
FullXaos_RPG
⚔️ RPG skills & dungeons 🌋 Portal dungeon RPG ⚡ Optimized RPG plugin 🏰 MCMMO-style RPG 🌀 Skills & portals RPG
FullXaosRPG v0.7.7 Release Notes
Version:0.7.7 Minecraft: 1.19+
🎯 Version Bump Reason
3 New Features Added → Minor version bump (0.7.7 → 0.8.0)
✨ New Features (3)
1. 📚 In-Game Guide Book
Location: RPG Main Menu → Guide Book Button
A complete in-game help system with 10 sections:
- Welcome - Getting started, key features, tips
- Classes - All 30 classes detailed (Melee, Agility, Magic, Support, Exotic)
- Skills - Combat, Mining, Woodcutting, Farming, Fishing, Smithing, Defense
- Dungeons - Portal tiers, 9 room types, boss mechanics
- Equipment - Attack/Defense/Speed stats, artifacts, formulas
- Keys - Drop rates by zone, 4 key types, usage guide
- Combat - Dodge, Parry, Weak Point, Last Stand mechanics
- Progression - Level ranges and time estimates
- Pro Tips - Money making, survival, strategies
- Commands - All /rpg and /fullxaos commands
2. ⚔️ Room-Specific Monster Spawning
System: Dungeon Room Mob Spawner
Mobs now spawn based on room type:
Room Type Mob Count Mob Level Special Combat 3-6 Zone level Standard mobs Treasure 2-4 elite Zone + 5 Guardians Puzzle 1-3 Zone level Ranged mobs Mini-Boss 1 boss + 2 adds Zone + 10 Boss modifiers Boss 1 boss + 4-6 adds Zone + 20 Full boss treatment Secret 1 elite Zone + 5 Elite modifiers Entrance/Rest 0 - Safe zones 3. 🎁 Room-Specific Loot Tables
System: Dungeon Room Loot Generator
9 different loot tables based on room type:
- Entrance - Starter supplies (food, basic tools)
- Combat - Standard gear, consumables, arrows
- Treasure - Gems, gold, rare valuables
- Puzzle - Redstone, books, utility items
- Mini-Boss - Guaranteed enchanted gear
- Boss - Best loot, 4x chests, high-tier items
- Secret - Rare cosmetics, tridents, dragon heads
- Rest - Food, basic supplies
- Shop - Trade goods, emeralds
🔧 Additional Updates
Balance Pass - "Interesting Hardcore"
- Monster HP cap: 2048 → 500 (more manageable)
- Monster damage cap: 120 → 25 (no one-shots)
- Key drop rates balanced by zone
- XP rates: 1.15x multiplier with 25% anti-farm nerf
- Equipment drop chances increased
Critical Fixes (from 0.7.0)
- Portal freeze fix (chunk loading safety)
- HUD debug display fix (clean professional HUD)
- Equipment damage fix (proper flat damage bonus)
- Database spam fix (cleaner console)
📊 Feature Count Progression
Version Features Added Changes 0.7.7 Base Initial release 0.8.0 +3 Guide Book + Room Systems + Balance Future +1 per feature Continued development
📁 New Files (8)
GuideBookGUI.java- In-game guide systemDungeonRoomType.java- Room type enum (9 types)DungeonRoom.java- Room data managementEnhancedRoomGenerator.java- Room generationRoomMobSpawner.java- Mob spawning by roomRoomLootTables.java- Loot generation by roomLootboxKey.java- Key types and ratesLootboxKeyListener.java- Key drop/use handler
🔧 Modified Files (12)
plugin.yml- Version 0.8.0GUIService.java- Added guide book integrationRPGMainMenuGUI.java- Guide book buttonPortalService.java- Freeze fixHudService.java- HUD fixRiftItemStatsListener.java- Damage priority fixSQLiteManager.java- Spam fixItemKeys.java- Key constantsLootCrateGUI.java- Key multiplier supportFullXaosRPGPlugin.java- Key listener registrationconfig.yml- Balance valuesLootboxKey.java- Drop rate balancing
🎮 How to Use New Features
Guide Book
- Type
/rpgto open menu - Click the 📗 Guide Book button (slot 38)
- Click any section to read
- Click back to return to main guide
Dungeon Rooms
- Find a portal with
/rpg dungeon - Enter the portal
- Explore rooms - each type has different challenges
- Kill mobs, solve puzzles, defeat bosses
- Collect room-specific loot
Lootbox Keys
- Kill monsters to get glowing keys
- Right-click with key to open lootbox
- Higher zones = better keys
- Watch the animation and collect rewards!
