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overrideval breakMode by c.setting("Break Mode", BreakMode.Packet, visibility = vis).group(baseGroup, Group.General)
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overrideval sorter by c.setting("Sorter", SortMode.Closest, "The order in which breaks are performed", visibility = vis).group(baseGroup, Group.General)
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overrideval reBreak by c.setting("ReBreak", true, "Re-breaks blocks after they've been broken once", visibility = vis).group(baseGroup, Group.General)
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overrideval breakMode by c.setting("Break Mode", BreakMode.Packet, visibility = vis).group(groupPath, Group.General)
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overrideval sorter by c.setting("Sorter", SortMode.Closest, "The order in which breaks are performed", visibility = vis).group(groupPath, Group.General)
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overrideval reBreak by c.setting("ReBreak", true, "Re-breaks blocks after they've been broken once", visibility = vis).group(groupPath, Group.General)
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// Double break
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overrideval doubleBreak by c.setting("Double Break", true, "Allows breaking two blocks at once", visibility = vis).group(baseGroup, Group.General)
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overrideval unsafeCancels by c.setting("Unsafe Cancels", true, "Allows cancelling block breaking even if the server might continue breaking sever side, potentially causing unexpected state changes", visibility = vis).group(baseGroup, Group.General)
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overrideval doubleBreak by c.setting("Double Break", true, "Allows breaking two blocks at once", visibility = vis).group(groupPath, Group.General)
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overrideval unsafeCancels by c.setting("Unsafe Cancels", true, "Allows cancelling block breaking even if the server might continue breaking sever side, potentially causing unexpected state changes", visibility = vis).group(groupPath, Group.General)
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// Fixes / Delays
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overrideval breakThreshold by c.setting("Break Threshold", 0.70f, 0.1f..1.0f, 0.01f, "The break amount at which the block is considered broken", visibility = vis).group(baseGroup, Group.General)
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overrideval fudgeFactor by c.setting("Fudge Factor", 2, 0..5, 1, "The amount of ticks to give double, aka secondary breaks extra for the server to recognise the break", visibility = vis).group(baseGroup, Group.General)
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overrideval breakThreshold by c.setting("Break Threshold", 0.70f, 0.1f..1.0f, 0.01f, "The break amount at which the block is considered broken", visibility = vis).group(groupPath, Group.General)
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overrideval fudgeFactor by c.setting("Fudge Factor", 2, 0..5, 1, "The amount of ticks to give double, aka secondary breaks extra for the server to recognise the break", visibility = vis).group(groupPath, Group.General)
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// override val desyncFix by c.setting("Desync Fix", false, "Predicts if the players breaking will be slowed next tick as block break packets are processed using the players next position") { vis() && page == Page.General }
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overrideval breakDelay by c.setting("Break Delay", 0, 0..6, 1, "The delay between breaking blocks", " ticks", visibility = vis).group(baseGroup, Group.General)
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overrideval breakDelay by c.setting("Break Delay", 0, 0..6, 1, "The delay between breaking blocks", " ticks", visibility = vis).group(groupPath, Group.General)
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// Timing
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overrideval breakStageMask by c.setting("Break Stage Mask", setOf(TickEvent.Input.Post, TickEvent.Player.Post), description ="The sub-tick timing at which break actions can be performed", visibility = vis).group(baseGroup, Group.General)
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overrideval breakStageMask by c.setting("Break Stage Mask", setOf(TickEvent.Input.Post, TickEvent.Player.Post), description ="The sub-tick timing at which break actions can be performed", visibility = vis).group(groupPath, Group.General)
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// Swap
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overrideval swapMode by c.setting("Swap Mode", BreakConfig.SwapMode.End, "Decides when to swap to the best suited tool when breaking a block", visibility = vis).group(baseGroup, Group.General)
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overrideval swapMode by c.setting("Swap Mode", BreakConfig.SwapMode.End, "Decides when to swap to the best suited tool when breaking a block", visibility = vis).group(groupPath, Group.General)
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// Swing
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overrideval swing by c.setting("Swing Mode", SwingMode.Constant, "The times at which to swing the players hand", visibility = vis).group(baseGroup, Group.General)
