This mod isn't compatible with mod X. Can you fix it?
Life is all about choices. (in other words, no)
If I update this mod to a new version, will I lose all my progress on it?
You WILL NOT EVER lose your skills unless you load up your world without the mod installed or have it incorrectly installed. That is literally the only way you will ever lose your progress.
ModLoader also modifies the aaa.class. Is it compatible?
Yes. I based that class on the one from ModLoader, and added my own code from there. Just make sure to install this mod after installing ModLoader and everything should be fine with that.
Has skill X already been suggested an annoyingly large amount of times?
if (X == swimming || X == stamina || X == any_skill_that_decreases_hunger_rate)
Is this compatible with Zan's Minimap?
No, but CJB's should work, and some have gotten Rei's to work.
Will you make a multiplayer version?
There are not any plans to do that at this time, and asking me to do it only makes me want to do it less.
When I found out that the experience and leveling coming in 1.8 would not have a use until later, I was pretty disappointed. And now it seems like vanilla skills won't be coming until 1.10. So I decided to take matters into my own hands and make the Level Up! mod.
SIDE NOTE: Major props to minecraft.fr for featuring the mod and getting it lots more attention! Merci beaucoup
About the Mod:
What this mod does is add 12 (as of now) skills to the game, which you can increase using skill points gained from leveling up (you get 3 per level up). Here are the details on the skills:
-Every point in Mining increases your chance of getting double drops from all ores (except ones you place ) by 0.5%
-For Every 5 points in Mining, your mining speed of stone, cobblestone, obsidian, and all ores increases slightly
-Every point in Swords increases your chance for a random critical hit (while using a sword) by 0.5%
-For every 5 points in Swords, the damage you deal with any sword increases by 5%
-Every point in Defense increases your chance to negate all damage from an attack that you block with a sword
-For every 5 points in Defense, the damage you take from all block-able sources is reduced by 5%
-Every point in Woodcutting increases the chance that chopping a natural wood log will drop extra sticks and/or planks.
-For every 5 points in Woodcutting, the speed at which you break wooden logs and planks (even by hand) increases slightly
-Every point in Smelting increases your chance to get two products from smelting all non-food items by 0.5%
-For every 5 points in Smelting, your smelting speed for all non-food items is increased by 10%
-Every point in Archery increases the projectile speed of your arrows by 1%
-For every 5 points in Archery, your drawback speed of the bow increases slightly
-Every point in Athletics increases your sprinting speed by 1%
-For every 5 points in Athletics, fall damage that you take is reduced by 5%
-Every point in Cooking increases your chance to get two products from cooking all food
items increases by 0.5%
-For every 5 points in Cooking, your cooking speed for all food items is increased by 10%
-Every point in Stealth increases your movement speed while sneaking by 2%
-For every 5 points in Stealth, the maximum range at which mobs can detect your presence while you are sneaking decreases by 5%
-Every point in Farming slightly increases the rate at which crops, melons, and pumpkins grow
-For every 5 points in Farming, your chance to get double wheat drops from crops increases by 10%
-Additionally, you can now craft 1 pumpkin into 4 pumpkin seeds, regardless of Farming level
-Every point in Fishing slightly increases your chances of hooking a fish while your line is in the water
-For every 5 points in Fishing, your chance to fish up one of 10 random items along with a fish increases by 3% (you cannot get diamonds this way, so don't waste your time trying)
-Every point in Digging increases your chances of finding a random loot drop when digging natural dirt below a depth of 60 by 0.5%
-For every 5 points in digging, your chances of getting flint from destroying gravel increases by 10% (actually gets to 100% at level 45, since by default there is a 10% chance)
-Additionally, you can now craft 4 flint in a square into 4 gravel, regardless of Digging level
New Gameplay Mechanics:
-For every ore you mine, you will gain a small amount of XP. The amount depends on the type of ore you are mining.
-For using certain ingredients in crafting, you will gain small amounts of XP. The amount you gain depends on the types of items you are using. The "approved ingredients" are:
- Stone (not Cobblestone)
- Iron Ingots
- Gold Ingots
- Redstone Dust
- Glowstone Dust
- Ender Pearls
-Starting at level 5, you are able to chose a class. There are currently 12 classes (one for each skill, a pattern which I intend to keep when more skills are added). Upon choosing a class, you will gain an instant boost of +10 levels in a certain skill and +5 levels in two others. The skills affected depend on the class chosen.
-Additionally, each class has an "affinity" for either mining, crafting, or combat. Mining classes get boosted XP from mining (given after every 3 ores mined), Crafting classes get boosted XP from crafting (given after every 5 crafts that use the "approved ingredients"), and Combat classes get boosted XP from killing mobs (given instantly after killing any hostile mob).
The Talisman of Wonder
-The Talisman of Wonder is an item that will convert certain other items into pure XP by way of recipes which consume the Talisman and the sacrificial item to yield another Talisman. Choose a stack of items to be converted and put it in crafting with the Talisman. Upon taking the new Talisman, the whole stack of sacrificial items will be consumed, giving you an amount of XP based on the size of the stack and the type of items. The following items can be converted:
The Book of Unlearning
-The Book of Unlearning is an item that can be used to respec your skills and class. Using the Book will consume it, resetting all your skills as well as your class in the process. It will also give you all the skill points you have accumulated back to you, allowing you to allocate them again. It will also let you re-pick your class.
-While sneaking, enemies will only detect your presence if they happen to turn and look at you. In other words, if you are sneaking, it is not enough just to get near enemies for them to start attacking you. They must be looking in your direction.
