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title Reskillable Reimagined
description Reskillable Reimagined Wiki
icon trending

Reskillable Reimagined

Reskillable is an RPG-style progression mod that introduces a skill-based locking and leveling system for Minecraft.
Players must earn experience and level up skills in order to use powerful gear, defeat strong enemies, and access advanced content.

This guide covers the entire system, including skills, perks, configs, commands, and customization options.


πŸ”₯ Core Features

Reskillable adds:

  • A full skill leveling system
  • Gear gating by player skill level
  • Entity attack requirements (mobs can require skill levels to damage)
  • Crafting requirements
  • A modular perk system
  • Configurable attribute bonuses
  • XP-scaling and level progression
  • Full datapack-style JSON customization

🎯 Skill System

Each player has multiple skills they can level up using experience.

Available Skills

Skill Purpose
Attack Controls ability to use weapons and defeat strong enemies
Defense Controls armor usage and survivability
Mining Controls use of mining tools
Gathering Controls use of gathering tools like shovels & axes
Farming Controls hoe/tool usage for crops
Building Controls building-related actions (block reach, etc.)
Agility Grants movement and mobility perks
Magic Controls magical items & spell-based gear

πŸ§ͺ Custom Skills

Reskillable also supports custom skills, allowing modpacks and servers to add their own progression categories beyond the built-in skills.

Custom skills are defined in:

Example: config/reskillable/custom_skills.json

{
  "id": "swimming",
  "displayName": "Swimming",
  "perkAttribute": "forge:swim_speed",
  "icon": "reskillable:textures/gui/custom_skills/swimming.png",
  "perkOperation": "ADDITION",
  "perkAmountPerStep": 0.1,
  "perkStep": 5
}

Field Breakdown

Field Description
id Internal skill ID used by the mod, commands, locks, and gates
displayName Name shown in the skill screen
perkAttribute Attribute granted by this skill's perk
icon Texture path used for the skill icon
perkOperation Attribute modifier operation, such as ADDITION
perkAmountPerStep How much bonus is granted each milestone
perkStep How many levels are required per perk milestone

Notes

  • id should be lowercase and unique.
  • The id is what you use in:
    • skill locks
    • skill level gates
    • commands
  • Custom skills start at level 1, just like built-in skills.
  • If a custom skill has a valid perk setup, it can also appear in the custom perks page.
  • Custom skill icons should point to a valid texture path.

Using Custom Skills in Locks or Gates

Example skill lock:

{
  "skillLocks": {
    "minecraft:trident": ["swimming:10"]
  }
}

Example skill gate:

skill_level_gates = [
  "SWIMMING:10:TOTAL=25"
]

πŸ“ˆ Leveling & XP System

  • Players spend XP to upgrade skills via the skills menu.
  • XP cost scales dynamically using both:
    • Predefined XP scaling curves
    • A configurable multiplier

XP Scaling

  • XP requirements scale similarly to vanilla Minecraft levels.
  • XP progression beyond level 50 uses a fallback scaling system.
  • Fully configurable using:
xpScalingMultiplier
levelsPerHeart
healthPerHeart
maximumLevel

πŸ’₯ Attribute Bonuses

Every 5 levels in a skill grants permanent bonuses.

These bonuses are configurable via the config.

Example Bonuses

Skill Bonus
Attack Extra attack damage
Defense Extra armor + armor toughness
Agility Movement speed
Magic Custom attribute (configurable ID)
Building Block reach distance
Gathering Bonus XP gain
Mining Mining speed
Farming Crop growth chance

All of these are adjustable via config.


🧩 Perk System

At certain levels, skills unlock perks that modify gameplay.

Examples:

  • Increase movement speed
  • Bonus mining reach
  • Extra block break power
  • Faster gathering speed
  • Magical attribute boosts

Perks can be toggled and updated dynamically.


πŸ›  Skill Locking System

Reskillable can restrict:

βœ… Item usage
βœ… Entity attacks
βœ… Crafting recipes

By skill level.

1. Item Skill Restrictions

Controlled by:

config/reskillable/skill_locks.json

Example:

{
  "skillLocks": {
    "minecraft:diamond_sword": ["attack:15"],
    "minecraft:netherite_chestplate": ["defense:30"]
  }
}

Meaning:

  • You need Attack 15 to use a diamond sword.
  • You need Defense 30 for netherite armor.

2. Entity Attack Restrictions

You can restrict attacking mobs:

config/reskillable/attack_skill_locks.json

Example:

{
  "attackSkillLocks": {
    "minecraft:warden": ["attack:25"]
  }
}

If your skill is too low:

  • You do no damage
  • Or reduced damage (depending on config)

3. Craft Skill Restrictions

Crafting can also be locked:

config/reskillable/craft_skill_locks.json

You can make crafting recipes require certain skill levels.


βš™ Config Options (Config File)

The main config controls mod behavior.

