From d4aff29c39ddd8002cfaff8e0462cc22315940d8 Mon Sep 17 00:00:00 2001 From: IM23a-spirgif <143030312+IM23a-spirgif@users.noreply.github.com> Date: Sun, 9 Nov 2025 00:37:09 +0100 Subject: [PATCH] Update README.txt --- README.txt | 63 ++++++++++++++++++++++-------------------------------- 1 file changed, 26 insertions(+), 37 deletions(-) diff --git a/README.txt b/README.txt index 46add15..1bb4039 100644 --- a/README.txt +++ b/README.txt @@ -1,46 +1,35 @@ +# Ascend: SbA (Stats by Actions) — short overview -Source installation information for modders -------------------------------------------- -This code follows the Minecraft Forge installation methodology. It will apply -some small patches to the vanilla MCP source code, giving you and it access -to some of the data and functions you need to build a successful mod. +**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. -Note also that the patches are built against "un-renamed" MCP source code (aka -SRG Names) - this means that you will not be able to read them directly against -normal code. +## What it does (quick) -Setup Process: -============================== +* 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.). +* Client UI: press **V** (configurable keybind) to open a compact stats screen and spend points. Server-authoritative with packet sync. -Step 1: Open your command-line and browse to the folder where you extracted the zip file. +## Key mechanics & examples -Step 2: You're left with a choice. -If you prefer to use Eclipse: -1. Run the following command: `./gradlew genEclipseRuns` -2. Open Eclipse, Import > Existing Gradle Project > Select Folder - or run `gradlew eclipse` to generate the project. +* **Strength**: +attack damage, +knockback, and armor-bypass bonus calculated on hit. +* **Agility**: small movement speed bonus; XP for agile actions (sprinting, climbing, jumping). +* **Fortitude**: increases max health, knockback resistance, chance to resist/cleanse harmful effects. +* **Intelligence**: increases mana (and integrates with Iron’s Spellbooks if present), lengthens beneficial potion effects, reduces enchantment costs/effects. +* **Willpower**: reduces sanity drain and increases tempo/stamina gains (API helpers available). +* **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. -If you prefer to use IntelliJ: -1. Open IDEA, and import project. -2. Select your build.gradle file and have it import. -3. Run the following command: `./gradlew genIntellijRuns` -4. Refresh the Gradle Project in IDEA if required. +## Compatibility & tech notes -If at any point you are missing libraries in your IDE, or you've run into problems you can -run `gradlew --refresh-dependencies` to refresh the local cache. `gradlew clean` to reset everything -(this does not affect your code) and then start the process again. +* 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). -Mapping Names: -============================= -By default, the MDK is configured to use the official mapping names from Mojang for methods and fields -in the Minecraft codebase. These names are covered by a specific license. All modders should be aware of this -license, if you do not agree with it you can change your mapping names to other crowdsourced names in your -build.gradle. For the latest license text, refer to the mapping file itself, or the reference copy here: -https://github.com/MinecraftForge/MCPConfig/blob/master/Mojang.md +## Playstyle & design goal -Additional Resources: -========================= -Community Documentation: https://docs.minecraftforge.net/en/1.20.1/gettingstarted/ -LexManos' Install Video: https://youtu.be/8VEdtQLuLO0 -Forge Forums: https://forums.minecraftforge.net/ -Forge Discord: https://discord.minecraftforge.net/ +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. + +--- + +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.