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[suggestion] Skills automatically level up when doing a specific action rather than using XP #160
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We're rewriting, for the most part, the entire mod for 1.14. We've planned with the rewrite for a mod to be able to implement a system like the one described above. But by default we're keeping with the XP system since it's easier and the most stable in terms of "compat". |
ohhh interesting. Good to hear then. Hopefully this helps get that concept clarified then. |
ive been thinking, that it would be cool to have a class system with this mod that grants bonus xp on certain actions. there is the "level up" mod that does something similar, and a lot of modpacks are running this mod and level up together to create such an effect. however, there is a lot of overlap. meaning level up has its own skill system that you spend xp on to improve certain traits. it doesnt have the block and item gating of this mod though. the idea is, that before you even put points into your skills, you chose a class. examples: knight, hunter, miner, mage, crafter, gatherer (fishing and woodcutting), farmer dependent on what class you chose, some skills are faster to level up than others, and some actions give you bonus xp based on the class youre chosing. example: the knight gets bonus xp for slaying monsters with melee weapons, and xp for blocking damage with shields. the hunter gets xp for crafting arrows, and bonus xp slaying monsters with the bow or crossbow. the miner gets xp every time he mines any block with a pickaxe. the same way, certain skills become cheaper to level upon chosing a class. the knight would spend fewer xp to level attack and defense for example. the farmer would get reduced xp costs on the farming, and gathering skills. |
I know this is almost changing the whole mod, but you could consider this for 1.13, as I see you guys are veering more towards that.
One of the complaints that I'm sure people have said about this mod is the fact that you need so much XP to unlock any perks for skills.
For example, for farming, if a player (excluding non-players) hits a given block of a carrot (only in the state that it is ready to be harvested) and either destroys it, or right clicks the block (if such a right clicking mod exists, HarvestCraft, hunger overhaul, etc.), or with a TiC kama, then it will cause the skill to go up in sub points. Sub points are a defend amount for each skill, and follow a progression similar to skill points. You get 1/1000 points for instance. When this reaches 1000, then the player will level up in that skill.
Mining can involve the usage of a defined pickaxe breaking stone (not cobblestone), and ores (also defined) can contribute more points (defined per block, perhaps based on mining lvl) to that skill.
Building, although a limited skill, can literally be the placing of certain defined blocks that have some sort of cosmetic value.
Agility can take the stat already built into minecraft of the total distance that the player has moved. This is always recorded per world. Walking is 1 point while sneaking is 2, running is 3 per meter, etc.
Defense is the usage of a shield, or a TiC battle sign, any defined shield that takes durability during combat.
..etc.
Except magic is the only one where I wouldn't know what to do that for. Perhaps integrate it with Thaumcraft?
Most of these skills wouldn't be hard to implement in this way, either placing or breaking blocks, checking durability updates, isn't hard to code I assume (but I could be totally wrong)
Taking it further, by leveling up your skills only, the player can get a separate global variable of skill level XP, in which when they level up their player level, they get one point that they can use to unlock a perk. Kinda like most RPGs.
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