[Mod]xpframework[xpframework]

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pandaro
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[Mod]xpframework[xpframework]

by pandaro » Post

Experience:
(the process of getting) knowledge or skill from doing, seeing, or feeling things.
download and code


Image
notable the green hud bar that represent your current xpPoint/nextLevel and the number is your current level.

All time we play minetest we accumulate knowledge about minetest itself.

Some game, typically role playing games, use this mechanics in order to give to the players extra skills; Intent of this Mod is put in the same place all the ways to gain experience point.

For now there are 4 manner to gain ex:
Crafting;
Mining;
building;
exploring;

Other implementable(ToDo):
Trading (which is the most used trading mods?);
Fighting (mob and/or players. and which mod?);
Quests (which?);
As an aside, this depending on other mods and maybe is better a long reflection about WHICH mod is better to support at moment; About this i will accept suggests.

Last question: there are already a mod that work like this?

Latest update: require minetest 4.16 or higher
fix old world problem;
support hudbars1.10 ;
Last edited by pandaro on Fri Jan 26, 2018 12:43, edited 2 times in total.

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azekill_DIABLO
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Re: [Mod]xpframework[xpframework]

by azekill_DIABLO » Post

Last question: there are already a mod that work like this?
-> no!

+1 it's very nice it will use it for sure!
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Re: [Mod]xpframework[xpframework]

by Hamlet » Post

I would suggest supporting these mods:

[Modpack] "Better HUD" and "hunger" [2.x.1] [hud][hunger] by BlockMen

And Wuzzy's Hud Bars and Hunger with HUD bar

I am clearly biased about Wuzzy's mods because I'd like to see your experience mod working with them in my subgame.

Mobs Redo by TenPlus1
I think it's the default mobs' mod de facto.
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Re: [Mod]xpframework[xpframework]

by dawgdoc » Post

rpgtest is a subgame developed by cd2 that uses quests as an important part of the game.
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Re: [Mod]xpframework[xpframework]

by GamingAssociation39 » Post

There was one like this then it was removed for some reason but this looks much better though
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Re: [Mod]xpframework[xpframework]

by GamingAssociation39 » Post

What's wrong with this?
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pandaro
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Re: [Mod]xpframework[xpframework]

by pandaro » Post

GamingAssociation39 wrote:What's wrong with this?
You use in a server or game where there are already players?
The mod use the "registerOnNewplayer" to setup the playerbase.

I will produce a patch in a pair of days.

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Re: [Mod]xpframework[xpframework]

by GamingAssociation39 » Post

I was on singleplayer
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Re: [Mod]xpframework[xpframework]

by ThomasMonroe » Post

azekill_DIABLO wrote:Last question: there are already a mod that work like this?
-> no!
Wrong, I made a similar mod that is currently unfinished for Legends Of Survival.
I don't make messes, I just, er...disturb the local entropy!

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pandaro
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Re: [Mod]xpframework[xpframework]

by pandaro » Post

ThomasMonroe wrote:
azekill_DIABLO wrote:Last question: there are already a mod that work like this?
-> no!
Wrong, I made a similar mod that is currently unfinished for Legends Of Survival.
can you link the code?
GamingAssociation39 wrote:I was on singleplayer
This append with a new world? can you open a issues on gitub with the debug.txt?
dawgdoc wrote:rpgtest is a subgame developed by cd2 that uses quests as an important part of the game.
I know this, my mod was born 6 months ago as a PR for this game.
In fact, the develop of this game is freez from 6 month and my PR's are not already merged. So I have published separately for my personal satisfaction.

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Re: [Mod]xpframework[xpframework]

by Beerholder » Post

Nice! :D
pandaro wrote:Last question: there are already a mod that work like this?
Not a mod, but a subgame: https://github.com/evrooije/beerarchy/t ... bt_ranking

Unfortunately still based on inventory to store the XP -_- (still need to fix that and use player prefs). Since it is part of a subgame it is however fully integrated with fighting/ killing mobs, the throwing mod (for arrows killing mobs, that was a major pain to do), basic machines for IQ, farming, etc. Integration is hard to do without modifying any of the mods (mobs mod of your choice, any of the arrow/ projectile mods, default game, etc.), so maybe it is best to just stick to the basic framework/ providing an API. Game devs can then do the changes in the other mods ...

If you need inspiration/ for consideration :)
  • Beerarchy grants items when certain XP levels are reached. Maybe allow for a reward system with a default implementation (e.g. give item) and a hook/ possibility to override it in case someone using your mod wants a different reward system/ logic?
  • Distance is calculated based on how far one has actually walked, dug and climbed (including back and forth). Teleporting does not count! (since I have travelnet installed). Your idea to give XP for map chunks loaded is a great idea though!
  • Beerarchy splits into horizontal distance traveled, how deep one has descended and how high one has climbed. Height greatly depends on how high mountains are/ whether floatlands are used of course ... In Beerarchy they are called traveler, caving and mountaineering
  • When digging/ placing blocks, Beerarchy keeps track of last x number of nodes that were dug/ placed and ignores them when a player keeps diging and placing the same block over and over for easy XP gain
  • Difficult to mine blocks gives more points, easiest to mine (stone, dirt) do not give points at all
  • Placing rarer/ more expensive/ more difficult to craft blocks gives more points, placing very common blocks (stone, dirt) do not give any points
  • Farming is separated from digging blocks and does not necessarily require changes in the farming mod of your choice (as it register_on_dignode based). Crops that require more effort to grow (i.e. more stages in growth) give more points
  • Beerarchy's ranking mod has a lot hard coded in Lua, for a mod this should preferably be set in a config file of course :)
  • Ranks (XP) and subranks have names, and a feature requested by some of the players was to somehow show the XP ranking with the player name, e.g. "Beerholder (N00b)" or "CAMc (Titan)": https://github.com/evrooije/beerarchy/b ... nkings.lua
Hope that is inspiration enough, feel free to look at the code and use some of the ideas that you think are interesting! :D

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Re: [Mod]xpframework[xpframework]

by sorcerykid » Post

azekill_DIABLO wrote:Last question: there are already a mod that work like this?
-> no!

+1 it's very nice it will use it for sure!
Actually, rnd developed an XP mod two years ago. It appeared on the Just Test Tribute server. I think it is available in his repo. If not, I can probably search through my archives.

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Re: [Mod]xpframework[xpframework]

by Beerholder » Post

sorcerykid wrote:Actually, rnd developed an XP mod two years ago. It appeared on the Just Test Tribute server. I think it is available in his repo. If not, I can probably search through my archives.
rnd's is the ac-minetest on GitHub right? Could not find it there :( I for one would be interested in what he came up with though! So if you have some time to spare digging around or @rnd if you read this? :)

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Re: [Mod]xpframework[xpframework]

by ThomasMonroe » Post

azekill:
my brother's mod can be found at http://www.github.com/Thomasmonroe314/xp
again, it's still unfinished as I need to implement a few mods in the xp values for digging nodes.
I don't make messes, I just, er...disturb the local entropy!

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pandaro
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Re: [Mod]xpframework[xpframework]

by pandaro » Post

Latest update: require minetest 4.16 or higher
fix old world problem;
support hudbars1.10 ;
GamingAssociation39 wrote:What's wrong with this?
this will fix gamingassociation39 issues

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Re: [Mod]xpframework[xpframework]

by azekill_DIABLO » Post

ThomasMonroe wrote:azekill:
my brother's mod can be found at http://www.github.com/Thomasmonroe314/xp
again, it's still unfinished as I need to implement a few mods in the xp values for digging nodes.
okay :) thx
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