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overrideval swingType by c.setting("Break Swing Type", BuildConfig.SwingType.Vanilla, "The style of swing") { vis() && swing !=SwingMode.None }.group(baseGroup, Group.General)
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overrideval swing by c.setting("Swing Mode", SwingMode.Constant, "The times at which to swing the players hand", visibility = vis).group(groupPath, Group.General)
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overrideval swingType by c.setting("Break Swing Type", BuildConfig.SwingType.Vanilla, "The style of swing") { vis() && swing !=SwingMode.None }.group(groupPath, Group.General)
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// Rotate
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overrideval rotateForBreak by c.setting("Rotate For Break", false, "Rotate towards block while breaking", visibility = vis).group(baseGroup, Group.General)
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overrideval rotateForBreak by c.setting("Rotate For Break", false, "Rotate towards block while breaking", visibility = vis).group(groupPath, Group.General)
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// Pending / Post
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overrideval breakConfirmation by c.setting("Break Confirmation", BreakConfirmationMode.BreakThenAwait, "The style of confirmation used when breaking", visibility = vis).group(baseGroup, Group.General)
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overrideval breaksPerTick by c.setting("Breaks Per Tick", 5, 1..30, 1, "Maximum instant block breaks per tick", visibility = vis).group(baseGroup, Group.General)
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overrideval maxPendingBreaks by c.setting("Max Pending Breaks", 15, 1..30, 1, "The maximum amount of pending breaks", visibility = vis).group(baseGroup, Group.General)
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overrideval breakConfirmation by c.setting("Break Confirmation", BreakConfirmationMode.BreakThenAwait, "The style of confirmation used when breaking", visibility = vis).group(groupPath, Group.General)
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overrideval breaksPerTick by c.setting("Breaks Per Tick", 5, 1..30, 1, "Maximum instant block breaks per tick", visibility = vis).group(groupPath, Group.General)
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overrideval maxPendingBreaks by c.setting("Max Pending Breaks", 15, 1..30, 1, "The maximum amount of pending breaks", visibility = vis).group(groupPath, Group.General)
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// Block
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overrideval avoidLiquids by c.setting("Avoid Liquids", true, "Avoids breaking blocks that would cause liquid to spill", visibility = vis).group(baseGroup, Group.General)
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overrideval avoidSupporting by c.setting("Avoid Supporting", true, "Avoids breaking the block supporting the player", visibility = vis).group(baseGroup, Group.General)
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overrideval breakWeakBlocks by c.setting("Break Weak Blocks", false, "Break blocks that dont have structural integrity (e.g: grass)", visibility = vis).group(baseGroup, Group.General)
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overrideval ignoredBlocks by c.setting("Ignored Blocks", allSigns, description ="Blocks that wont be broken", visibility = vis).group(baseGroup, Group.General)
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overrideval avoidLiquids by c.setting("Avoid Liquids", true, "Avoids breaking blocks that would cause liquid to spill", visibility = vis).group(groupPath, Group.General)
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overrideval avoidSupporting by c.setting("Avoid Supporting", true, "Avoids breaking the block supporting the player", visibility = vis).group(groupPath, Group.General)
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overrideval breakWeakBlocks by c.setting("Break Weak Blocks", false, "Break blocks that dont have structural integrity (e.g: grass)", visibility = vis).group(groupPath, Group.General)
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overrideval ignoredBlocks by c.setting("Ignored Blocks", allSigns, description ="Blocks that wont be broken", visibility = vis).group(groupPath, Group.General)
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// Tool
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overrideval suitableToolsOnly by c.setting("Suitable Tools Only", false, "Places a restriction to only use tools suitable for the given block", visibility = vis).group(baseGroup, Group.General)
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overrideval forceSilkTouch by c.setting("Force Silk Touch", false, "Force silk touch when breaking blocks", visibility = vis).group(baseGroup, Group.General)
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overrideval forceFortunePickaxe by c.setting("Force Fortune Pickaxe", false, "Force fortune pickaxe when breaking blocks", visibility = vis).group(baseGroup, Group.General)
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overrideval minFortuneLevel by c.setting("Min Fortune Level", 1, 1..3, 1, "The minimum fortune level to use") { vis() && forceFortunePickaxe }.group(baseGroup, Group.General)
