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Remnants | RPG Stats, Skills & Progression

A lightweight RPG-style system that scales player attributes based on level.
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5.0.0 · neoforge · 26.1.2

File namerpg_attribute_system-neoforge-26.1.2-5.0.0.jar
Uploaded
Oct 22, 2026
Downloads
12
Size
3.5 MB
Mod Loaders
NeoForge
File ID
9285490
Type
R
Release
Supported game versions
  • 26.1.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:remnants-rpg-stats-skills-progression-1079687:9285490"

Learn more about Curse Maven

What's new

RPG Attribute System 5.0.0 — The Ascendant Update

A new Level Up screen

The stats menu (K) is rebuilt as a soulslike Level Up screen with three columns: your attributes, the stats they drive, and a detail card for the selected attribute, in the style of soulslike RPG menus.

  • Stage, preview, then confirm. Use ←/→ or the chevrons to stage points; right-click a row to remove one. Every attribute, stat and configured total shows current → after. Increases are blue and the remaining points are red. Enter or Confirm commits the batch. Reset returns the staged points.
  • Atomic, server-validated commits. The server checks the whole request first: every attribute must be configured and unlocked, and the total cost must fit your available points. Only then does it spend points one at a time, with the same rules, caps, per-point on_level_event commands and attribute commands as before. A rejected request changes nothing.
  • Server-measured stats. Base Stats come from the server's live attribute values, so they include equipment, effects and other mods' modifiers. Each value is shown after your configured display_modifer. Previews use the real modifier formula and range clamp. This also fixes values the client never receives: vanilla does not sync attack_damage, so the old combat viewer showed the client's default value.
  • See what a point changes. Stats and totals affected by the selected attribute are marked with a gold diamond.
  • Readable small changes. Rows add decimals only when a change would otherwise be invisible, for example Agility 0.1 → 0.1025. Tooltips keep exact values.
  • Status and Records pages. Tab switches pages. Status shows your live character model, measured stats and attribute values. Records shows experience earned, points invested and bonuses per attribute, and your configured totals.
  • Keyboard first. ↑/↓ or W/S select, ←/→ or A/D adjust, Shift adjusts by 5, Enter confirms, Backspace/R resets, Tab changes page, and K or Esc closes. If you have unconfirmed points, the first Esc asks before discarding them.
  • Responsive layout. Three columns on wide screens, two at GUI scale 4 on 1080p, and one on very small windows. Long attribute and stat lists scroll. Text is never fractionally scaled, and every control is at least 20 GUI pixels.

Presentation

  • Bundled serif typography (EB Garamond and Cinzel, SIL Open Font License), rasterized to match your GUI scale for crisp text. Set "font": "minecraft" to keep the vanilla pixel font.
  • Animations: staggered column entrance, a selection highlight that glides between rows, eased hover states, a pulse on changed values, a golden sweep on Confirm, a tab underline that slides between pages, and slow golden motes behind the menu. All motion can be turned off.
  • Cinematic level-up banner: when your RAS level rises, a gold banner fades in with expanding rules, a shimmer and a bell, and shows your new level and points gained.
  • Soulslike HUD: a slim level, experience and unspent-points overlay that matches the menu. The previous pixel-art bar is still available with "hud_style": "classic". Existing overlay.json anchors, offsets and JEI/REI/EMI avoidance apply to both styles.

New client settings

config/ras/display/ui.json (client only; missing keys use these defaults):

Key Default Effect
font serif serif or minecraft
animations true All menu, banner and HUD motion
animation_speed 1.0 0.25–4
ambient_particles true Golden motes behind the menu
background_blur true Blur the world behind the menu where the version supports it
menu_sounds true Navigation, staging and confirm sounds
hud_style soulslike soulslike or classic
hud_scale 1.0 Soulslike HUD scale, 0.5–2
level_up_banner true Show the level-up banner
level_up_sound true Play the banner sound

Fixes

  • NeoForge: the HUD overlay was drawn once for every vanilla HUD layer, every frame. It is now registered as its own GUI layer and draws once.

Compatibility

  • Clients and servers must both run 5.0.0. This release adds two network messages and changes the stats menu protocol.
  • Existing configuration, player data and server allocation rules are unchanged. ui.json is created only if it is missing, and imported files are not rewritten.
  • The previous one-click allocation message and the modifier server state still exist for compatibility, but the new screen no longer uses them.
  • The public API is unchanged.

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