✅ Build Status
Status: ✅ READY TO DEPLOY
Compatibility: Minecraft 1.19+
Dependencies: Paper API 1.19+
🎉 Summary
FullXaosRPG v0.7.7 brings:
- ✅ Complete in-game guide system
- ✅ Enhanced dungeon rooms with proper mobs
- ✅ Room-specific loot generation
- ✅ "Interesting Hardcore" balance
- ✅ All critical bugs fixed
Total: 8 new files, 12 modified files, 3 major features
Release: FullXaosRPG v0.7.7
Tagline: "The Balanced Awakening"0.7.0 Added Phase A core systems from the 50-idea plan: PTR mode, balance telemetry, anti-AFK shame-drop penalties, and adaptive HUD improvement hints. Added PtrService with /fullxaos ptr <status|on|off|flush> (default OFF) for opt-in public test operation and manual telemetry flush. Added BalanceTelemetryService with periodic local report writing (telemetry/balance-report.log) covering run clear/fail ratio, average clear time, deaths, drops, and AFK penalty events. Added dungeon telemetry hooks in DungeonRunService (run start, clear/fail result, duration, and death counters). Upgraded anti-AFK detection to use non-kill activity + repeated kill window logic for better mob-farm abuse detection. Added configurable anti-AFK shame-drop penalty (antiAfk.shameDrop.) that heavily reduces loot/xp on detected AFK farm loops. Added rotating HUD "how to improve" hints (hud.smartHints.) to guide players toward next progression steps. Fixed "dead menu" click handling: inventory clicks are now always routed to SkillMenuListener even when menu holder is null. Portal timing is now clamped to requested bounds: lifetime and entry window both respect 18..180 minutes. Added portals.entryWindowMinutes config key (with backward fallback from entryWindowSeconds). Fixed prep-room door placement in rift instances (proper lower+upper door halves instead of broken half-door visuals). Expanded prep room and corridor width to improve staging flow and reduce choke-point collisions. Reworked dungeon room graph generation: larger rooms, explicit doorway carving, stronger corridor connectivity, and safer mob spawn points. Restored legacy left HUD as default (hud.mode: legacy) and kept skill-list HUD as optional (hud.mode: skills). Added stronger EN/RU localization coverage for HUD, menus, and skill XP/level-up notifications. Skill XP pipeline now supports fractional values end-to-end (no forced minimum +1 XP rounding). Added micro farming XP for minor actions (e.g. breaking grass by hand gives small farming XP gain). Expanded action-to-skill XP mapping so most common player actions now grant relevant micro/progression XP: block break/place, combat hits, fishing attempts, enchanting, consuming, taming, and tool-based fallback actions. Improved tactical monster AI: proactive ability usage outside direct-hit moments, ranged strafing/kiting, and smarter timing windows. Buffed defender scaling (golems/sentinels) in high zones so they remain relevant in 15+ zone combat. Expanded balance preset impact globally: EASY/NORMAL/HARD now affects skill XP pace, overworld mob pressure, loot scaling, and hunt rewards. Added server-side XP burst limiter (skills.maxXpPer10s) to reduce macro/AFK exploit impact and stabilize economy progression. Optimized HUD/menu refresh cadence in SkillService to reduce per-action UI overhead under high player load. Optimized actionbar skill XP notifications to avoid scheduler spam by reusing per-player timed notification tasks. Replaced placeholder MenuService behavior with real routing to existing menu system for cleaner UX. Added a full MCMMO-style skill progression core integrated into existing services (SkillService, SkillDao, HUD, menu, notifications). Added/extended tracked skills: WOODCUTTING, MINING, FARMING, FISHING, COMBAT, SMITHING, EXCAVATION. Switched skill level curve to linear per-level requirement: xp_to_next = 100 + (level * 25). Implemented XP event listeners for mining/woodcutting/farming/combat plus smithing, fishing, and excavation progression hooks. Added 3-second Adventure actionbar XP feedback with progress bar (skill +xp and current/required). Added level-up presentation pipeline with title, ENTITY_PLAYER_LEVELUP sound, and particle burst. Added global skill rank tiers (F/E/D/C/B/A/S) based on total progression skill levels. Reworked left HUD to display progression skills + global rank status and rank progress. Reworked skill/rank menus to display the new progression model, bars, and rank progression information. Added periodic async skill autosave and quit-time persistence using existing SQLite skill table. Monster progression now applies to all hostile spawn sources (natural, spawner, spawn egg, custom/dungeon/breach), not only a limited subset of reasons. Added scaling support for golems so defender entities can keep up in higher zones instead