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New in 0.5.6 — quest character XP integration
The anvil reads and pays directly through SP Core EconomyApi. SP Economy remains the wallet provider. Existing repair prices, history, designs and player data are retained; no data or network-protocol migration is needed. Core 0.3.0 adds the shared character XP service. Quest RPG_XP rewards use the existing character store and level formula, with full-award cap checks and rollback. Vanilla Minecraft XP remains disabled.
0.5.6 — SP Core economy integration alpha for Minecraft Java 26.2, Fabric Loader 0.19.5+, Fabric API 0.160.0+26.2, Java 25+.
Included in 0.5.4
Copper Sight only: clean atlas cutout coverage, thinner item depth and a clearer first-person angle, including all native draw stages. Actual in-hand comparison.
Brown/gold compact inventory with character/equipment pane, EXP bar, framed crafting panel and enlarged adaptive slots. Hover highlights and clickable areas cover the whole enlarged slot. All 45 backpack + 9 hotbar slots remain.
Click the Crafting Table icon to show/hide the native 2×2 crafting grid and output. Collapsing preserves ingredients.
Creative players can open native categories/search with Creative, then return to the RPG inventory. Creative opens directly to the dedicated Minecraft MMORPG tab, containing all 110 equipment designs and all 100 set-piece/rarity variants.
110 distinct equipment designs: ten collections × eleven types. Bulgarian and English item names, persistent appearance, redesigned 64×64 transparent textures with broader filled shapes, native item actions and bow/crossbow charge states.
Inventory Collections button opens all ten pages; the catalogue is read-only. Hover an icon for its name, base item, collection and requirements.
Vanilla crafted, traded, found and picked-up weapons/tools receive a stable collection when entering any inventory row. Existing item identity and player/anvil names are preserved. Armour is outside this weapon/tool artwork release.
Working axes retain work-tool requirements. Battle axes use heavy-weapon requirements and drop at 2.5% from player-killed monsters. OP command:
/mmorpgadmin design <player> <collection> <kind>.Miner/Farmer/Hunter/Deep Diver tools use Deep Miner/Harvester/Forest Hunter/Tide Warden appearances. Collection identity grants no automatic rarity, stats or set bonus. See the complete bilingual catalogue and art provenance.
RPG levels 1–50; vanilla XP and XP fees are removed.
Three attribute points per level; 147 total at level 50.
Strength, Dexterity, Luck and Vitality with real combat, resource, treasure and health bonuses.
45 main inventory slots (five rows) plus 9 hotbar slots: 18 additional storage slots saved with the player. New rows support normal item movement, Shift-click and automatic ground-item pickup when the original inventory is full. Bows/crossbows can use arrows stored there. Items follow vanilla death/keepInventory and Curse of Vanishing behavior. Chest/station screens retain their original layouts; extra rows are accessed in the personal inventory.
Custom inventory replaces the default survival and creative inventory, opened with the normal inventory key (E by default),
/mmorpgor/character. Character/equipment on the left, inventory/hotbar/2×2 crafting on the right; a separate Attributes tab allocates points. Native pickup, drag, Shift-click, crafting, armor and offhand transactions use the original server menu. The Creative button opens native categories/search for Creative players; the vanilla recipe book is not included.Point allocation preview with explicit Apply, server validation and replay rejection.
Vanilla weapons and armor with strict level and allocated-attribute requirements, colored tooltips, and stable equipment data components.
Invalid armor is immediately returned to inventory; when full, it is dropped. It is also checked before incoming damage. Invalid weapons cannot attack or be used; bow/trident release and blocking are checked too. Creative players follow equipment requirements.
Ordinary leveled hostile kills grant
15 + 2 × mobLevelRPG XP; Champions grant three times that amount. Special non-leveled mobs retain max-health XP bounded to 5–100. Spawner kills grant 20%; passive mobs and PvP kills grant none. Creative and spectator players do not earn kill XP.Death removes 10% of current-level RPG XP, rounded down; level and attribute points remain.
