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# Ascend: SbA (Stats by Actions) — short overview
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Source installation information for modders
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-------------------------------------------
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This code follows the Minecraft Forge installation methodology. It will apply
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some small patches to the vanilla MCP source code, giving you and it access
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to some of the data and functions you need to build a successful mod.
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**Ascend** turns vanilla Minecraft into a lightweight, persistent RPG: train attributes by doing things in-game, gain Ascend levels, spend points to boost combat, movement, magic and social skills, and watch those choices change how your character performs.
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Note also that the patches are built against "un-renamed" MCP source code (aka
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SRG Names) - this means that you will not be able to read them directly against
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normal code.
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## What it does (quick)
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Setup Process:
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==============================
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* Adds an **Ascend level & XP** system (max level **20**, **15 points per level**).
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* 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).
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* Spend earned points on 10+ attributes (strength, agility, fortitude, intelligence, willpower, charisma, and weapon/magic scaling stats).
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* Attribute points apply **live** via attribute modifiers and event hooks (damage, health, movement speed, enchant/potion interactions, trade discounts, etc.).
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* Client UI: press **V** (configurable keybind) to open a compact stats screen and spend points. Server-authoritative with packet sync.
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Step 1: Open your command-line and browse to the folder where you extracted the zip file.
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## Key mechanics & examples
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Step 2: You're left with a choice.
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If you prefer to use Eclipse:
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1. Run the following command: `./gradlew genEclipseRuns`
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2. Open Eclipse, Import > Existing Gradle Project > Select Folder
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or run `gradlew eclipse` to generate the project.
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* **Strength**: +attack damage, +knockback, and armor-bypass bonus calculated on hit.
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* **Agility**: small movement speed bonus; XP for agile actions (sprinting, climbing, jumping).
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* **Fortitude**: increases max health, knockback resistance, chance to resist/cleanse harmful effects.
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* **Intelligence**: increases mana (and integrates with Iron’s Spellbooks if present), lengthens beneficial potion effects, reduces enchantment costs/effects.
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* **Willpower**: reduces sanity drain and increases tempo/stamina gains (API helpers available).
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* **Charisma**: grants trade discounts by adjusting merchant offers when opening trades.
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* **Scaling stats**: light/medium/heavy weapon scaling and magic scaling multiply damage based on attack speed or magic damage type.
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If you prefer to use IntelliJ:
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1. Open IDEA, and import project.
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2. Select your build.gradle file and have it import.
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3. Run the following command: `./gradlew genIntellijRuns`
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4. Refresh the Gradle Project in IDEA if required.
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## Compatibility & tech notes
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If at any point you are missing libraries in your IDE, or you've run into problems you can
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run `gradlew --refresh-dependencies` to refresh the local cache. `gradlew clean` to reset everything
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(this does not affect your code) and then start the process again.
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* Designed for **Forge 1.20.1** (example build uses Forge 47.4.0) and **Java 17** toolchain.
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* 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).
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* 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).
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Mapping Names:
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=============================
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By default, the MDK is configured to use the official mapping names from Mojang for methods and fields
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in the Minecraft codebase. These names are covered by a specific license. All modders should be aware of this
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license, if you do not agree with it you can change your mapping names to other crowdsourced names in your
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build.gradle. For the latest license text, refer to the mapping file itself, or the reference copy here:
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https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md
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## Playstyle & design goal
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Additional Resources:
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=========================
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Community Documentation: https://docs.minecraftforge.net/en/1.20.1/gettingstarted/
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LexManos' Install Video: https://youtu.be/8VEdtQLuLO0
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Forge Forums: https://forums.minecraftforge.net/
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Forge Discord: https://discord.minecraftforge.net/
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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.
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---
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Short, modular, and ready to extend — Ascend gives you an RPG progression layer without changing world generation or requiring a new economy. Want a longer description, a Steam-like blurb, or a README-ready install/FAQ section? I can write that next.
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