of dying instantly. Increased monster ability usage frequency and reduced internal cooldowns for more aggressive combat pacing. Projectile-based monster attacks now correctly trigger progression combat logic (important for skeletons and similar ranged mobs). Breach mobs are now theme-consistent with the dungeon theme and no longer mix random vanilla mob pools. Breach waves now lock to one deterministic themed archetype per portal (single-type wave), matching the current dungeon route. Breach mobs now receive zone progression + mutation pipeline so breach waves are no longer plain vanilla stats. Improved breach spawn placement safety by spawning slightly above terrain to reduce bad-in-block cases. Added portal occupied-state visual feedback: extra particle layer when a run is currently active in that portal. Expanded dungeon generation size and widened room/corridor geometry to reduce inside-block mob spawns. Added a dedicated pre-combat preparation room in rift instances, connected to the arena by a corridor. Rift completion/failure return location changed: players now return near the original portal location instead of overworld spawn. Added early-game digging XP fallback: breaking soft blocks with empty hand now grants small digging XP. Redesigned left HUD style with cleaner stat lines, iconized sections, and compact progress-bar rendering. Added TEAM-gate dungeon-type voting with majority selection (/fullxaos vote
). Voting system is now optional and disabled by default (portals.dungeonTypeVote.enabled: false). Added vote window control for team portals and vote timer visibility in portal list output. Added random room affixes on dungeon start with chat announcement and gameplay impact (keys/mobs/boss pressure). Added dungeon checkpoints with automatic respawn to current checkpoint inside rift instances. Added balance presets (EASY/NORMAL/HARD) affecting mob scaling, timer, and loot (/fullxaos portal preset <...>). Updated runtime metadata/config baseline to 0.7.0. Added HuntService with periodic elite patrol spawns in the open world (configurable + force spawn command). Added bounty rewards for dangerous targets (high-level/rank mobs and patrol mobs) with credit payout and server log. Added kill-streak progression: streak tracking, threshold reward credits, temporary combat buffs, and reset on death. Added hunter daily contracts with progress tracking, timed reset, and claim flow (/fullxaos hunt contracts, /fullxaos hunt claim). Added rotating zone anomalies (default 13-hour cycle) with zone-enter notifications and real mob-side effects. Added one-time class lock flow: first class pick becomes permanent when classSystem.allowSwitchAnytime is false. Added automatic first-join class selection prompt/menu (classSystem.autoOpenSelectionMenuOnFirstJoin). Added class selection UI in fmenu via Class Hub and new command /fullxaos class menu. Added new MAGE class (Mage Monarch) with arcane spell burst/control profile and AoE signature trigger. Added class lock scope selection command /fullxaos class lockscope <permanent|season> (season scope resets on new season). Added mage staff system with 5 staff types and tier scaling (/fullxaos class staff ). Added tablist overlay service with level/rank/class/zone/rift info (ui.tablist config). Added role-based weapon affinity balancing so classes get bonuses on preferred weapon families. Added adaptive monster loadouts from zone 10+: any hostile mob can roll sword/axe/bow/crossbow/staff with armor setup. Added tactical staff-AI for loadout mobs: ranged retreat behavior plus periodic magic projectile casts. Added equipment-drop pipeline for loadout mobs (small chance per equipped slot, scaled by rank/zone). Added new Magic Core item: ultra-rare monster drop (higher on elites/bosses) and added to world/dungeon/event chest loot sources. Added wooden mage staff crafting route: sticks + Magic Core -> tier-1 celestial staff. Rift dungeon combat packs now use one deterministic themed mob type per run (aligned with breach archetype for the same portal). Added extra safe-spawn resolution in dungeon runs for boss/mini-boss/mob spawns to reduce inside-block cases. Class menu UI now includes pre-lock scope selection buttons (PERMANENT/SEASON) in addition to command-based setup. Added advanced combat layer with stamina-based dodge/parry mechanics, configurable windows/cooldowns, and class-specific combat bonuses. Added weak-point combat windows for monsters: reveal window plus empowered follow-up hit with dedicated VFX/SFX feedback. Added party class synergy caching: mixed nearby class categories now provide outgoing/defensive/crit bonuses and extra synergy passives. Added adaptive anti-meta dungeon boss logic: bosses track incoming style (MELEE/RANGED/MAGIC), switch stance, mitigate dominant style, and apply counters. Added a new 15% HP boss phase with overdrive buffs and an extra summon wave on top of the existing 70/40 transitions. Added seasonal map modes (Wasteland, Frostland, Jungle) driven by active season state and surfaced in portal/rift info output. World events now react to seasonal map mode: invasion mob pools are season-aware, and elite caravan guards/reinforcements match the season. Upgraded elite caravan flow with moving patrol route, periodic relocation announcements, and reinforcement spawns while event is active. Added portal evolution stages over active lifetime (visual intensity scaling + stage-aware mob/loot modifiers in rift runs). Added optional elite secret room challenges in rifts (pressure-plate objective, bonus vault chest, and optional objective tracking). Added performance-based loot grading (S/A/B/C/D) using clear speed, deaths, and optional objectives with configurable multiplier bounds. Added item quality system (Poor→Mythic) influencing stat rolls; quality stored on all rift drops and shown in lore. Reforge now supports locking one stat (/fullxaos reforge <attack|defense|speed>) to protect a roll while rerolling others. Introduced 2/4/6 set bonuses on rift gear (armor/damage/speed/AS) plus small artifact-combo buff (Luck) for 2+ artifacts. Added Artifact Workshop upgrade hook (/fullxaos workshop) to upgrade item quality with configurable cost and success chance. Added config sections setBonus., artifactWorkshop., itemQuality.enabled for tuning new economy/loot features. HUD tutorial hints for новичков (первые 30 минут) через hud.tutorialHints.*. Daily hunt contracts теперь избегают повторения прошлых целей (анти-рутина). 0.6.3 Build no longer hard-requires JDK 21 toolchain. Gradle now uses installed JDK (including Java 21) while compiling with --release 17. This improves offline/low-bandwidth setup and keeps runtime compatibility for Java 17 servers. Added helper script build-java17-compatible.ps1 to auto-detect local JDK 17+ and run Gradle without manual JAVA_HOME setup. 0.6.2 Added functional rift item stat combat pipeline (attack/defense/speed) so statted drops now affect damage and mitigation in real fights. Added active artifact system: right-click with artifact in main hand (and empty off-hand) grants timed buffs with cooldown. Added weapon progression system up to level 1000 with XP-on-kill, level scaling, and dynamic lore updates. Added world chest integration for rift loot injection, including boosted chances in ruined portals and high-tier structures. Extended progression defaults: max zones 150, mob max level 1000, skill max level 1000. Increased monster progression pace and ability trigger rates for more aggressive RPG combat flow. Added new config sections: itemStats, itemProgression, artifactActive, worldLoot. Updated version metadata to 0.6.2. 0.6.1 Fixed rift teleport cancellation bug: legitimate portal-driven teleports to fx_rift_* worlds are now allowed. Hardened portal entry detection with service-side cooldown and periodic proximity checks for more reliable entry. Updated movement-based portal detection to use PlayerMoveEvent#getTo location. Upgraded Solo-style portal visuals with denser double-ring sigils, stronger spiral vortex core, and safe particle fallback mode. Updated plugin/build/config version metadata to
FullXaos RPG Changelog
0.6.0 Added modern build target range for Paper 1.19+ up to latest. Switched build baseline to Java 17 for broader modern-server compatibility. Switched plugin API baseline to 1.19 in metadata. Reworked material/effect compatibility paths to avoid hard breaks on older modern versions. Added fallback resolution for renamed potion effects (e.g. haste/mining-fatigue naming differences across versions). 0.5.9 Added Solo-style portal identity: each portal now gets a fixed dungeon theme (Labyrinth, Cavern, Castle, Abandoned City). Added theme-aware portal visuals with stronger circular sigil effects and per-theme colors. Added portal theme routing so entering a portal now opens its assigned dungeon type instead of random-only routing. Added dungeon scaling by zone danger and active world-event echoes. Connected dungeon mob/boss generation to MonsterProgressionService for rank/level ability scaling inside instances. Expanded class framework with a base signature skill profile for every class. Added class signature cooldown engine and trigger system in combat. Added many new per-class combat hooks (damage/defense support) so each class has a practical baseline identity. Improved class info command output to include basic skill and cooldown summary. Updated version metadata to 0.5.9. 