Luck: +0.2 percentage points per allocated point, capped at 25%, to add one extra ore resource or one valuable item to eligible vanilla structure chest loot. Fortune keeps its normal results; Silk Touch gets no Luck resource bonus. Player-placed and piston-moved ores are excluded, with markers saved in chunk attachments. Markers clear when the block is mined.
Chest Luck belongs to the player who first generates its loot. Reopening never rerolls contents; automated generation without a player gets no Luck bonus. Village bonuses use copper/iron/gold/emerald; other eligible vanilla chest tables use gold/emerald/diamond. This is a bonus treasure roll, not yet an equipment rarity upgrade.
Intelligence, Arcane Bolt and gameplay mana are removed. Upgrading a 0.1.0 world automatically refunds all Intelligence points as unspent points, preserves other attributes/XP and creates
characters.pre-luck-v1.jsonbefore writing schema 2. Both client and server must upgrade to 0.4.3 together.Miner (5), Farmer (5), Hunter (4), Deep Diver (6) sets with distinct partial/full thresholds, five rarities and persistent identities. See set balance and acquisition.
Functional set amulet and belt slots with server-validated placement and Shift-click. Two ring slots are reserved for future ring items and reject unrelated items. Accessories are separate from the 54 storage slots and follow death/keepInventory/Vanishing rules.
Sets tab, equipped-parts checklist, quality-aware bonus tooltips, temporary Dexterity/Luck display and a server-side night-vision toggle.
English and Bulgarian translations.
Attributes and starter balance
All characters start at level 1 with zero allocated points. Only allocated points satisfy requirements; equipment bonuses will not unlock other equipment.
| Attribute | Bonus per point |
|---|---|
| Strength | +0.4% melee damage |
| Dexterity | +0.4% arrow/trident damage; +0.05 percentage points RPG critical chance |
| Luck | +0.2 percentage points bonus ore/chest chance, capped at 25% |
| Vitality | +0.2 maximum HP, capped at +10 HP |
RPG damage bonuses cap at +60% in PvE and +30% in PvP. A random RPG critical adds +50% of incoming damage in PvE or +25% in PvP, additively with the RPG damage bonus. The critical chance caps at 25%/15%. Vanilla damage, armor and enchantment processing continue normally. This alpha uses the same Vitality health cap in PvE and PvP; the proposed dedicated PvP health normalization is a later balance feature.
Arrow/trident Dexterity is captured at creation and persists with the projectile; changing equipment or allocating points afterward cannot change an existing shot. Luck does not increase damage and is not an equipment requirement.
XP for L → L+1 = 100 + 25L + 5L².
Common requirements: primary attribute round(itemLevel × 0.8), secondary round(itemLevel × 0.3). Level-1 gear requires zero attributes, so beginners can progress without an equipment deadlock. Heavy weapons use Strength/Vitality, ranged weapons use Dexterity/Strength, armor and shields use Vitality/Strength. Requirements are checked independently for each item, not summed across a set.
| Vanilla material/type | Initial item level |
|---|---|
| Wood, leather, gold, bows, crossbows and shields | 1 |
| Stone | 3 |
| Copper | 5 |
| Iron and chainmail | 8 |
| Diamond, trident and mace | 18 |
| Netherite | 30 |
Only vanilla equipment is used. Set work tools/accessories also receive strict requirements. Locked equipment cannot benefit from sets, and profiled held items are blocked from survival mining; all ordinary pickaxes, axes, shovels, hoes, shears and fishing rods now receive work-tool requirements. Right-click tool actions, mining, melee and ranged use are checked on the server.
Tools, monsters and RPG-only XP (0.3.0)
Axes, pickaxes and shovels require Strength/Dexterity at ceil(level × 0.35) / ceil(level × 0.15); hoes, shears and fishing rods reverse those attributes. Level-1 tools need zero points. Wood/stone/gold tools and fishing rods start at level 1, copper tools at 3, iron/shears at 5, diamond tools at 12, netherite tools at 20. Thus stone axes can chop trees immediately. Existing ordinary tool UUIDs are retained when migrating their former material-level requirements. Set rarity and explicit higher item levels still increase requirements. Armor and weapons retain the material table above.
