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Pick armour models per recipe and metal, including infantry and mage - #36
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📝 Summary
Merge Risk: ⚪ Minimal · up to No actionable issue is established before merge. Deploy the matching ServerAssets content and rebuild the ItemsAdder pack as planned.
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@coderabbitai review |
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applyModel looked a model up only by the recipe type (helmet, chestplate, ...), so light, medium and heavy armour of one metal always shared a model. It now tries the recipe id first (light_helmet, heavy_boots, ...) and falls back to the type, so existing schemes keep working. The default basic.yml points the 12 armour recipes of each base metal at the new tfmc_armor ItemsAdder items. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@coderabbitai review |
✅ Action performedReview finished.
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Infantry and mage armour previously chose their model from paper or enchanted dust, so every metal shared one look. New crafts and staff grants now use the main material's recipe-specific model when it exists. Schemes without that entry keep the secondary-ingredient and recipe-type fallback.
The per-recipe lookup also gives light, medium and heavy armour separate looks.
model-schemes/basic.ymlcontains 60 weight-specific mappings and 40 infantry/mage mappings for iron, steel, bronze, abyssalite and mythril. The infantry/mage mappings use the approved v6 items from ServerAssets#43.Existing crafted gear keeps its appearance. Recipes, ingredients, stats and socket rules are unchanged. The join/chest refresh updates stats and lore only; refreshing models would overwrite ArmourShop skins.
Deploy the ServerAssets content and rebuild the ItemsAdder pack before loading this jar and model config. After players craft these new IDs, changing their definitions risks ItemsAdder auto-update stripping MMOItems data; see ServerAssets#43.
Validation:
mvn clean verify: 136 tests pass; instruction, line and branch coverage are 100%.Applied to TFMCDev01 only. Not merged or deployed to Main.