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overrideval suitableToolsOnly by c.setting("Suitable Tools Only", false, "Places a restriction to only use tools suitable for the given block", visibility = vis).group(groupPath, Group.General)
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overrideval forceSilkTouch by c.setting("Force Silk Touch", false, "Force silk touch when breaking blocks", visibility = vis).group(groupPath, Group.General)
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overrideval forceFortunePickaxe by c.setting("Force Fortune Pickaxe", false, "Force fortune pickaxe when breaking blocks", visibility = vis).group(groupPath, Group.General)
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overrideval minFortuneLevel by c.setting("Min Fortune Level", 1, 1..3, 1, "The minimum fortune level to use") { vis() && forceFortunePickaxe }.group(groupPath, Group.General)
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// Cosmetics
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overrideval sounds by c.setting("Break Sounds", true, "Plays the breaking sounds", visibility = vis).group(baseGroup, Group.Cosmetic)
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overrideval particles by c.setting("Particles", true, "Renders the breaking particles", visibility = vis).group(baseGroup, Group.Cosmetic)
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overrideval breakingTexture by c.setting("Breaking Overlay", true, "Overlays the breaking texture at its different stages", visibility = vis).group(baseGroup, Group.Cosmetic)
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overrideval sounds by c.setting("Break Sounds", true, "Plays the breaking sounds", visibility = vis).group(groupPath, Group.Cosmetic)
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overrideval particles by c.setting("Particles", true, "Renders the breaking particles", visibility = vis).group(groupPath, Group.Cosmetic)
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overrideval breakingTexture by c.setting("Breaking Overlay", true, "Overlays the breaking texture at its different stages", visibility = vis).group(groupPath, Group.Cosmetic)
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// Modes
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overrideval renders by c.setting("Renders", true, "Enables the render settings for breaking progress", visibility = vis).group(baseGroup, Group.Cosmetic)
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overrideval animation by c.setting("Animation", AnimationMode.Out, "The style of animation used for the box") { vis() && renders }.group(baseGroup, Group.Cosmetic)
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overrideval renders by c.setting("Renders", true, "Enables the render settings for breaking progress", visibility = vis).group(groupPath, Group.Cosmetic)
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overrideval animation by c.setting("Animation", AnimationMode.Out, "The style of animation used for the box") { vis() && renders }.group(groupPath, Group.Cosmetic)
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// Fill
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overrideval fill by c.setting("Fill", true, "Renders the sides of the box to display break progress") { vis() && renders }.group(baseGroup, Group.Cosmetic)
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overrideval dynamicFillColor by c.setting("Dynamic Colour", true, "Enables fill color interpolation from start to finish for fill when breaking a block") { vis() && renders && fill }.group(baseGroup, Group.Cosmetic)
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overrideval staticFillColor by c.setting("Fill Color", Color(255, 0, 0, 60).brighter(), "The color of the fill") { vis() && renders &&!dynamicFillColor && fill }.group(baseGroup, Group.Cosmetic)
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overrideval startFillColor by c.setting("Start Fill Color", Color(255, 0, 0, 60).brighter(), "The color of the fill at the start of breaking") { vis() && renders && dynamicFillColor && fill }.group(baseGroup, Group.Cosmetic)
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overrideval endFillColor by c.setting("End Fill Color", Color(0, 255, 0, 60).brighter(), "The color of the fill at the end of breaking") { vis() && renders && dynamicFillColor && fill }.group(baseGroup, Group.Cosmetic)
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overrideval fill by c.setting("Fill", true, "Renders the sides of the box to display break progress") { vis() && renders }.group(groupPath, Group.Cosmetic)
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overrideval dynamicFillColor by c.setting("Dynamic Colour", true, "Enables fill color interpolation from start to finish for fill when breaking a block") { vis() && renders && fill }.group(groupPath, Group.Cosmetic)
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overrideval staticFillColor by c.setting("Fill Color", Color(255, 0, 0, 60).brighter(), "The color of the fill") { vis() && renders &&!dynamicFillColor && fill }.group(groupPath, Group.Cosmetic)
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overrideval startFillColor by c.setting("Start Fill Color", Color(255, 0, 0, 60).brighter(), "The color of the fill at the start of breaking") { vis() && renders && dynamicFillColor && fill }.group(groupPath, Group.Cosmetic)