Ordinary monsters have a name and a persistent level within ±2 of the closest player's RPG level at creation (1–50). Their HP scales by +4%/level and damage by +2.5%/level above level 1. Overworld monsters spawn on unlit surfaces during both day and night, do not burn in sunlight and are normally neutral during daytime (clock ticks 0–11999). A stable 5% of mob UUIDs remain aggressive; attacking any managed monster provokes retaliation against that player, including arrow hits. Successful combat refreshes 60 seconds of anger; losing target selection during daylight no longer disables retaliation. Target AI remains active at night. Torches/block light, biome/placement rules, Peaceful difficulty, the vanilla mob cap and the 24-block minimum spawn distance still apply. The End, Nether, Wither and Warden keep their special behavior.
Natural monster spawning is restricted to a 64-block spherical radius; distant chunks are skipped before spawn attempts. Ordinary naturally spawned monsters also despawn outside 64 blocks; player-tagged/persistent mobs remain protected. This reduces the active area but is not a measured guarantee of half the lag.
Champion packs contain 3 existing naturally spawned zombies, husks, drowned, skeletons, strays, spiders or cave spiders of the same type. The first two world nights have no automatic Champions; eligible natural mobs start at a 1% nomination chance on night 3, growing by 0.5 percentage points per night to 4%; no extra mobs are created. Champions have aqua outlines, 2.5× normal scaled HP, 1.5× normal scaled damage and +10% movement speed. Their per-kill RPG XP is 3× normal (15 + 2 × mobLevel), with spawner XP still reduced to one fifth.
All three must be killed by survival players before the completion bonus appears. Kill contributors who are alive, online, in the same dimension and within 64 blocks receive one set piece, 4–8 iron/gold ingots and 30 + 3 × playerLevel bonus RPG XP; level 18+ also has a 20% diamond chance. Set quality is Common below level 5, Uncommon from 5, with a 35% Rare roll from 10 and a 10% Epic roll from 20 (then Rare is rolled if Epic fails); no guaranteed Legendary. Material level is also bounded by the recipient's level, but allocated-stat requirements still apply. Packs are persisted with distinct member and credited kill IDs, pay once, expire after 20 minutes of world ticks, and abort without payout when a member despawns, changes dimension or dies without a valid player kill. At most 32 packs per dimension; chunk unload preserves the ledger. mob_drops=false disables completion item/XP rewards.
Vanilla XP is removed entirely: no green XP orbs, no vanilla levels/bar and no XP costs. Old vanilla balances are cleared. The new portrait HUD replaces vanilla hearts, food, armor and air indicators and the old EXP strip. Armor and contextual oxygen remain visible in the new panel; mount health/jump and locator behavior remain vanilla. Enchanting is disabled, including server-side enchant buttons. Brewing stands cannot open or process potions, including already-running or automated stands; stored items remain intact. Anvils consume SP Economy and repair materials/sacrificed items and can wear out, with no XP fee or Too Expensive cap. Mending repairs held/worn eligible items from successfully awarded RPG XP without consuming that XP. Regular XP sources such as furnaces and ores do not automatically grant RPG progression or Mending repairs.
Data and administration
Characters are stored per world under minecraft-mmorpg/characters.json, keyed by player UUID. XP and allocations are saved through a temporary file and replace operation before a successful change is reported. Failed saves roll back the in-memory change. Unsupported or corrupt data stops startup without replacing the original file.
Equipment is initialized once when present in a player's inventory and retains its UUID and item-level component. Ordinary equipment remains Common at its material level. Set parts additionally carry a set/part identity and Common–Legendary quality. General random affixes and advanced repair/upgrade rules remain planned.
Operator command: /mmorpgadmin xp <player> <amount>, with 1–1,000,000 XP per invocation. Ordinary players cannot award themselves XP. Point resets and a reset UI are not yet included. Operators can use /mmorpgset <player> <miner|farmer|hunter|deep_diver> <common|uncommon|rare|epic|legendary> to grant a complete set for testing; requirements still apply.
