Have you ever wanted more complex RPG rulesets in minecraft? Passives, Abilities, properties on equipment, progression paths, specalizations, traits?
Have you ever wanted to build dungeons for your players to explore but could never achieve an acceptable level of challenge, reward, or environment?
The Adventure Framework sets out to solve these problems by granted Server Owners and Modders a highly customizable framework. This mod is not meant to just be downloaded and played, this is more of a toolset for a Server or Adventure Map. I could see a modpack making use of this as well.
What it does
The Adventure Framework will be broken down into the following components:
Abilities
This module will house an Ability API. The goal with this is to add a large number of abilities into Minecraft ranging from utility spells, to resurrection, to group augmentation, to combat abilities based on weapon type.
Beyond that, I am planning to implement a hook into this library that AI can hook into so you can grant new abilities to entities.
Content
This will be a base module with some starting common content such as stats like Health, some attribute suffixes, abilities, guis, etc.
Core
This will just be something all modules have in common. I mention this thought because this will house a lot of GUI changes. Health Bars, Resource Bars, Party Frames, etc.
Dimensions
This will be a module that contains a set of tools to allow easier creation of dungeons. This will be a very in-depth module, and I am not expecting to begin development on this until the rest is complete.
Equipment
This module will be capable of injecting properties into any piece of equipment. Gear with +Health, Damage, Resistances, Crit, etc. This will also allow for Unique items and will allow server admins to be able to create their own unique items for events.
In addition, in the future I am planning to incorporate a crafting system to allow you to further augment or repair your equipment. At the start, this mod focuses only on combat and exploration, but once the core is finished, it will begin to branch out into the crafting scene.
Entities
This is more of a mod compatibility module that will attempt to search for all registered entities and inject the attribute system into them, which can then be modified in a configuration file.
Progression
This module replaces the current experience system with a Sandbox RPG Progression system where levels become currency for abilities, passives, and traits. This leaves a gap with Enchanting, which I am considering replacing with a WoW-reforging type system that will give more purpose to lapis lazuli. I am still unsure about this plan.
Stats
This module is the heart of the Adventure Framework. This will introduce a whole bunch of new mechanics like Spell Damage, Crit, Block power, Health, diminishing returns on armor and other stats, etc. There will also be a On-Hit/On-Attacked system as well.
Mod Integration
I am going to do my best to make sure as many tech mods as possible are compatible with this framework. In addition, there is a very specific mod I will currently leave unnamed I am planning to integrate with heavily that has me very excited.
Configuration
For server owners, I am ensuring this framework will always produce extensive configuration files so you can completely customize properties like XP per level, starting stats, etc without having to know any programming.
For modders, I will be providing documentation and an API so that you can either give your mod better compatibility with this, or so that you can extend the system with your own ideas as separate modules.
Current Progress
Currently, the Attribute system is almost completed. I am working on overwriting the default combat system right now and creating a GUI framework that allows players to drag their UI around to their liking. I have been working on this for about 1.5 weeks now.
I am currently looking for another modder who would be interested in helping with this. It's a massive project and I would like to see it completed sooner rather than later if possible. If interested, send me a PM and we will talk. All I ask is you have some basic java experience and the ability to teach yourself. I work best with someone to bounce off of so someone who isn't afraid to bicker about ideas would be ideal.
And last but not least, the Repo. Once this is in a releasable state, I will host a .jar file for people to pull down and play with or test.
As soon as I have something worth showing, I will start uploading screenshots here. Considering I just started working on GUIs, it shouldn't be long until I have some images to show.
This module will house an Ability API. The goal with this is to add a large number of abilities into Minecraft ranging from utility spells, to resurrection, to group augmentation, to combat abilities based on weapon type.
Beyond that, I am planning to implement a hook into this library that AI can hook into so you can grant new abilities to entities.
Content
This will be a base module with some starting common content such as stats like Health, some attribute suffixes, abilities, guis, etc.
Core
This will just be something all modules have in common. I mention this thought because this will house a lot of GUI changes. Health Bars, Resource Bars, Party Frames, etc.
Dimensions
This will be a module that contains a set of tools to allow easier creation of dungeons. This will be a very in-depth module, and I am not expecting to begin development on this until the rest is complete.
Equipment
This module will be capable of injecting properties into any piece of equipment. Gear with +Health, Damage, Resistances, Crit, etc. This will also allow for Unique items and will allow server admins to be able to create their own unique items for events.
In addition, in the future I am planning to incorporate a crafting system to allow you to further augment or repair your equipment. At the start, this mod focuses only on combat and exploration, but once the core is finished, it will begin to branch out into the crafting scene.
Entities
This is more of a mod compatibility module that will attempt to search for all registered entities and inject the attribute system into them, which can then be modified in a configuration file.
Progression
This module replaces the current experience system with a Sandbox RPG Progression system where levels become currency for abilities, passives, and traits. This leaves a gap with Enchanting, which I am considering replacing with a WoW-reforging type system that will give more purpose to lapis lazuli. I am still unsure about this plan.
Stats
This module is the heart of the Adventure Framework. This will introduce a whole bunch of new mechanics like Spell Damage, Crit, Block power, Health, diminishing returns on armor and other stats, etc. There will also be a On-Hit/On-Attacked system as well.
Mod Integration
I am going to do my best to make sure as many tech mods as possible are compatible with this framework. In addition, there is a very specific mod I will currently leave unnamed I am planning to integrate with heavily that has me very excited.