Ability Progression Reloaded-1.20.1-0.11.6-1.4.0
Curse Maven Snippet
What's new
New requirements
Always true (ability_progression:always)
Doesn't take any parameters, is always true
Devil fruit mastery (ability_progression:devil_fruit_mastery)
Takes a number, called mastery, checks if new mastery field on player is greater than what you provide
Doesn't do anything really, since you can't obtain the mastery
Training points (ability_progression:training_points)
Takes a number (points) and type which is one of next types:
- ACCURACY
- MARTIAL_ARTS
- TECHNOLOGY
- WEAPON_MASTERY
- DEVIL_FRUIT
basically what ability tree uses + devil fruit that i added
Note: It doesn't subtract points like ability tree just checks
Saved (ability_progression:saved)
Additional category like abilities or awakenings, saved in data//saved_requirements/
Can be used like normal taking id named requirement, or like this: {"requirements": "mineminenomi:awakened_gomu"} (this is the whole file for ability)
Ability Tree
Nodes (the actual points on the tree) are saved at data//ability_tree_nodes/
The nodes have structure:
- Requirements
Works like that for abilities, so to unlock node you to fit into what is there - Pos
Just two numbers x and y - Visible if (optional)
It is one requirement, if you want a set use saved
if none provided anybody sees the node, if provided then you only see it if you fit - Prerequisites (optional)
A list of what nodes this node is connected to, can be id, so just "mineminenomi:genkotsu_meteor" or a json object, it need id field, the same as you would use and only_if, that is a requirement for uses like brawler, so it only requires the specified node if you pass the requirement - On unlocked
A set of instructions that node does when you unlock it, for instructions read next paragraph
Unlock Actions
Allows you to do stuff
They have id (action), parameters (args) and a condition (only_if, optional)
Remove points (ability_progression:remove_points)
Removes training points, needs a type and how much is removed
Unlock ability (ability_progression:unlock_ability)
Unlocks specified ability
Awaken (ability_progression:awaken)
Awakens your df
Encyclopedia rework
Since there is now devil fruit mastery you need some way to get it, so now df encyclopedia spawns no matter if randomized dfs are turned on or not. If you read a book or a clue containing info about your own fruit you get 5 df points (configurable) and if it's any other fruit you have 50% chance of getting 1 (also both configurable) In the encyclopedia you can also open a quests page that allows to get df specific quests (only possible if you have a df), and zoan quests if you have a zoan
Config added
- Encyclopedia Rework: allowing to get df training points from quests or from reading about fruits, the whole system
- Default awakening: If you ever wanted to set one requrement for all the awakenings, it will look here for saved requirement id. If there is a specified awakening for a fruit it first looks there.
- Points for own fruit: Points player gets for reading about fruit that they have already
- Points for other fruit: Points player gets for reading about any fruit that they don't have
- Chance for other fruit: Chance that player will get points for fruit that isn't theirs
- Mastery on use: Devil fruit mastery player gets for actively using an ability
- Mastery per tick: Devil fruit mastery player gets per tick (20 times per second) while in zoan form
*Note that df mastery is not the same as df points
Other
Now if you put D in front of your requirement/action they turn to debug mode and probably will show their work in console and log
If you put ! it inverts the requirement, but if you want to put both debug and inversion it must be done as D!, not !D
This mod has no additional files