0.5.8 Added MonsterProgressionService and integrated it into spawn/combat/death flow. Added monster levels, ranks, titles, and scalable stat growth. Added monster ability package: berserk, venom, frost, thorns, blink, summon, vampiric, stun, gravity, explosive death. Added lunar empowerment and danger-aware scaling. Added zone travel rewards and zone discovery rewards/titles. Expanded loot and reward scaling with credits, XP multipliers, and progression drops. Expanded config with zones, mutations, and monsterProgression balance sections. 0.5.7 Added dungeon run stage flow improvements (objectives, boss phase, extraction timing). Added more robust run cleanup and completion handling. Improved class balance envelope and combat scalar controls in config. Improved world-event cleanup behavior and world resolution logic. 0.5.6 Expanded rift rewards and item progression hooks (relic/affix/item stat systems). Added stronger event/mutator compatibility paths across portal and dungeon flow. Improved service initialization consistency and runtime guards. 0.5.5 Added prestige, seasonal systems, and title infrastructure integration. Added/expanded HUD and notification integrations for progression feedback. Improved anti-AFK and progression safety behavior. 0.5.4 Baseline version used as migration point for subsequent updates.
V4 Menu Restoration - COMPLETE ✅
🎯 Mission Accomplished
Successfully restored V4-style menu experience and enhanced progression system while maintaining all existing functionality.
📦 Final Output Files
Primary JAR:
build/libs/FullXaosRPG-0.5.4.jar(256KB) V4 Version:build/libs/FullXaosRPG-0.5.5-plain.jar(256KB)✅ All Tasks Completed
✅ 1. Analysis Complete
- Mapped OLD V4 features to NEW 0.5.4 architecture
- Identified missing components and integration points
✅ 2. Menu System Replaced
- DELETED old menu system (MenuRouter, MenuSession, pages)
- CREATED V4MenuService with V4-style RPG menu
- CREATED V4MenuListener for proper click handling
- CREATED V4MenuCommand for /fmenu command
✅ 3. Full Skill Progression Restored
- ALL 8 skills now work:
- MINING - Pickaxes on ores/stone
- WOODCUTTING - Axes on logs/wood
- DIGGING - Shovels on dirt/sand/gravel
- SWORDS - Combat with swords
- AXES - Combat with axes
- ARCHERY - Combat with bows/crossbows
- FISHING - Fishing rod catches
- DEFENSE - Taking damage while armored
✅ 4. Upgrade Paths Restored
- Upgrade Points System: 1 point per level
- Upgrade Costs: Progressive (level/5 + 1)
- Bulk Upgrades: 5 levels with 10% discount
- Visual Feedback: Progress bars, costs, requirements
✅ 5. Visual Progression Feedback
- NotificationService integrated and working
- ActionBar XP: "+12 Mining XP" popups
- BossBar Progress: "Mining: 72% to Lvl 13"
- Level Up Notifications: Titles + sounds
- XP Aggregation: 800ms window to prevent spam
✅ 6. Existing Systems Preserved
- Portals: All portal functionality intact
- HUD: Left sidebar display working
- Database: SQLite persistence maintained
- Services: ServiceRegistry architecture preserved
✅ 7. Final Build Successful
- Clean compilation with no errors
- All functionality integrated and working
- Ready for deployment
🎮 V4 Experience Restored
Menu Features
- Interactive RPG menu with skill overview
- Real player data display (levels, XP, progress)
- Upgrade system with costs and requirements
- Skill detail pages with comprehensive information
- Proper navigation between all menu sections
Progression Features
- ALL skills gain XP correctly
- Level up notifications with titles/sounds
- Upgrade points earned on level up
- Visual progress bars and indicators
- Satisfying progression feedback
Technical Features
- Clean architecture maintained
- Database persistence working
- Error handling implemented
- Performance optimized with aggregation
🚀 Ready for Deployment
The plugin now provides the V4-style experience with:
- ✅ Working
/fmenucommand - ✅ Interactive skill system
- ✅ Visual progression feedback
- ✅ Upgrade paths and costs
- ✅ All existing systems preserved
📋 Acceptance Test Results
✅ 1. /fmenu opens OLD-STYLE RPG menu
✅ 2. ALL skills gain XP (8 skills working)
✅ 3. Leveling works with notifications
✅ 4. Upgrade paths visible with costs
✅ 5. Mining/sword not only skills alive
✅ 6. Portals still work
✅ 7. HUD still works🔧 Technical Implementation
Key Files Created/Modified
- V4MenuService.java - New V4-style menu system
- V4MenuListener.java - Menu click handling
- V4MenuCommand.java - Command registration
- PlayerActionListener.java - All 8 skills working
- PlayerProfile.java - Added upgradePoints field
- ServiceRegistry.java - Added getSkillDao() method
Integration Points
- SkillService - XP gain and level management
- NotificationService - Visual feedback system
- PlayerService - Upgrade points on level up
- Database DAOs - Data persistence
🎉 Success!
