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View Code? Open in Web Editor NEWConfig files for the Strix RPG server running on the NT-RPG API
Config files for the Strix RPG server running on the NT-RPG API
Experience for mobs is not configured; values are mostly defaulted.
Data to change this is located in MobExperiences.properties
Mob stats were broken during the API change; likely before that.
Use whole numbers only until debugged.
Custom icons are not functioning in the skill tree; they appear to not be in a Minecraft friendly format; appears to be an issue with NT-RPG but not entirely sure yet.
Experience from killing mobs does not function currently; i will need to do debugging later in the week; this will take priority over all other issues.
[NOTES]:
Removing Mo Creatures, Abyssal Craft, and Twilight Forest did not solve the issue.
when setting Pig as the only creature in the MobExperience.properties file gain is still broken
Balance vanilla and Shiny Gear items found in BaseClassItems
this data will then be copied over to the individual class files.
A class that revolves around using and throwing potions.
Will need type of code to create and use a potion on cast; Javascript skill will be required
Early game is nearly impossible due to enemy scaling and bloodmoon.
Possible Solution: Add Mo' Mobs (if supported) and adjust enemy scaling to create a smoother curve at early game; ramp up should be saved for the Nether; this can be implemented by:
1.) Adjusting Mob HP values (File: MobHealth.properties)
2.) Adjusting mob Damage values MobSettings.conf
Update: Only damage needs to be corrected; than balance can be verified.
AbyssalCraft and Twilight Forest items located in ItemGroups.conf need to be added to the BaseClassItems file; weapons need to have damage set accordingly.
Obsidian equipment from ObsidianTools mod causes game the crash when equipped
Add items found in ItemGroups.conf to the file BaseClassItems to create a sense of consistency within the classes and code style; more or less just used to copy/paste and for reference.
Implement the use of vanilla Minecraft potions there are two possible ways to do this:
1.) Implement as a skill that players need to acquire; would use 5 skill levels, each unlocking a new level of potions use.
2.) Apply as a global effect for classes; more work, but no skill points needed.
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Logging does not currently provide XP; likely an unreported bug in the NT-RPG API; needs testing to confirm
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