From 2942d208fddd5921970c363bce1c9949a9fd1c09 Mon Sep 17 00:00:00 2001 From: IM23a-spirgif <143030312+IM23a-spirgif@users.noreply.github.com> Date: Sun, 9 Nov 2025 00:43:10 +0100 Subject: [PATCH] Update README.md --- README.md | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) diff --git a/README.md b/README.md index abf5c17..10c1864 100644 --- a/README.md +++ b/README.md @@ -6,8 +6,7 @@ * Adds an **Ascend level & XP** system (max level **20**, **15 points per level**). * Players earn XP from actions: killing mobs, mining certain blocks, taking damage, crafting/smelting, using potions, trading with villagers, using weapons, and periodic checks for risky situations (low health, debuffs, darkness). -* Spend earned points on 10+ attributes (strength, agility, fortitude, intelligence, willpower, charisma, and weapon/magic scaling stats). -* Attribute points apply **live** via attribute modifiers and event hooks (damage, health, movement speed, enchant/potion interactions, trade discounts, etc.). +* Spend earned points on 10 attributes (strength, agility, fortitude, intelligence, willpower, charisma, and weapon/magic scaling stats). * Client UI: press **V** (configurable keybind) to open a compact stats screen and spend points. Server-authoritative with packet sync. ## Key mechanics & examples @@ -20,12 +19,6 @@ * **Charisma**: grants trade discounts by adjusting merchant offers when opening trades. * **Scaling stats**: light/medium/heavy weapon scaling and magic scaling multiply damage based on attack speed or magic damage type. -## Compatibility & tech notes - -* Designed for **Forge 1.20.1** (example build uses Forge 47.4.0) and **Java 17** toolchain. -* Optional compat with **Iron’s Spellbooks** (adds mana/spell-power hooks). Also prepared to play nicely with Geckolib, Caelus, Curios, Player Animator (as declared in the build). -* Uses a capability (`PlayerStats`) for persistent storage and network packets to sync server → client. Attributes are capped (per-mod caps and MAX_ATTRIBUTE_POINTS = 100). - ## Playstyle & design goal Ascend is built to be unobtrusive and organic: your playstyle trains the corresponding attributes. Want a heavy-hitter who tanks? Smash armor and spend in Strength/Fortitude. Prefer spellcasting? Farm XP and invest in Intelligence and Magic Scaling. It’s about emergent progression. No grindy menus, just meaningful choices.