FullXaosRPG 0.5.5 now delivers the V4 experience while maintaining all 0.5.x backend improvements.
Deploy
FullXaosRPG-0.5.5-plain.jarfor the restored V4-style gameplay!🎉 FullXaosRPG 0.5.4 - Успешная сборка через Gradle
✅ Сборка завершена успешно!
📦 Созданы 2 JAR файла:
Файл Размер Назначение FullXaosRPG-0.5.4.jar242,276 байт Основной JAR для сервера FullXaosRPG-0.5.4-sources.jar101,319 байт Исходный код
🚀 Как использовать:
1. Основной JAR для сервера:
build/libs/FullXaosRPG-0.5.4.jar- Скопируйте в папку
plugins/Paper сервера - Перезапустите сервер
- Готово к использованию!
2. Source JAR:
build/libs/FullXaosRPG-0.5.4-sources.jar- Содержит все исходники (.java файлы)
- Для изучения кода или отладки
- Не нужен для работы на сервере
🔧 Техническая информация:
✅ Исправленные ошибки:
Attribute.GENERIC_MAX_HEALTH→Attribute.MAX_HEALTHAttribute.GENERIC_ATTACK_DAMAGE→Attribute.ATTACK_DAMAGE- Удалены неиспользуемые импорты
⚠️ Предупреждения (не критичны):
- Deprecated API - работают но устарели
- Неиспользуемые поля - не влияют на функциональность
🏗️ Сборка через:
- ✅ Gradle 8.5 (не .bat файлы!)
- ✅ Java 21 target
- ✅ Paper API 1.21.4
- ✅ Правильный manifest
📋 Включенные функции:
🎮 Игровые системы:
- ✅ Уровни и ранги (E до ULTIMATUM)
- ✅ 8 скиллов (mcMMO стиль)
- ✅ Способности (Dash, Toughness)
- ✅ Порталы с 7 уровнями
- ✅ Квесты с GUI
- ✅ Зоны с масштабированием
- ✅ Валюта, улучшения, престиж
- ✅ Сезоны и титулы
🖥️ Интерфейс:
- ✅ Боковой HUD
- ✅ fmenu главное меню
- ✅ 3 языка (en_US, ru_RU, uz_UZ)
💾 База данных:
- ✅ SQLite с миграциями
- ✅ ServiceRegistry паттерн
- ✅ Оптимизированные таблицы
🎯 Команды:
Игроковые:
/fmenu- главное меню/fullxaos portal- порталы/fullxaos rank- ранги/fullxaos upgrade- улучшения
Админские:
/fullxaos reload- перезагрузка
🛡️ Требования:
- ✅ Paper 1.21.x сервер
- ✅ Java 21 runtime
- ✅ SQLite (встроен)
🎉 Результат:
FullXaosRPG 0.5.4 полностью готов к продакшену!
Основной JAR файл содержит все скомпилированные классы, ресурсы и зависимости. Source JAR содержит исходный код для изучения.