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overrideval endFillColor by c.setting("End Fill Color", Color(0, 255, 0, 60).brighter(), "The color of the fill at the end of breaking") { vis() && renders && dynamicFillColor && fill }.group(groupPath, Group.Cosmetic)
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// Outline
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overrideval outline by c.setting("Outline", true, "Renders the lines of the box to display break progress") { vis() && renders }.group(baseGroup, Group.Cosmetic)
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overrideval outlineWidth by c.setting("Outline Width", 2, 0..5, 1, "The width of the outline") { vis() && renders && outline }.group(baseGroup, Group.Cosmetic)
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overrideval dynamicOutlineColor by c.setting("Dynamic Outline Color", true, "Enables color interpolation from start to finish for the outline when breaking a block") { vis() && renders && outline }.group(baseGroup, Group.Cosmetic)
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overrideval staticOutlineColor by c.setting("Outline Color", Color.RED.brighter(), "The Color of the outline at the start of breaking") { vis() && renders &&!dynamicOutlineColor && outline }.group(baseGroup, Group.Cosmetic)
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overrideval startOutlineColor by c.setting("Start Outline Color", Color.RED.brighter(), "The color of the outline at the start of breaking") { vis() && renders && dynamicOutlineColor && outline }.group(baseGroup, Group.Cosmetic)
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overrideval endOutlineColor by c.setting("End Outline Color", Color.GREEN.brighter(), "The color of the outline at the end of breaking") { vis() && renders && dynamicOutlineColor && outline }.group(baseGroup, Group.Cosmetic)
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overrideval outline by c.setting("Outline", true, "Renders the lines of the box to display break progress") { vis() && renders }.group(groupPath, Group.Cosmetic)
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overrideval outlineWidth by c.setting("Outline Width", 2, 0..5, 1, "The width of the outline") { vis() && renders && outline }.group(groupPath, Group.Cosmetic)
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overrideval dynamicOutlineColor by c.setting("Dynamic Outline Color", true, "Enables color interpolation from start to finish for the outline when breaking a block") { vis() && renders && outline }.group(groupPath, Group.Cosmetic)
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overrideval staticOutlineColor by c.setting("Outline Color", Color.RED.brighter(), "The Color of the outline at the start of breaking") { vis() && renders &&!dynamicOutlineColor && outline }.group(groupPath, Group.Cosmetic)
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overrideval startOutlineColor by c.setting("Start Outline Color", Color.RED.brighter(), "The color of the outline at the start of breaking") { vis() && renders && dynamicOutlineColor && outline }.group(groupPath, Group.Cosmetic)
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overrideval endOutlineColor by c.setting("End Outline Color", Color.GREEN.brighter(), "The color of the outline at the end of breaking") { vis() && renders && dynamicOutlineColor && outline }.group(groupPath, Group.Cosmetic)
overrideval pathing by c.setting("Pathing", true, "Path to blocks", vis).group(baseGroup, Group.General)
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overrideval stayInRange by c.setting("Stay In Range", true, "Stay in range of blocks", vis).group(baseGroup, Group.General)
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overrideval collectDrops by c.setting("Collect All Drops", false, "Collect all drops when breaking blocks", vis).group(baseGroup, Group.General)
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overrideval interactionsPerTick by c.setting("Interactions Per Tick", 5, 1..30, 1, "The amount of interactions that can happen per tick", visibility = vis).group(baseGroup, Group.General)
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overrideval maxPendingInteractions by c.setting("Max Pending Interactions", 1, 1..10, 1, "Dont wait for this many interactions for the server response", visibility = vis).group(baseGroup, Group.General)
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overrideval pathing by c.setting("Pathing", true, "Path to blocks", vis).group(*groupPath, Group.General)
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overrideval stayInRange by c.setting("Stay In Range", true, "Stay in range of blocks", vis).group(*groupPath, Group.General)
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overrideval collectDrops by c.setting("Collect All Drops", false, "Collect all drops when breaking blocks", vis).group(*groupPath, Group.General)
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overrideval interactionsPerTick by c.setting("Interactions Per Tick", 5, 1..30, 1, "The amount of interactions that can happen per tick", visibility = vis).group(*groupPath, Group.General)
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overrideval maxPendingInteractions by c.setting("Max Pending Interactions", 1, 1..10, 1, "Dont wait for this many interactions for the server response", visibility = vis).group(*groupPath, Group.General)
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