Character HUD and economy (0.4.0)
The health bar uses actual current/max HP including Vitality; extra absorption HP is shown as +N. Hunger is 0–20, not mana. The level badge is 1–50 with EXP underneath; level 50 shows a full bar and MAX LEVEL. Fire is orange, drowning blue-green, freezing icy blue, poison green, Wither purple and a recent lightning hit violet. Active states have individual item icons. Among simultaneous states, the most recent active damaging cause reported by the server takes color priority; before a damage update, fallback priority is Wither, poison, drowning, fire, freezing, lightning. Server damage cause updates arrive with the RPG snapshot once per second; active state ending immediately removes its color on the client. A lightning hit is retained by the server for about two seconds, with up to one additional second of snapshot delay. Ordinary rain/snow is not a damaging effect. No new climate damage is added.
config/minecraft-mmorpg-hud.json (client, restart to apply) controls x, y and scale (0.4–2). The panel automatically fits small windows, remains hidden in spectator mode/F1, and does not replace the hotbar. Default location is top left. Oxygen appears under the panel when underwater or replenishing air.
Anvil prices use the server's config/minecraft-mmorpg-anvil.json (restart to apply). Default full repair base is 20 + 4 × itemLevel, multiplied by rarity (ordinary/Common 1, Uncommon 1.15, Rare 1.35, Epic 1.6, Legendary 2), the fraction of total durability restored, and 1 + 0.25 × previousRepairs. Round up; minimum 1 coin, configurable safety ceiling 1,000,000 coins. Example: repairing 100/250 durability on an ordinary level-5 iron pick costs 16, 20, 24 coins for its first, second and third identical repair. Rename-only costs 5; enchant/other combinations without durability restoration cost (15 + 2 × itemLevel) × rarity. A repair-and-enchant operation uses the repair price. Materials and vanilla enchant compatibility still apply.
A successful durability repair increments persistent minecraft_mmorpg:repairs; renaming does not. Combining inherits the larger input history and increments it only when durability is restored. Existing items start at zero tracked repairs; vanilla's old exponential work penalty is not converted into a repair count. Repair history is visible in tooltips and the result count is shown alongside price and balance before taking the result. General equipment repair through Mending does not increment paid-anvil history.
The server checks the current SP Economy wallet for normal pickup, Shift-click and hotbar swap. Failed payment/save or a full destination restores money, inputs, cursor/inventory and anvil block state. No-op clicks do not charge. Result-slot dropping and double-click collection are blocked: take the result normally first. Creative clone remains Minecraft's creative-only behavior. Wallet and Minecraft world files are independent; this is rollback for normal errors, not an atomic transaction across an abrupt process crash.
/rpg settings and one visible mob label (0.4.1)
Run /rpg to open personal settings. HUD size changes immediately with −/+ (40–200%), arrows move it, and top-left/top-right presets are available. Save persists the draft; Cancel/Escape discards it. Restore defaults uses 60%, reducing the original 552×228 pixel panel to about 331×137 at GUI scale 2. Minecraft's GUI scale still affects final pixel size. Character/Inventory opens the existing RPG inventory; Mob bars / VitalView opens the separate utility's settings and returns to this menu.
Direct commands: /rpg hud scale 60, /rpg hud position 8 8, /rpg hud reset. Commands save immediately and need no server permissions. These are client display preferences, not server gameplay controls. The original /mmorpg and /character remain.
Existing 0.4.0 HUD settings with the default scale: 1 migrate to 60%, with backup minecraft-mmorpg-hud.pre-0.4.1.json. Other custom scales/positions are retained. Settings schema 2 prevents repeating the migration, so explicitly choosing 100% later is respected.
SP VitalView supplies one combined name/level/health label, combat feedback and its existing loot/block overlays. The RPG mod suppresses the duplicate vanilla mob-name pass when VitalView handles the mob. Its existing camera-to-eye block ray hides the whole label behind solid terrain; invisible entities are excluded. If VitalView is disabled or the mob category is excluded, fallback vanilla names are line-of-sight checked and depth-tested. Player names retain their normal behavior. Champion glow remains its separate feature. VitalView visibility/distance/combat-only/name toggles still apply.
