ANSSRPG - Open Source Player Progression. Build your own RPG!

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Disconsented

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What it is:


ANSSRPG is a mod for Minecraft Forge that provides players, modpackers and server admins the ability to develop their own unique RPG system with player progression without any programming knowledge needed.

Screenshots:

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How it works:


ANSSRPG boils down to two fundamental concepts.
Skills:


Primarily used to award a player with experience for doing things. For example you can create a 'Mining' skill that provides players with experience for mining ores. For example Iron Ore for 5 experience and Diamond Ore for 50 experience. Skills follow a few preset types but can be combined to create compound skills. All skills have a failure state which allows progression to be handled via the mod (a 'digging' skill will not allow a player to mine a block).
Perks:


Perks come in two flavours: Unlocks and Effects.

Unlock Perks allow failure states to be represented. If a perk if present and the player does not have it they will trigger the failure state, if they do have it however the failure state will not be triggered. If there are no unlock perks defined for 'x' then there will not be a failure state for it.

Effect Perks allow for effects (potion effects at this time) to be applied to players among other things.
[Config and usage guide]

Downloads:

Downloads can be found through CurseForge or Github releases.

Modpacks:

This mod is licensed under MIT so do what you want with it.

How to report a issue or get help

  • Read the wiki and other resources for the mod.
  • Read: How to report a bug.
  • Using a service like Hastebin (no Dropbox) please upload:Any crash reports.
  • Console logs (both server.log and forge mod loader(fml) logs).
  • All Config files .
  • Create a github issue with the following information:



    • Description of the issue:


  • Steps to reproduce it (How do I make this happen?):
  • Steps taken to resolve it (Did I fix it? If so, How?):
  • The uploaded logs from step 3.
NOTE: If you're looking for help via IRC read this.

After reading that, you can find me in #disconsented on the Espernet IRC.
 
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loboca

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Jul 29, 2019
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Kinda like the progression in IquanaTweaks for Tinkers Construct, except not just for weapons and tools. Looked up mcMMO, looks kinda cool.

Can't help, but watching the thread to see how it goes.
 

Disconsented

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Jul 29, 2019
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Since this thread has gotten a bit of interest:
What do you want to see me do that hasn't already been listed on the GitHub?
 

Pokefenn

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Jul 29, 2019
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Since this thread has gotten a bit of interest:
What do you want to see me do that hasn't already been listed on the GitHub?
I didn't see anything on unarmed... :p
Animal taming is a great feature also.
Oh, and dont forget fishing!
Is/will there be a API to allow people to set their tools to work with it? Or will it be hardcoded.
Or dynamically go "hey, this tool works"?
 
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Disconsented

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I didn't see anything on unarmed... :p
Animal taming is a great feature also.
Oh, and dont forget fishing!
Is/will there be a API to allow people to set their tools to work with it? Or will it be hardcoded.
Or dynamically go "hey, this tool works"?
At the moment: The experience is rewarded when something is killed (but that will probably change)
I thought about Animal taming but I couldn't figure out a couple of things:
1 How would I gate it?
2 What would the reward for getting it higher?
Same thing goes with fishing
At the moment compatibility shouldn't be to hard as you essentially just add it to the config file (and in the case of vanilla style resource gathering tools you don't need to do anything), anything else just needs to be requested and I should be able to add it in ^_^ (an API isn't something that I have planned but I intend to work on a if someone wants it ill do it basis)
 

loboca

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1. Diff animals, diff levels. Level 1 = sheep, level 2 = pig, ... level 15 = nether pigmen, Level 20 = ender dragon.
2. Same as #1
3. Faster catching times, the equivalent of the Lure enchantment by default, etc.
 
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Disconsented

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That is an interesting idea, i will probably explore it more down the line.


Weight(tentative): To promote interaction with other mods (and rail systems) a players movement speed will be reduced linearly to a minimum of %10 (will begin to decrease at ~%50)

Thoughts?
 

KaosRitual

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Enchanting and brewing would be neat skills to have, so the quality of enchants would increase as you level it up or the exp cost to get good enchants would go down, and maybe at a very high level you could have more control over what enchantments go on a tool? And for brewing, chance to get double the output or increase duration?
 

trajing

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That is an interesting idea, i will probably explore it more down the line.


Weight(tentative): To promote interaction with other mods (and rail systems) a players movement speed will be reduced linearly to a minimum of %10 (will begin to decrease at ~%50)

Thoughts?
Configurable or -1 download.
I'm not even joking. I very much dislike systems that slow the player without a configuration option.
 
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Golrith

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How about some skills aimed towards more the modded community? Engineering and Magic? Not sure what possible perks could be built that would work hand in hand. Only one that comes to my mind is a chance of a small material refund on construction of items.
 
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Sidorion

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Well a magic skill could give a vis cost reduction or reduced instability on infusion (no idea on AM2 or Blood Magic, I only play TC4)
 

Disconsented

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How about some skills aimed towards more the modded community? Engineering and Magic? Not sure what possible perks could be built that would work hand in hand. Only one that comes to my mind is a chance of a small material refund on construction of items.
That was part of the idea behind professions but with things like thaumcraft it seems kinda redundant because they already have their own progression. If someone manages to figure out a good way to do it as a skill archetype then they can PR it in ^_^. However I probably won't be adding it for a long time

XD Glad you think that