Skip to content
This repository was archived by the owner on Jan 2, 2020. It is now read-only.

Design doc

James Speed-Kerr edited this page Nov 27, 2015 · 15 revisions

Features planned

  • HQM Support (Tentative)

    • Quests will be used as prerequisites for access to Perks.
    • Quests can award Experience.
    • Possible now that HQM is open source.
  • Skills (Creating Default Skills w/ Experience)

  • 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.
  • Cooking (Furnace)

  • Defence (armour/taking damage)

    • Experience awared based on damage taken.
    • Gate armour.
    • Investigation needed.
  • Block Interaction

    • Access to chests, workbenches, furnaces for smelting, etc.
    • Not currently possible with existing events.
  • Tools & Experience

    • Pickaxes, for example, will give Mining Experience. (Other types of tools will give experience that correspond with their use.)
    • Done.
  • 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.
  • GUI's

    • Player Status
      • Done
    • Perk
      • Done
    • Skill (Exp)
      • Done
    • Registry Reader
      • Done
  • Action Perks

    • Only has Self Potion implemented.
  • Auto Unlock Perks

  • Player Effects

    • Active Effects.
    • Passive Effects (aka permanent) .
    • Toggle-able Effects.
    • Titles (purely for looks) [Perk implemented].
    • Custom particles(tentative).
  • 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.
  • Compound perks

    • Unlock multiple perks as well but appears as a single perk.
  • Initial Perks

    • Presented at character creation(/?) to be chosen.
    • I.E. Selecting a class/profession.
  • 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.
    • Adjustable pool.
      • Perks to increase/decrease.
    • Used for perks (also replaces perk points).
    • In planning.

Clone this wiki locally