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FastTquick

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I am liking the idea suggested by previous posts to incorporate this into modded FTB Minecraft. That way, any map maker can have greater flexibility to add perks and skills that are tied to the various major FTB mods and open up new possibilities to add more game mechanics to his map. For example, the magic skill will work very well for magic mods like Thaumcraft, Ars Magica, and Blood Magic, blacksmithing has to do with Tinker's Construct, and engineering could be useful when dabbling in tech mods such as Industrialcraft and Thermal Expansion. Furthermore, this integration could allow for the map maker to add additional character classes like the mage and hybrid classes like the Paladin (a magic wielding knight) and the Technomancer (a class that deals in both magic and technology).
 

Disconsented

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Once I get the perks system actually fleshed out I should be able to provide an API to allow other mods to add to work with perks. So its %100 do able and I quite like it BUT unless a mod dev is asking for it no real point in adding it (even so not until perks are fleshed out more).
 
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Disconsented

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So feedback, comments, concerns, bugs or features? The input I receive here is going to determine if I continue to work on the project (No point doing it if there isn’t any interest).
 

FastTquick

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So feedback, comments, concerns, bugs or features? The input I receive here is going to determine if I continue to work on the project (No point doing it if there isn’t any interest).
So, how will you be implementing EXP, skill points, quests, and the like? I'd like to see you post more progress reports on your mod. The concept menu for your perks system alone makes it look promising.
 
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Disconsented

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So, how will you be implementing EXP, skill points, quests, and the like? I'd like to see you post more progress reports on your mod. The concept menu for your perks system alone makes it look promising.
Quest's are beyond the scope of this mod (no point reinventing the wheel) but if a modder request’s an API to help make my mod work with theirs I am more than happy to do it.


Skills and Experience a very closely linked (as you would expect). Each "Skill" falls under one of (currently) three archetypes (Block Breaking, Crafting and Entity damaging for now). During configuration you assign each skill (all of which are end user defined) an archetype.


You then need to input the list of entry names and associated experience values into the skills config file.


Perks (think fallout) are how I am going to handle gating and "ability’s". All 3 Archetypes are gatable. Block breaking simply doesn’t break the block, Entity’s being attacked will have incoming damage reduced to 1 and crafting will just close the GUI. As for obtaining them, the GUI which I showed in the thread earlier.

To stop people obtaining all perks from the get go they normally will have an associated skill requirement and point cost (tentative). I am still theory crafting ideas for obtaining points but some of the ideas that have been suggested include a “general” experience and then awarding points based of that, gameplay time based or by achievements (I am currently exploring this)


(N.B. This is all theory crafting) Ability’s will come in two flavours active, toggleable and passive, to help with intermod compatibility I have decided to use potion effects (If I go with this route I have plans to release a companion mod with additional effects). Multiple effects can be applied at once so you can create so more interesting effects (Speed boost but you have Hunger at the same time)


Stat points like strength, dexterity etc are not within the scope of this mod (I find them silly and boring)



As for additional archetypes, I am just stumped on what to add that won’t be used for bland one off skills. (Hence my hesitance for breeding, fishing etc)

The big theme with this mod is _User Definitions_ I won’t be (initially) including any default skills, perks etc. I want to encourage the community to create those and share them with everyone else (it is makes this pretty awesome for servers and modpacks)

(Now that I have actually written this out I need to update github)
 
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ThatOneSlowking

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Quest's are beyond the scope of this mod (no point reinventing the wheel) but if a modder request’s an API to help make my mod work with theirs I am more than happy to do it.


Skills and Experience a very closely linked (as you would expect). Each "Skill" falls under one of (currently) three archetypes (Block Breaking, Crafting and Entity damaging for now). During configuration you assign each skill (all of which are end user defined) an archetype.


You then need to input the list of entry names and associated experience values into the skills config file.


Perks (think fallout) are how I am going to handle gating and "ability’s". All 3 Archetypes are gatable. Block breaking simply doesn’t break the block, Entity’s being attacked will have incoming damage reduced to 1 and crafting will just close the GUI. As for obtaining them, the GUI which I showed in the thread earlier.

To stop people obtaining all perks from the get go they normally will have an associated skill requirement and point cost (tentative). I am still theory crafting ideas for obtaining points but some of the ideas that have been suggested include a “general” experience and then awarding points based of that, gameplay time based or by achievements (I am currently exploring this)


(N.B. This is all theory crafting) Ability’s will come in two flavours active, toggleable and passive, to help with intermod compatibility I have decided to use potion effects (If I go with this route I have plans to release a companion mod with additional effects). Multiple effects can be applied at once so you can create so more interesting effects (Speed boost but you have Hunger at the same time)


Stat points like strength, dexterity etc are not within the scope of this mod (I find them silly and boring)



As for additional archetypes, I am just stumped on what to add that won’t be used for bland one off skills. (Hence my hesitance for breeding, fishing etc)

The big theme with this mod is _User Definitions_ I won’t be (initially) including any default skills, perks etc. I want to encourage the community to create those and share them with everyone else (it is makes this pretty awesome for servers and modpacks)

(Now that I have actually written this out I need to update github)
I would like to say: maybe try and work with the HQM guys for some cross-mod XP stuff?
 

Disconsented

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Jul 29, 2019
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I would like to say: maybe try and work with the HQM guys for some cross-mod XP stuff?
Its on the radar but its 1.6 and it doesn't appear to be open source :(
For now I am going to take a break (knowing me it will be a week or two before I am at it again).

Now its time to plan out the roadmap:
Features in mind:
More Archetypes (received a request for a dummy skill the blocks right clicks; other than that no clue what to do)
Perk Effects
GUI's
???
 

Disconsented

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Jul 29, 2019
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JmbFNno.png

Programmed by hand :) (Still needs a ton of work)
 

FastTquick

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Jul 29, 2019
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JmbFNno.png

Programmed by hand :) (Still needs a ton of work)
IT'S BEAUTIFUL!!!!!

But no really, I'm pretty impressed. I can imagine a screen like this being your typical level-up screen. The things on the left represent the player's perks he wants to level up and the thing on the right represents the player's profile. I can't wait to see more.
 

ShneekeyTheLost

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I'm actually quite interested in the concepts behind this mod. It turns the game into more of an RPG and less of a sandbox. For those who want that, it might be quite interesting.

An idea on passive vs active perks... passive perks are things that give static bonuses. For example, Mining Efficiency that increases mining speed would be a passive perk. Active ones are ones that either do something different entirely or are something that consumes resources to use. You can even use a skill slot system where a player will need to decide which perk to use. So, again as examples (and NOT as suggestions), if you had a silk touch perk and a spinning blade perk that would attack everyone in a point-blank area effect, but you only had one active perk slot, you would have to decide... do you want to silk touch, or do you want to be able to do point-blank area effect attacks.
 

tedyhere

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HOW DID I NOT SEE THIS BEFORE! I am so wanting an RPGish mod. If we can add classes serverside and have skills we can assign to those classes to lvl them up that would be so amazing.
 

Zandorum

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Jul 29, 2019
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Why do I feel like this is going to be like the Fallout Perk and Traits System? Because if it is I really want this... I want it alot.