Progressive population and shared interface (0.4.2)
Natural monster spawning uses a local 64-block budget around every non-spectator player, alongside vanilla caps, lighting and placement rules. Overlapping players each enforce their budget. Daytime survivors and Champions count toward it.
| World night | Night population budget |
|---|---|
| 1 | 8 |
| 2 | 10 |
| 3 | 12 |
| 5 | 16 |
| 9 | 24 |
| 13+ | 32 |
Daytime budget is one quarter of the night budget, minimum 3. Between clock ticks 12000 and 14000 it gradually rises to the night budget. Progression follows the saved shared Overworld clock, including nights skipped by sleeping. Spawn counts cache for one tick and invalidate on spawn finalization, removal and entity load/unload. Existing crowded saves settle gradually: at most one surplus ordinary natural monster per player per second, beyond 32 blocks from every player. Nearby monsters, named/persistent entities and Champion packs are retained; spawner/command mobs are never removed by this settling pass. This controls natural spawning, rather than deleting bosses or spawner mobs to meet a hard total limit.
In an RPG world, vanilla crafting, furnace/smoker/blast-furnace and other textured container panels use dark brown with gold borders and matching slots. Titles become light gold. Standard buttons, including /rpg and options menus, have brown/gold normal, highlighted and disabled states. Native recipes, slot coordinates, hover/keyboard controls and furnace flame/progress sprites remain functional. Other mods' bespoke interfaces retain their own structure.
Daytime retaliation (0.4.3)
Daylight suppresses initiating fights rather than disabling the entire target selector or all outgoing damage. A normally neutral monster immediately targets the survival/adventure player who hit it, can deal melee or projectile damage back and remembers that player across entity save/load. Its anger expires 60 seconds after the last successful combat hit, and pursuing requires that player to remain alive in the same dimension within 64 blocks. Other unprovoking players are protected from that neutral monster. A stable UUID-based 5% exception permits ordinary hostile targeting during the day without rerolling on load. Nights retain normal aggression. Skeletons and zombies retain sunlight immunity; Endermen also retaliate after dodging a player's projectile and suppress rejected target side effects.
Set parts use vanilla items with persistent set_piece and equipment UUID/level components. Renaming does not change identity. Amulets use amethyst shards and belts use leather, with a maximum stack size of one; normal shards/leather cannot occupy accessory slots. Ring slots are reserved and currently reject all items.
Only distinct parts equipped in their designated slots count. Miner/Farmer tools and Hunter bow require the selected main hand; Deep Diver trident can be in either hand. Backpack/hotbar items outside the selected hand do not count. Each part must independently satisfy allocated level/attribute requirements. Set Luck/Dexterity are temporary bonuses and never satisfy requirements or consume/refund allocation points.
Parts and Rare baseline
Bonuses are cumulative: completing a set retains all partial bonuses.
| Set | Parts | Thresholds and effects at Rare |
|---|---|---|
| Miner | Iron pickaxe, iron helmet/chestplate/leggings/boots | 2: +4 Luck; 3: +4 percentage points extra ore chance; 5: +5% ore mining speed and toggleable night vision |
| Farmer | Iron hoe, leather hat/coat/boots, belt | 2: +4 Luck; 3: +5 percentage points extra crop chance; 5: another +3 points crop chance and 10% chance to skip hoe durability damage |
| Hunter | Bow, leather hood/boots, belt | 2: +4 Dexterity; 3: +4% bow damage; 4: another +8% bow damage against animals or monsters |
| Deep Diver | Trident, turtle helmet, chainmail chestplate/leggings/boots, amulet | 2: +25% expected breathing time; 4: +10% swimming acceleration; 6: underwater night vision and another +50% expected breathing time |
Definitions and threshold evaluation are independent of a fixed five-part armor structure. The planned equipment layout supports up to ten simultaneous distinct parts: four armor pieces, two hand slots, amulet, two rings and belt. The first catalogue has four/five/six-part sets; two-part and larger sets are future content.