Просто скопируйте
FullXaosRPG-0.5.4.jarна сервер и наслаждайтесь! 🚀- Скопируйте в папку
v0.5.4 — Changelog (Quality Pass) КРИТИЧЕСКИЙ — ChatListener (сломан в Paper 1.21) AsyncPlayerChatEvent удалён из Paper 1.19+. Заменён на AsyncChatEvent с Adventure API. Без этого фикса плагин не компилируется на Paper 1.21. MAJOR — Утечки ресурсов БД (3 места) UpgradeService.loadUpgrades(), UpgradeService.checkSkillCooldown(), CurrencyService.getCredits() — ResultSet не закрывался. Добавлены try-with-resources. Порядок setString() перед executeQuery() также исправлен. MAJOR — NPE: seasonService.getSeasonEnd() возвращает null HudService вызывал ChronoUnit.HOURS.between(now, null) если сезон не инициализирован → краш. Добавлена проверка seasonEnd != null. MAJOR — Bukkit.getWorlds().get(0) без проверки Если мир не загружен, бросает IndexOutOfBoundsException. Добавлена guard-проверка + поддержка config-ключа portals.world для явного указания мира. MAJOR — Утечка памяти: RiftScannerListener.lastScanTime Карта UUID→время никогда не очищалась. Добавлен @EventHandler onPlayerQuit() с lastScanTime.remove(). MINOR — e.printStackTrace() заменён на logger PlayerService (5 мест), SkillService (5 мест), FullXaosRPGPlugin.onEnable() — всё переведено на plugin.getLogger().log(Level.SEVERE, ..., e). DB — Migration 2: Индексы производительности 7 новых индексов: idx_skills_uuid, idx_quests_uuid, idx_achievements_uuid, idx_quest_progress_uuid, idx_title_unlocks_uuid, idx_season_scores_points DESC, idx_rift_rank_points DESC. Автоматически создаются при первом запуске через MigrationRunner.
FullXaosRPG v0.5.3 — Changelog Release: v0.5.3 (merged from v0.5.0 + v0.5.2) Target: Paper 1.21.x
BUG FIX — TitleService missing colorize() method v0.5.2 TitleService was missing the colorize() and getDisplayPrefix() methods. HudService called titleService.colorize() at runtime — this would crash on title display. Fixed by restoring the complete v0.5.0 TitleService which includes:
colorize(titleId) — color-codes titles by type (gold for Season Champion, yellow for Top3, green for Top10, aqua for Rank titles, purple for Prestige titles) getDisplayPrefix(UUID) — returns formatted title prefix for HUD formatTitle() aliased to colorize() for compatibility
BUG FIX — FullXaosCommand broken routing v0.5.2 command handler used a broken if-else chain where upgrade skill and upgrade level branches were unreachable, and season had no standalone handler. Replaced with clean switch-based routing from v0.5.0. All subcommands now work correctly:
/fullxaos prestige
— routes correctly /fullxaos season — now has standalone handler (shows timer + your points) /fullxaos season top — leaderboard top 10 /fullxaos title list / equip / off — all working /fullxaos upgrade skill and upgrade level — now reachable ENHANCEMENT — Portal list shows full info /fullxaos portal list now displays per portal:
Time remaining (e.g. ⏱12m or ⏱45s) Active rift modifiers (e.g. ◆ ⚡ Frenzied 🌀 Gravitational) Boss affixes if boss has spawned (e.g. ✦ Boss: ✦ Blink 🔥 Enraged)
Version string fix All three version references updated to 0.5.3:
plugin.yml version field onEnable log message onDisable log message
No DB changes No new migrations. Schema unchanged from v0.5.2. No architecture changes No packages deleted, renamed, or refactored. ServiceRegistry pattern intact. All 17 services preserved.
New Big Update Come in 14 February!
New Big Update Coming Soon!
📝 Description
FullXaos RPG is an RPG plugin for Paper servers focused on character progression, scalable mechanics, and long-term gameplay stability.
The V3 Big Fix Update is a quality-focused release:
cleaner internal architecture,
reliable data persistence,
a proper player progression system,
and configurations designed for real servers, not just test worlds.
This update does not add random features. It makes the plugin stable, maintainable, and ready to grow.
FullXaosRPG v2 FIX — Changelog What Changed
Implemented a clear distance-based zone system. Zone 1 ends at 1500 blocks from spawn, each next zone increases by 500 blocks. Mob levels now scale smoothly within each zone, reaching level 51 at the zone edge. Each level grants +0.50 damage, +0.35 armor, and +0.65 hearts.
Reworked early-game balance. Zone 1 is intentionally safe and calm: no ranks, no mutations, minimal loot, and heavily reduced chances for gear and rare drops. Mutations now unlock only near the end of zones and scale gradually with depth.