Important Config Options

Config Description
disableWoolDrops Disables wool drops unless shears are used
deathSkillReset Reset skills on player death
maxSpendableLevels Maximum total levels a player can spend across all skills
maximumLevel Max level a skill can reach
xpScalingMultiplier Global XP scaling multiplier
enableSkillLeveling Toggle skill leveling entirely
enableSecondSkillPage Toggle second page for custom skills!
enableSkillUpMessage Shows skill-up chat messages
levelsPerHeart Total combined skill levels required per extra heart
healthPerHeart Amount of health gained per heart milestone
magicAttribute Attribute ID used for the Magic skill
attackDamageBonus Attack damage bonus per milestone
armorBonus Defense armor bonus per milestone
movementSpeedBonus Agility movement speed bonus
blockReachBonus Building block reach bonus
miningSpeedMultiplier Mining speed bonus per milestone
cropGrowthChancePer5Levels Farming crop growth bonus
gatheringXpBonus Bonus XP gained from gathering actions
skill_level_gates Defines progression gates that restrict skill leveling until requirements are met

πŸ”’ Skill Level Gating

Reskillable supports skill level gating, allowing you to prevent players from leveling a skill until certain progression requirements are met.

This is configured using the skill_level_gates option in the main config.

Skill gates do not prevent XP gain β€” they only prevent leveling up until requirements are satisfied.


πŸ“„ Config Format

# "Format: SKILL:MIN_CURRENT_LEVEL:REQS",
# "Example: ATTACK:10:TOTAL=30,MINING=5,DEFENSE=5",
# "New token: ADV=<namespace:path> (player must have completed the advancement)",
# "You can include multiple: ADV=minecraft:story/mine_diamond,ADV=minecraft:nether/root",
# "Tokens: TOTAL=<n>, OTHER_SKILL=<n>, ADV=<advancement_id>"

skill_level_gates = []

Example's:

skill_level_gates = [
  "ATTACK:15:ADV=minecraft:story/mine_diamond"
]

Prevents leveling after ATTACK 15 until mine diamonds advancement has been completed:

  • you can use custom advancements or default ones
  • graet for ftbquests or other ways of preventing skill leveling
skill_level_gates = [
  "ATTACK:10:TOTAL=30"
]
  • Attack can be leveled freely up to level 10
  • from level 10 onward, the player must have 30 total skill levels
skill_level_gates = [
  "ATTACK:15:TOTAL=40,MINING=10,DEFENSE=10"
]

Attack level 15+ requires:

  • 40 total skill levels
  • MINING level 10
  • DEFENSE level 10 all Requirements must be met to level attack past level 15
skill_level_gates = [
  "ATTACK:10:TOTAL=25",
  "ATTACK:20:TOTAL=50",
  "MAGIC:15:ATTACK=10"
]

Example of Multiple settings and 2 for 1:

  • To level ATTACK past 10 you need 25 levels
  • To level ATTACK past 20 you need 50 levels
  • to level MAGIC past 15 you need 10 ATTACK levels

❀️ Health Scaling

Reskillable allows players to gain bonus health:

  • Every X total skill levels β†’ gain a heart
  • Fully controlled via:
    • levelsPerHeart
    • healthPerHeart

This makes progression feel more RPG-like.


🧠 Magic Skill Integration

The Magic skill connects to other mods using attributes.

You can define a custom mod attribute:

magicAttribute = "modid:spell_power"

If missing or invalid, it defaults to minecraft:generic.luck.


πŸ“Ÿ Commands

Reskillable provides powerful commands:

/skills

Base command

/skills set

Set a player's skill level manually.

/skills set <player> all <level>

Sets all built-in and enabled custom skills to the same level.

/skills add <player> all <amount>

Adds levels to all built-in and custom skills (in enabled).

/skills get

Check a player's skill levels.

/skills reload

Reloads all configs and JSON files live. (Works in singleplayer only and only if your file is a certain size after it gets to big you will need to restart game.)

/skills scanmod <modid>

Automatically scans a mod and adds all its items into your skill lock config. (Singleplayer only) (1.21.1 adds all items/1.20.1 only adds weapons/tools/armor. Values added(if any)are merely placeholders you should triple check anything this mod command adds(it does not overwrite existing.))

/skills respec <player>

Resets all built-in and custom skills back to level 1 and refunds the XP spent on leveling them.

Example:

/skills respec PlayerName

This command:

resets built-in skills

resets custom skills

clears stored skill XP

refunds spent XP

reapplies perks and attributes

πŸ” JSON Presets & Defaults

Reskillable automatically generates:

  • skill_locks.json
  • custom_skills.json
  • attack_skill_locks.json
  • craft_skill_locks.json

It also includes default vanilla benchmarks for:

  • Armor tiers
  • Weapon power
  • Tool progression

πŸ”Œ Modpack & Developer Tools

Reskillable is made for:

  • Modpacks
  • RPG progression systems
  • Hardcore difficulty packs
  • Servers with progression gates

It supports:

  • Easy integration with other mods
  • Custom attribute linking
  • Datapack-style progression

🌟 Who Should Use Reskillable?

Perfect for:

βœ… RPG modpacks
βœ… Progression-based servers
βœ… Hardcore survival worlds
βœ… Magic-focused packs
βœ… Adventure maps


❓ FAQ

Can I completely disable leveling?

Yes:

enableSkillLeveling = false

Skills then must be granted via commands or datapacks.


Can I lock modded items?

Yes! Just enter modid:itemid


Can I use my custom magic attribute for perks?

Yes.
Just set:

magicAttribute = "yourmod:attribute"

Can players bypass skill locks?

Only via creative mode or commands.


βœ… Final Notes

Reskillable is designed to be:

  • Modular
  • Datapack-friendly
  • Highly configurable
  • Easy to expand

Every aspect of player progression is fully customizable.


βš”οΈ Reskill your world.
πŸ“ˆ Level with purpose.
πŸ”₯ Earn your power.

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