Quality
| Quality | Minimum item level | Numeric multiplier |
|---|---|---|
| Common | 1 | 0.50 |
| Uncommon | 5 | 0.75 |
| Rare | 10 | 1.00 |
| Epic | 20 | 1.25 |
| Legendary | 30 | 1.50 |
Material minimum level still applies (iron work tools 5, iron/chainmail armor 8, trident 18). Armor/accessory and weapon requirements use the rounded 0.8 primary / 0.3 secondary formulas. Work tools use ceil(0.35 primary) / ceil(0.15 secondary), Strength/Dexterity for pickaxes and Dexterity/Strength for hoes. Accessories use Vitality/Strength, bows Dexterity/Strength, tridents Strength/Vitality. Integer attribute bonuses round to the nearest point.
For a threshold of N, use the best N distinct eligible parts; the weakest of those sets the threshold quality. A lower-quality fifth piece affects the five-part bonus, not a two-part bonus provided by better pieces. Duplicate identities count once.
Night vision is available at every full-set quality. Deep Diver infinite underwater breathing requires all six parts Epic or better. Common–Rare full Diver instead adds the scaled finite-air bonus. Oxygen bonuses preserve the normal respiration calculation by sometimes skipping an air decrement. Swimming modifies acceleration in water, not land/lava movement or a promised fixed travel speed. Miner speed applies to ore blocks only.
Balance and protections
- Effective Luck = allocated Luck + active set Luck; ordinary ore/chest Luck chance remains capped at 25%. Miner ore chance adds its flat set bonus, capped at 35%; at most one extra matching resource per roll.
- Fortune's original yield is retained. Silk Touch and player-placed/piston-moved ores cannot receive extra resources or Miner activity set drops.
- Farmer adds at most one matching produce item per roll, capped at 20%. Only personally harvested mature wheat/carrot/potato/beetroot crops with the held tool qualify. Seeds, immature crops and actorless automation do not gain yield. No passive crop-growth acceleration.
- Hunter Dexterity, bow flag and damage bonuses are captured when the projectile is created and persisted. Changing gear later does not alter the shot. Total RPG damage remains capped at +60% PvE / +30% PvP before the existing additive critical bonus. The extra full Hunter animal/monster bonus does not apply to PvP.
- Toggle night vision in the Sets tab. Set-owned night vision disappears upon losing eligibility; externally supplied potion vision is retained. Deep Diver vision works underwater only. Effects refresh before the normal night-vision flicker window.
- Accessory placement is server-validated, single-item, type-specific. Shift-click equips matching accessories; removal can overflow into the extra backpack. Death drops accessories once, keepInventory retains them, Vanishing prevents a drop. Persistent delegates remain valid after loading attachment data.
Acquisition
Each successful acquisition adds one random part, independently of ordinary loot. Reopening a generated chest never rerolls set loot.
| Source | Chance per eligible loot generation | Catalogue |
|---|---|---|
| Personally mined natural ore yielding a resource | 0.5% | Miner |
| Personally harvested supported mature crop | 0.5% | Farmer |
| Player-killed monster | 1% | Hunter; Deep Diver if the monster is in water |
| Player-killed spawner monster | 0.2% | Same rule |
| Vanilla structure chest first generated by a survival player | 5% | All four sets, uniformly; shipwreck/underwater/buried treasure chests choose Deep Diver |
Quality weights: Common 60%, Uncommon 25%, Rare 12%, Epic 2.8%, Legendary 0.2%. Quality above the player's level is reduced to the highest eligible tier. Material requirements can still exceed the player's level, allowing items to be saved for later or traded.
These are initial uncalibrated rates. Set drops currently do not reroll existing equipment, upgrade rarity or depend on Luck. Forge, set recipes, fishing/trading acquisition, generic random affixes and further sets are separate future work.
Operator testing: /mmorpgset <player> <set> <rarity> grants the full selected set, with strict requirements still enforced. Both server and client must use 0.3.0 (protocol v5). The inventory retains four accessory slots; tool eligibility and RPG-only XP rules now also require the updated client.
Снимки от играта
Всички снимки са с английски интерфейс.