Pufferfish's Skills [Fabric & Forge & NeoForge]

Pufferfish's Skills [Fabric & Forge & NeoForge]

12M Downloads

Suggestion: Allow Experience to pull from Player XP instead.

MidasMischief opened this issue · 7 comments

commented

Hi! I was hoping to use Pufferfish's Skills to create a recipe research system but the current available experience sources dont seem fitting for that. I think it'd be cool there was an experience source that was tied to your player level / xp instead.

commented

How exactly should it work? Experience in the mod is automatically converted into points, but in vanilla it is not.

commented

How exactly should it work? Experience in the mod is automatically converted into points, but in vanilla it is not.

My point is to provide an option to directly use player XP level, perhaps by setting expressions or ratios, as skill point.

commented

I think setting skills requires XP to unlock is better.

commented

If I want to get a powerful skill, but I want it to cost more to unlock, I don't know if skill points can meet this requirement.
It is also very convenient if the skills are only unlocked with XP, and you don't need to spend more time setting up the experience of the current mod conversion.
Maybe make an add-on mod with the above suggestion if you want to keep the skill points from the current mod?

commented

My point is to provide an option to directly use player XP level, perhaps by setting expressions or ratios, as skill point.

Unlocking skill should decrease player level, just like enchanting table works, right?

commented

Unlocking skill should decrease player level, just like enchanting table works, right?

Yep

commented

How exactly should it work? Experience in the mod is automatically converted into points, but in vanilla it is not.

My suggestion would be to change the skill points icon into a levels required icon for applicable trees.

Have the formula calculate how much raw XP is needed to level up and then represent that in levels (rounded up) in the skill UI. The rounding up prevents issues where you get "free" xp if you need 31.4 levels for a skill but it rounds down to 31 on the UI meaning you have enough levels but not raw XP.

When taking XP from player remove the raw XP amount needed rather than the level count shown in the UI. this way the skill tree UI becomes a minimum level to increase a skill and there wont be any weird cases of diminishing returns for holding onto xp.
Any case where skills might require more points should have their raw xp cost multiplied and reflected on the tooltip.

this would make it work similarly to vanilla enchanting which makes it clear to the player how they can progress. The primary difference between them of course being that vanilla enchanting decreases the total number of levels rather than raw xp making it less efficient the higher level you are.