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# Ascend: SbA (Stats by Actions) — short overview
Source installation information for modders **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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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.
Note also that the patches are built against "un-renamed" MCP source code (aka ## What it does (quick)
SRG Names) - this means that you will not be able to read them directly against
normal code.
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. * **Strength**: +attack damage, +knockback, and armor-bypass bonus calculated on hit.
If you prefer to use Eclipse: * **Agility**: small movement speed bonus; XP for agile actions (sprinting, climbing, jumping).
1. Run the following command: `./gradlew genEclipseRuns` * **Fortitude**: increases max health, knockback resistance, chance to resist/cleanse harmful effects.
2. Open Eclipse, Import > Existing Gradle Project > Select Folder * **Intelligence**: increases mana (and integrates with Iron’s Spellbooks if present), lengthens beneficial potion effects, reduces enchantment costs/effects.
or run `gradlew eclipse` to generate the project. * **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: ## Compatibility & tech notes
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.
If at any point you are missing libraries in your IDE, or you've run into problems you can * Designed for **Forge 1.20.1** (example build uses Forge 47.4.0) and **Java 17** toolchain.
run `gradlew --refresh-dependencies` to refresh the local cache. `gradlew clean` to reset everything * 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).
(this does not affect your code) and then start the process again. * 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: ## Playstyle & design goal
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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
Additional Resources: 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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Community Documentation: https://docs.minecraftforge.net/en/1.20.1/gettingstarted/ ---
LexManos' Install Video: https://youtu.be/8VEdtQLuLO0
Forge Forums: https://forums.minecraftforge.net/ 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.
Forge Discord: https://discord.minecraftforge.net/