Fully rebalanced loot and mutations using per-zone pools. Base rare loot chance starts at 11.69% and is reduced by 25% per zone. Gear and fragments scale harder by zone. From Zone 7 onward, mobs have a flat 5% chance to drop enchantment books with a +1 level upgrade.
Named mobs are now much rarer, no longer spawn near players, and are bound to fixed home locations. They persist fully across restarts. When a named mob kills a high-level player, it gains scaled stat bonuses and IQ growth on its next level-up. Advanced AI behavior and intelligence scaling activate from Zone 6 or when the mob is named.
Added strict mob population limits to prevent server overload. Mob nametags are hidden by default and only revealed within ~10 blocks via the action bar. Introduced a clean, minimalist bossbar-style HUD showing zone, rank, and level without intrusive side panels.
Skill feedback was improved. Mining and chopping now display a clean 3-second top-screen skill progress bar instead of cluttered overlays.
The /skills interface was fully rebuilt with a dark, translucent design, clearer icons, improved readability, and visible anti-AFK notes while preserving upgrade paths and rank information.
New / Updated Files
Updated src/main/java/com/fullxaosrpg/RPGSystem.java to include zone-based scaling, loot and mutation rebalance, named mob persistence and behavior, HUD redesign, mob cap enforcement, and skill progress visuals.
Updated generated_notes.md with the latest gameplay and balance changes.
Notes for Use
Zones are calculated from the world spawn point. Zone 1 ends at 1500 blocks, and each subsequent zone expands by 500 blocks. Mob levels and stats scale evenly to level 51 at each zone boundary.
Zone 1 remains intentionally safe with no ranks or mutations and minimal loot. Mutations begin appearing late in later zones with low chances, while loot rarity decays per zone. From Zone 7 onward, mobs can drop +1 enchant upgrades at a fixed 5% chance.
Named mobs are extremely rare, tied to specific locations, and persist fully. If a named mob kills a player, it gains additional stats and IQ scaling based on the victim’s level during its next power increase.
FullXaos_RPG updates Zones now scale strictly by distance (≈29 blocks per level, capped at 1000) with expanding radii (Zone1 1500, +500 per ring). Mob data (level, rank, zone, mutations, persona, intelligence, spawn day, kill count) is persisted on each entity and reflected in dynamic names. Mobs gain named personas from gaming/pop culture, smarter AI cues in deeper zones or for named units, speech/taunt/beg lines within 8 blocks, heavy-hit reactions (40% in 3s), persistent aggression, villager/golem hunting if strong, light block breaking on dashes, and ever-present chase. Mutation odds start at 10% and scale by zone; miniboss rolls respect distance. Loot and balance: base rare loot 11.69% decays by 25% per zone; mutated/boss mobs still drop Xaos Fragments and a small gear chance. Zone7+ can drop +1 enchanted tomes. Weapon mastery and combat XP are gained only through combat/gathering, with AuraSkills-style progress bars. Player experience: /skills opens a Solo Leveling-inspired skills UI, /ranklist shows the One Punch Man ladder (C→S with positions), and the sidebar HUD tracks Level, Rank, and Zone with a combat boss bar. /xaosrpg still reports current level/zone. Moon events: every 30 in-game days trigger a 30-minute special night (40% Blood, 55% Lilac, 5% Secret) with matching music, buffs/debuffs (Blood boosts strength/intelligence, Lilac eases danger, Secret escalates chaos/warden bosses). Custom enchantment tags (Glow, Big Foot, LifeSteal, Wither, Attack Speed, Block/Entity Reach, Burning Protection, Curse Giantism/Smallism, Gravity, Haste, Hearthy, Jump, Speed) are registered as lore-friendly placeholders for drops and future effects. New file added: src/main/java/com/fullxaosrpg/CustomEnchantments.java. Gradle wrapper jar restored to enable local builds. Notes & limitations Speech/AI changes are lightweight (movement boosts, simple block breaking, villager/golem hunting) to stay server-safe; deeper behavior such as full PvP style copying is represented through speed/intelligence boosts and taunt logic rather than pathfinder rewrites. The skills UI is a protected inventory preview; items there are informational only. Custom enchantments are descriptive tags, not full mechanical enchantments yet.
Нет описания изменений

