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anssrpg's Issues

Character Menu GUI

A lot of RPG's have a character screen that you can access that will show all of your character information. Plugins like mcMMO had commands or scoreboards to show your levels in skills, but that always felt tacky to me. Why not create a nice GUI that can be accessed with a keybinding? It could have tabs (possibly even a tab within inventory so you can tab back and forth). Your levels/skills and any other mod information (Ars Magica levels?) can go into this screen.

Experience Overhaul

Make experience earned from killing monsters actually useful. My idea is to override vanilla experience so that when you kill mobs, you earn their experience and it goes into a pool that cannot be used to do anything. You gain levels from that pool of experience like any typical RPG element. The "exp" that is used to enchant is renamed to "essence" and could be described as absorbing some of the life essence of a monster you have killed that you can then use to enchant things. However this can then be extended to create yet another skill :D.

[Random] Eating Effect

So I was thinking of different skills and effects. One thing that could make this fun and kind of unique would be to make special food items that do interesting things. Maybe you can create them with a cooking skill.

  • Type of food that makes your player entity grow in size
  • Shrink
  • Potion effects obviously
  • Cool particle effects (like a cloud trail?)
  • Armor buff

And as well maybe just really really good food that can heal your player after you've gotten to a higher level and gained a lot of health.

[Suggestion] Mod Support

How is the mod support?
What I mean is can ANSSRPG support the following for skills/perks?
Right click specified mod blocks with specified mod item?
Automatically setting/changing specified nbt tags in said mod item?
Crafting of specifed mod items adding xp to specified skills?
Require varying levels of specified set of skills for specified perk?

Even though the Progression was updated a little more recently, I would prefer to use ANSSRPG for tech progression as both I believe it would be easier to do what I want.
At the very least, it would be easier to set certain stuff to unlock based on a leveling system.
As for the mod support I asked about,
I am thinking of making an "Engineering" skill.
With certain crafting and certain multi-blocks being unlocked according to skill levels.
I need auto nbt tag setting/changing because Immersive Engineering supports using nbt tags on its Engineer's Hammer to blacklist and whitelist what multiblocks that that hammer is allowed to form.
Also, would it be possible to add support for server permissions systems?
For example, player only getting permission X if they have a certain skill level?
Generic all-round permission set would be nice, but I'd also like support for the rules system of Sponge plugin "Permissions Manager"

As for the multiblock formation whitelist/blacklist,
I don't know how it works in the code.
All I do know is that pack-authors/server-owners like me can do so by adding an nbt tag to the engineer's hammer.

Skills without fail states

In response to #8 I have been thinking about implementing the Smelting Skill (as well as fishing) without failure states. Thoughts?

Wiki and Updates

Wanted to know how updated the Wiki is as It seems to help me much with the mod.
Would it be possible to add some examples of some configs for some pre made ones?
Just to better understand how and what to change?

Armor crafting

When crafting leather armor in a vanilla workbench cause a SERVER crash.
here is the error log.
http://paste.ubuntu.com/11844725/
this is the DEV-25 version on server and client.
Love the new gui for perks. what we have used so far is working great there.

[Skill] Wood Cutting

Archetype Block Breaking

It's rather obvious. You gain experience in your wood cutting skill from chopping down trees.

Possible Perks:

Ability to chop down whole tree using ability after certain level.
Faster chopping with higher level.

Discussion: Make required on client

I have been thinking about about the actions perks and I have yet to figure out a reliable way to allow a player to use them without a clientside component. I can do commands but those are just ugly to use.

Thoughts?

Perks gui

The perks gui does not seem to be reading/remembering/loading player data. The Perk is still usable but in the gui it is confusing people as the current incarnation does not leave obtained perks "greyed" out on load/reload.

new Permanent skills and Toggeable & a spotlight request

I would love to have some permanent skills that keep with you when you die and can't be removeable, I am thinking of slowfall ( no fall damage and gliding ), regenerator, Divine shield ( 10% damage absorption ), swiftness ( faster movement speed ).

And some toggeable skills, basically allows you to cast projectiles by using a Magic Points pool ( default 1000 and +1 per second regen ) some default projectiles will exist but more will be able to be added with configs, press 0 to use magic, it will display your hand with a small electric ball :D

The following projectile styles are here :
-Basic projectile ( just fly forward )
-Gravity affected projectile ( like arrows )
-Bouncing projectile
-Piercing projectile ( go through multiple mobs for crowd control )

Modifiers are :
-Homing
-Fast fire ( auto fire, can be set up to 20 projectiles per second )
-Fire imbued
-Slowness imbued
-Darkness/Blindness imbued
-Poison imbued
-Knockback

note some can't go together due to practical reasons ( piercing + homing is the only one atm )

Last thing, I would love to have someone doing a spotlight, although documentation is here, it's too complex for me :/ And I am having a hard time :C

I would also appreciate to have a continuation of 1.7.10

Random Nitpicks

  • Upgradle. pls.
  • Get everything to a standardized formatting. There are many instances of the following all over the place:
    public void someMethod() {
        // Thing
    }
    public void someMethod(){
        // Thing
    }
    public void someMethod() 
    {
        // Thing
    }
  • Fix the /help command. Very easy to do. Just change getCommandUsage in Perks.java and Skills.java command classes from returning null to "".
  • Move away from System.out.println(). It gives the user absolutely no information about where the console message came from. You can easily make a logger with public static Logger logger = LogManager.getLogger(LOGGERNAME);. May I suggest just using this?
  • Move basic mod information from build.gradle to a gradle.properties file.
  • Move basic mod information in Main.java to variables either in Main.java or in another class. IE: public static final String NAME = "A Not So Simple RPG"; You can find an example of that in my project here. Check both ResourcefulCrops.java and ModInformation.java.

I probably have more, but it's 2am and I can't think clearly. If you would like help with / would prefer somebody else do any of these, I can PR them in.

Level Up Notification

Calculate the difference between levels and display what is required to level up (Current Level, Next level experience - current experience) every X(5) actions

Attributes

Attributes could govern general player stats while also working as categories that each skill could fit under.

I would think that a few stock ideas could be as follows:
Vitality
-increases max health
-armor or defensive skills could fall under Fortitude
Strength
-Increases max item stacks past 64 blocks when higher than average.
-Melee type skills could fall under strength
Endurance
-decreases the speed at which the hunger bar decreases by running or healing
-tool using skills could fall under endurance
Dexterity
-chance to dodge attacks
-crafting and movement based skills could fall under Dexterity

There are a few options I've thought of for how attributes can be increased separately from skills:
-Each time a player reaches a total skill level milestone they could pick an attribute to increase.
-When the skills under an attribute increase, so does the attribute.
-Selecting a class could consist of picking a favored attribute that is increased at the start

BC interference

Mod progression interferes with Current version of BC(7.0.13 atm) Quarry hits any vanilla ore it halts all but obsidian.

Perks Expansion

Introduce active, passive and toggleable ability's based upon potion effects

[Skill] Mining

Archetype Block Breaking

It's rather obvious. You gain experience in your mining skill from mining stone and ores.

Possible Perks:

Explosive charge: Blows up a bunch of blocks and drops them.
Faster mining with higher level.

Permissions

basic permissions to use the /anssrpg 0/1 default to denied. listing of perms or defaulting to allow needed.

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