing this property on a
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# running game/server since the changes will be automatically reloaded upon saving this file.
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# Valid range: 1 to 11 (inclusive)
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rows = 5
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# Augment Bay related properties
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[augmentBays]
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# If true, the first augment bay will automatically be unlocked by default and for free.
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# Valid values: true, false
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unlockFirstAugmentBay = false
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# If set to true, all augment bays will be unlocked by default.
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# Valid values: true, false
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unlockAllAugmentBays = false
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# If set to true, augment bays may be unlocked using Unlock Tokens
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# Valid values: true, false
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allowUnlockingUsingUnlockToken = false
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# Cost related properties for augment bays
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[augmentBays.unlockCost]
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# The type of payment to use to unlock backpack slots. By default this value is set to EXPERIENCE,
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# which will use the players experience levels are used to unlock new slots. If value is set to
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# ITEM, this will instead consume a specified item from the player's inventory (including anything
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# placed in the backpack) to unlock new slots.
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# Valid values: EXPERIENCE, ITEM
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paymentType = "EXPERIENCE"
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# Only applicable if paymentType is set to ITEM. This option will control the item used when paying
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# to unlock new slots.
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paymentItem = "minecraft:emerald"
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# The interpolate method to use when calculating the cost of unlocking a slot. The cost
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# of slots increases the more slots that are unlocked. This function determines how steep
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# the price will increase after each slot is unlocked. The interpolated value is calculated
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# using the minCost and maxCost.
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#
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# Function Descriptions:
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# LINEAR - A constant grow in the cost. Cost will jump by the same value after every slot unlocked.
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# SQUARED - Slowly scales the cost for about half, then cost will increase noticeably for the final half.
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# CUBIC - Very slowly scales the cost for about two thirds, then cost increases sharply for the final third.
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#
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# Note: This property has no effect if useCustomCosts is set to true
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#
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# Valid values: LINEAR, SQUARED, CUBIC
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costInterpolateFunction = "LINEAR"
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# The minimum cost to unlock a backpack slot. This value would be the cost
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# when unlocking the first slot in a backpack inventory. The cost to unlock
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# subsequent slots are interpolated from the this value to the maxCost, and
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# scaled by the scaleFunction.
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#
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# Note: This property has no effect if useCustomCosts is set to true
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# Valid range: 1 to 100 (inclusive)
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minCost = 10
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# The maximum cost to unlock a backpack slot. This value would be the cost
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# when unlocking the final slot in a backpack inventory. The cost to unlock
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# prior slots are interpolated from the minCost to this value, and scaled
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# by the scaleFunction.
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#
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# Note: This property has no effect if useCustomCosts is set to true
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# Valid range: 1 to 100 (inclusive)
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maxCost = 40
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# If enabled, instead of using a cost that is calculated based on a minCost
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# and maxCost, custom costs allow the cost to be specified manually using
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# a list of values (see customCosts).
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# Valid values: true, false
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useCustomCosts = true
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# A list of numbers that represent the cost values, must be whole and positive
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# numbers only. See customCostsSelectionFunction property to set the behaviour of
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# how values are selected from the custom costs list.
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#
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customCosts = [10, 20, 30, 40]
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# Determines how the cost value is selected from the customCosts list.
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#
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# Possible Functions:
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# LINEAR_INTERPOLATION - This will count how many slots/bays are unlocked plus one and divide it by the
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# maximum unlockable slots/bays. For example, if 10 out of 20 slots are unlocked,
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# a value of 11 divided by 20 will be evaluated and that will equal 0.55 or 55%.
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# A cost value is then picked out of the customCosts list at the position that
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# represents 55% percent of the lists length. So if customCosts contained 20 values, it
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# will be picking the 11th value. The formula is custom_costs_length * ((unlocked_count + 1) / total_unlockable).
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# (See below for real examples)
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# INDEX_WITH_CLAMP - This option will exactly match the next unlock count to an index in the customCosts
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# list. For example, if 10 out of 20 slots are unlocked, the next unlock count will
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# be 11, so the 11th value in the custom costs list will be used as the cost to
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# unlock the next slot/bay. This option will safely handle cases where if the 11th value
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# doesn't exist, due the custom costs list containing less than 11 values, the last
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# value in the list will be selected. (See below for real examples)
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#
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# Examples:
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# 1. Backpack has 27 unlockable slots, and this option is set to INDEX_WITH_CLAMP. The custom costs
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# list contains the values [5, 5, 5, 5, 5, 10]. This is interpreted as "the first five unlock costs
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# will be 5, all the remaining will cost 10".
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#
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# 2. Backpack has 3 unlockable augment bays, and this option is set to INDEX_WITH_CLAMP. The custom
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# cost lists contains the values [5, 10, 15]. This is interpreted as "the first augment bay will
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# cost 5, the second will cost 10, and the final will cost 15".
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#
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# 3. Backpack has 18 unlockable slots, and this option is set to LINEAR_INTERPOLATION. The custom costs
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# list contains the values [1, 100]. This is interpreted as "the first nine unlock costs will
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# cost 1, then the final nine will cost 100".
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#
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# 4. Backpack has 9 unlockable slots, and this option is set to LINEAR_INTERPOLATION, and the custom costs
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# list contains the values [1, 2, 3, 4, 5, 6, 7, 8, 9]. Since the count of the unlockable slots (9) and the
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# length of the customCosts list (9) are the exact same, the first unlock cost will be 1, the
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# second 2, the third 3, and so on until 9. However, if you bumped the backpack to 18 unlockable slots,
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# this would then change to, the first two unlock costs will be 1, the next two unlock costs will be 2, the
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# following two unlock costs will be 3.
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#
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# Note from MrCrayfish:
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# This may seem confusing (and it is), but just play around with this config property. Always start with a
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# fresh backpack everytime you change this property, or you may not see how the property affects the selection
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# process. I suggest starting with LINEAR_INTERPOLATION and then adding enough values to the customCosts list
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# so it matches the number of slots in the backpack (so if the backpack has 54 slots, put 54 values into customCosts).
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# Once you've tried that, half the number of values in customCosts (so if 54 slots, put 27 values into customCosts)
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# and this will give you an understanding of how the function works. Then afterwards, try INDEX_WITH_CLAMP but set
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# the values [1, 2, 3] as the customCosts. You will see the first unlock cost 1, the second cost 2, and every other
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# unlock will cost 3.
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#
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# Valid values: LINEAR_INTERPOLATION, INDEX_WITH_CLAMP
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customCostsSelectionFunction = "INDEX_WITH_CLAMP"
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