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Design doc
James Speed-Kerr edited this page Nov 27, 2015
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15 revisions
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HQM Support (Tentative)
- Quests will be used as prerequisites for access to Perks.
- Quests can award Experience.
- Possible now that HQM is open source.
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Skills (Creating Default Skills w/ Experience)
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Fishing- Fishing will give experience.
- Some fish will require a certain fishing level before they can be caught, otherwise they will always ‘escape’ the line. A higher fishing level will allow for quicker low*level fish to be gained, with a penalty for fishing experience after +5 fishing levels that the fish requires. (This is to prevent(over) fish farming.) (Tentative)
- Further Discussion Needed
- Does not fit within the scope of the mod.
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Cooking (Furnace)
- Possible but there is an issue with forge stopping it.
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Defence (armour/taking damage)
- Experience awared based on damage taken.
- Gate armour.
- Investigation needed.
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Block Interaction
- Access to chests, workbenches, furnaces for smelting, etc.
- Not currently possible with existing events.
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Tools & Experience
Pickaxes, for example, will give Mining Experience. (Other types of tools will give experience that correspond with their use.)- Done.
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Item Restrictions
- Allows the player to hold specific tools if prerequisites are met. (For example, holding a Diamond Pickaxe will require ‘XX’ Mining Level.)
- Investigation needed.
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GUI's
- Player Status
- Done
- Perk
- Done
- Skill (Exp)
- Done
- Registry Reader
- Done
- Player Status
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Action Perks
- Only has Self Potion implemented.
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Auto Unlock Perks
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Player Effects
- Active Effects.
- Passive Effects (aka permanent) .
- Toggle-able Effects.
- Titles (purely for looks) [Perk implemented].
- Custom particles(tentative).
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Monster (Mob) Interaction Skill.
- Allows the Player to use items to interact with Mobs.
- You can tame and breed animals.
- You can also purify cursed Villagers (NPCs).
- Possible.
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Compound perks
- Unlock multiple perks as well but appears as a single perk.
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Initial Perks
- Presented at character creation(/?) to be chosen.
- I.E. Selecting a class/profession.
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Resources
- Definable like perks and skills.
- Regenerates in a variety of ways.
- Actions like mining, fighting etc.
- For now just use existing events and level up.
- Time.
- Consume resources.
- Actions like mining, fighting etc.
- Adjustable pool.
- Perks to increase/decrease.
- Used for perks (also replaces perk points).
- In planning.