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rereskillable-rereforked's Issues

KubeJS Compatibility

Could the items to be tuned with kubejs script?
I am a modpack developer. It would be good if this mod support KubeJS so that I can use the /. +/ format from JavaScript which is a lot faster in modifying the level required for each tools.
For example, if i want players to use spartanweaponry iron items only after lv10, i could write
"/spartanweaponry:. +_iron/ gathering:10"
I am not familiar with toml file. If toml file support this kind of format, could you give me an example on how to use it?

Thanks a lot!

Stat buffs based on skill level

Skill Buffs configuration

You could add simple buffs to Skills.

In the code below I put the example of how the configuration would be, so it is easier to understand:

# Here is the default `skillLocks` configuration
skillLocks = ["minecraft:iron_sword attack:5", "minecraft:iron_pickaxe mining:5"]

# ------------------------------------------------------------------

# Here would be a new section that would allow the user to create variables to put multiple items in just one word
# I gave a crude example as I don't know how it could be done in an efficient way
itemVariables = ["sword = minecraft:iron_sword minecraft:golden_sword othermod:sword", "pickaxe = minecraft:iron_pickaxe minecraft:golden_pickaxe othermod:pickaxe"]

# ------------------------------------------------------------------

# Here would be a comment field with the existing buffs in the mod.
# For the examples that will be cited below, these buffs would be:

# damage = Item damage multiplier
# breakingSpeed = Item breaking speed multiplier

# ------------------------------------------------------------------

# Here would be a new configuration section to configure buffs separately from `skillLocks`
# This section could be configured in two ways:

# itemVariable skill:level buff:value
# or
# mod:id skill:level buff:value

skillBuffs = ["sword attack:5 damage:2", "pickaxe mining:5 breakingSpeed:1.5", "minecraft:wooden_sword attack:5 damage:0.5"]

# That way, if the user were to buff only 1 item, he wouldn't need to create a variable for it, just put the ID. (If I were to choose one of the two to stay in the mod, I would choose the variable configuration. )
  • With the above configuration, when reaching level 5 in Attack, all items added to the sword variable would do 2 times more damage and when reaching level 5 in Mining, all items added to the pickaxe variable would be 1.5 times faster and wooden sword would have the damage reduced by half!
  • User could configure the same item or variables for multiple levels, just add the same configuration but with different values, example:
    ["sword attack:5 damage:2", "sword attack:10 damage:3" ].
    Configured this way, higher values ​​prevail over lower values. (In the example above, the buff that is activated at level 10 of Attack, overrides the value of the buff that is activated at level 5.)
  • The allowed values could be between 0.001 and 10.000, so the user could configure so that at the beginning the player would have a slower pickaxe due to lack of skill and over time, when increasing his skills he would be faster when mining. (This goes for any buff)
  • When hovering the mouse over the Skill icon, a popup appeared with the Buffs and the levels required to activate them.
    Based on the examples above, when hovering over the skill icon Attack, the following information would appear:

I could use this model:
%1 = variable or itemID
%2 = buff
%3 = buff value

%1 %2 multiplied by %3

Unlockable Buffs

Level 5
Sword damage multiplied by 2

Level 10
Sword damage multiplied by 3

  • If there is no value in the skillBuffs configuration field, nothing would happen, it would just disable the buffs function if the user didn't want to add them. (There could also be another configuration field with a Boolean value that looks something like this: buffsEnable = true or false, so the user could disable the buffs without removing any configuration already created.)

If you get this idea for yourself, I will suggest cool buffs here! Otherwise, I won't say anything, so the Feature Request doesn't get a big text.
This is a very bold idea, but it is a possible idea!
I look forward to hearing from you to see what you think of it!

Config file skillLocks out of bounds

When adding items from mods and vanilla Minecraft, after adding about 30 extra items in the config it causes the start-up to run out of bounds.