-Also, if you attack a mob that has not detected you with a melee attack, you will perform a Sneak Attack for 2x damage. This works with bows too, but the bonus is only 1.5x damage and you must be close enough to your target so that normally they would detect you.
-Hostile mobs that spawn below depth 60 and mobs that spawn further than ~320 blocks from your spawn point will receive a buff to either their speed, sight range, armor (capped at -50% damage reduction), or attack strength (only affects melee attackers)
-The potency of the buff is determined by how far away the mob spawned from the player's original spawn point (beyond 320 blocks) AND how deep down the mob spawned (below depth 60). The two buffs WILL stack!
-Additionally, all hostile mobs spawning below depth 30 will get an additional health buff based on how far down their spawn depth is below 30 (+100% health for mobs that spawn at depth 0, +50% for spawning at depth 15, etc.)
All skills are capped at 50, and the player's level is capped at 100. Upon death, you retain your skills, but will not get any skill points until you level up past the last largest level that you had died on. Additionally, this mod displays what level you are on in the GUI (between health and hunger), as well as your number of skill points if you have any. The mod is only for single player Survival mode, and is disabled in Creative mode and multiplayer worlds.
Modified in-game menu
(The button just says "Skills" if you have no skill points)
Skill-point allocation GUI
You can only subtract from skills that you added skill points to before pressing "Done." In other words, you cannot "respec" using the minus buttons (try the Book of Unlearning ).
Courtesy of Hellyerrr
An older one:
Courtesy of CallumMcMuffin
Even older ones:
Patch Notes: v1.5.2
-Reworked the Swords skill:
**The skill is now called Melee
**It's effects now apply to any melee attack with any item. However, the damage bonus does not affect anything that deals only 1 half heart of damage, since even at level 50 it would only be increased to 1.5 half hearts of damage, which I floor down to 1 again.
**Also, none of its bonuses apply to your bare fist (saving that for Hand-to-Hand )
-Reworked the Archery skill:
**The skill is now called Marksman
**Its effects are the same, except every point now also increases damage done to hostile mobs from non arrow-based ranged attacks by 1%. Keep in mind that this ONLY applies for hostile mobs! (I could make it work for all mobs, but I'd have to modify tz.class)
-Reworked the mob buff system (again)
**Hostile mobs that spawn below depth 60 and mobs that spawn further than ~320 blocks from your spawn point will receive a buff to either their speed, sight range, armor (capped at -50% damage reduction), or attack strength (only affects melee attackers)
**The potency of the buff is determined by how far away the mob spawned from the player's original spawn point (beyond 320 blocks) AND how deep down the mob spawned (below depth 60). The two buffs WILL stack!
**Additionally, all hostile mobs spawning below depth 30 will get an additional health buff based on how far down their spawn depth is below 30 (+100% health for mobs that spawn at depth 0, +50% for spawning at depth 15, etc.)
**Removed super mobs
-Fixed the description for the Zealot class in the GUI
Patch Notes: v1.5.1
-Made balance changes:
**All items usable with the Talisman of Wonder now give more XP
**Mob buffs are now somewhat mob-specific (they don't all get HP up) but are more potent
**Increased the spawn rate of super mobs (below depth of 30) to 10% from 5%
-Fixed a bug that caused skill points to not be credited correctly to characters on existing worlds
-Fixed a bug which allowed a skill to be pushed over 50 after choosing a class.
-Fixed a few crashes with the ModLoader version
-Hopefully fixed a few other issues
Patch Notes: v1.5
(Details on all of these can be found above somewhere)
-Added new feature: Classes
-Added new item: Book of Unlearning
-Added new item: Talisman of Wonder
-Added new mechanic: Mob buffs
-Reworked Digging: You can no longer find loot chests by digging. Instead, there is now a (much greater) chance that a single, random piece of loot will appear when you dig out natural dirt blocks below a y of 60.
-The player's level is now capped at 100
-Fixed/Tweaked a bunch of stuff
Forge & ModLoader Version
YOU MUST INSTALL MC FORGE IF YOU ARE USING THIS VERSION! IT WILL NOT WORK CORRECTLY IF YOU DON'T!
Level Up! v1.5.2 (Adfly)
Level Up! v1.5.2 (Not Adfly)
ModLoader Only Version
REQUIRES MOD LOADER ONLY
DO NOT INSTALL MC FORGE IF YOU ARE USING THIS VERSION!
Level Up! v1.5.2 (Adfly)
Level Up! v1.5.2 (Not Adfly)
(Don't want to force anyone to use Adfly, but it'd be really nice if you did)
Level Up! v1.4.1
Level Up! v1.4
Level Up! v1.3
Level Up! v1.2
Level Up! v1.1.1
Level Up! v1.1
Level Up! v1.0
1) Install ModLoader and Forge if you are using it (important that you do this first)
2) Extract all files from the .zip and then drag them to your minecraft.jar
3) Be sure to delete the META-INF folder if you haven't already
abj (Class that draws the HUD text and manages things that happen "on tick" for me)
hc (Ore block class)
in (In-game menu GUI class)
mb (Wood block class)
sz (Player entity class)
aaa (Furnace entity class)
jn (Bow item class)
tb (Mob entity class)
wg (Fishing bobber entity class)
Because the mod modifies many vanilla classes, it may not be compatible with other mods. If you get crashes with this mod and you are using other mods, it is probably a compatibility issue, so please tell me what other mods you are using if you want to report a crash.
-More skills (suggestions welcome, though I already have some more ideas)
-Possibly adding even more ways to get XP aside from killing mobs, mining, and crafting (exploration maybe?)
-Perhaps more random new mechanics like the sneaking one
Currently working on: Planning/Testing