Compatible with the 'walking dead' mods

Hello, I like your module very much.
I wanted to use it to restrict the use of a mods('Crafting Dead') in the process of use, but failed. I can still use the gun to shoot and change ammunition.
I hope that the author can make compatibility with this mods in the future, make it effective for the guns inside, and limit the shooting, aiming and loading.(^▽^)

Level loss after death

Maybe instead of having all levels drop back to zero, only a couple levels will be reduced by a small random amount after every death? Much like the first reskillable?

I can't respawn with Scaling Health Mod.

When I try to respawn using the Scaling Health mod on my 1.18.2 server, I can't do it since I press the button and it lights up again and not even disabling functions of the 2 mods in the serverconfig or in the config will let me, with my only option only restarting the world. I don't understand why it happens, although it could be how xp works in both. I hope you can help me with this problem. (I posted this same issue on Curseforge without reading before. I'm really sorry)

Levels lost on death

Trying to change the levels lost on death and it's not seeming to work no matter what it's changed to. Min 1, Max anything (in the 0-100 range) does not actually take any levels from your skills. (This is on 1.18.2, "rereskillablerereforked-2.1.0.jar"

CraftTweaker Compatibility

I know back in 1.12 there was crafttweaker capability to add custom skills. Any plans on implementing something like this?

Config Syncing

From what I read on the comments of the Curseforge page, there is still no config sync for server and client meaning players would have to manually install the server config to there client themselves or whatever method people come up with. If this is the new reskillable then it should absolutley have config sync ASAP.

Epic Fight Mod Compatibility

  1. Use EXP instead of levels like how it was implemented in reskillable instead of rereskillable
  2. Please allow compatibility between this mod and epic fight mod.

Thank you very much :D

*Urgent* Inability to respawn when mod is in use

Specs:
Forge Version 40.1.60
RAM 6 Gigabytes
Mod version [Rereskillable Rereforked v2.1.0]
No other mods running
Ran using curse forge launcher

Issue:
In the latest mod version for 1.18.2, the player is unable to respawn after death. Although the player dies and is given the "Respawn" and "Title Screen" buttons, the respawn button simply doesn't work. Even after isolating the mod and resetting the config, it's still an issue.

If I had to guess, it would be from the XP loss after death function of the mod.

unable to add any new items from vanilla minecraft or mods without crash on initialisation.

any time i try to add a new line of text to skill lock a item, weapon/tool, or armor from vanilla minecraft or modds it will instantly crash upon starting up saying game crashed whilst rendering overlay , exit code: -1. here is the crash log. i noticed that it mentions the : after "minecraft is not a valid option even though all the commands do this for example "minecraft:iron_sword attack:5"

https://gist.github.com/SirDynamite/6737f3926cdfd6604867ab99f78eecd1

Epic Fight Mod Compatibility / FTB Quests Compatibility

Can you make a compatibility between Epic Fight and the mod? when restricting weapons from being used, it doesn't work on Epic Fight, and you can hit normally use it even though it's locked behind a skill. If you don't want to implement that, maybe you can make it so that there is a config option for not being able to pick up items that are locked behind a skill?

In another matter - FTB Quests Compatibility - maybe you can make a restriction for advancements / quests to items?

Differentiating between different right click actions

Being able to differentiate between whether I'm trying to eat a carrot or place a carrot would be very nice. Adding a use case within the quotations that would allow for this would likely be the easiest way in my mind. For example, "minecraft:carrot minecraft:farmland farming:5" would make it so ONLY placing the carrot on a tiled tile is disabled and not eating or general right clicking with the carrot.

Contact

Hi, sorrry for post here, I'm currently working to fix the death error, do you have discord to talk with you, i'm interested to help in this mod. I'll be waiting for your messsage to eliminate the issue.

Sorry for my bad english.

Missing Server Config File

Hello! I'm using the latest version for 1.18.2 and the mod doesn't seem to generate a server config file for the world, so I cannot edit the mod settings on a multiplayer server. How would I go about creating that server config file?

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