Description
AvalonEssentials: The Ultimate Hytale RPG Suite
AvalonEssentials is a complete RPG framework that integrates Land Claims, Guilds, Dungeons, Advanced NPCs, Player Shops, and a Banking Economy into one seamless, high-performance package.
Installation
To install AvalonEssentials on your Hytale server, extract the release ZIP and copy the contents to your server's mods folder:
-
Extract the release package containing:
AvalonEssentials.jar- The plugin fileAvalonEssentials- Configuration folder
-
Copy to server mods folder: (DOWNLOAD ASSETS)
mods/
├── AvalonEssentials.jar
└── AvalonEssentials
├── manifest.json
├── player_shops.json
├── shop_config.json
├── Backups
├── Common
├── Guilds
├── Minigames
├── PlayerQuests
├── Protections
├── RPG
├── Server
└── Templates
- Restart the server to load the plugin.
Project History
Originally born as a specialized system for House Protection and Safe Zones, this project quickly evolved as more complex RPG mechanics were integrated. To better reflect its comprehensive nature and its role as the backbone of a true RPG experience, the project was renamed from "Home Claim Property Protection" to AvalonEssentials. Today, it stands as a modular and powerful toolkit for server owners.
Design Philosophy: GUI-First Experience
AvalonEssentials is built with a single core principle: Immersion through Interaction. We believe that a true RPG experience should feel like a real game, not a text-based terminal. By replacing traditional, immersion-breaking slash commands with high-quality Graphical User Interfaces (GUIs) and physical world interactions, we ensure that players stay focused on the world of Avalon. Whether you are managing your guild, checking your bank balance at an ATM, or tracking quests in your journal, every action is designed to be tactile, visual, and intuitive.
Accessing the System
The gateway to all AvalonEssentials features is the Avalon Book (avalontm:book) item.
- Automatic Delivery: New players receive the Avalon Book in their hotbar upon joining the server.
- Visual Interface: Holding this item and interacting provides instant access to all RPG hubs: Character RPG Management, Profiles, Property Management, Banking, Guilds, and the Quest Journal.
- Unified Navigation: There are no slash commands required for gameplay; the Avalon Book serves as the central launcher for every plugin system.
- Admin Tools: Administrative features and advanced zone management are integrated directly into the Avalon Book interface for authorized staff members.
- HUD Integration: While holding the book, players receive on-screen hints and status updates regarding nearby zones and active selections.
RPG System: Core Progression
A complete character progression system with classes, attributes, profiles, and active skills.
Profile Management
Players can maintain multiple RPG Profiles through the Avalon Book, allowing them to switch between different character setups:
- Separate Progression: Each profile has its own Level, XP, Attributes, and Class.
- Inventory Sync: Player inventories and equipped gear are tied to their active profile.
Attribute System
Six core statistics that define character growth and mechanical bonuses:
| Attribute | Effect | Calculation / Bonus |
|---|---|---|
| VIT | Vitality | +10 Max HP per point |
| INT | Intelligence | +2 Max Mana and +0.1 Mana Regen/sec per point |
| STR | Strength | Increases Physical Damage and carry capacity |
| AGI | Agility | Increases Attack Speed and Movement Speed |
| DEX | Dexterity | Increases Critical Hit Chance (1% per point) |
| STAM | Stamina | Increases Max Stamina and +0.5 Stamina Regen/sec per point |
Class Specialization
Five distinct classes with unique skills and playstyles. Players select their class through the RPG Hub in the Avalon Book.
Knight (Tank)
- Primary Stat: VITALITY
- Description: Defensive specialist with crowd control and self-healing abilities.
- Class Skills:
Shield Bash- Stuns target and deals minor damageFortify- Increases defense temporarilyTaunt- Forces enemies to attack youCleave- Area damage to surrounding enemiesSecond Wind- Restores health over time
Mage (Spellcaster)
- Primary Stat: INTELLIGENCE
- Description: Powerful ranged spellcaster with burst damage and teleportation.
- Class Skills:
Fireball- Launches a fire projectile at enemiesTeleport- Instantly moves to target locationIce Barrier- Creates a protective ice shieldArcane Explosion- Area damage around casterMana Shield- Converts mana into damage absorption
Assassin (DPS)
- Primary Stat: DEXTERITY
- Description: High burst damage dealer with mobility and poison effects.
- Class Skills:
Shadow Step- Teleports behind targetBackstab- High damage from behindPoison Blade- Applies poison DOTEvasion- Chance to dodge attacksAssassinate- Finishing move on low HP targets
Druid (Support)
- Primary Stat: INTELLIGENCE
- Description: Nature-based healer and controller with transformations.
- Class Skills:
Healing- Restores health to targetNature's Burst- Area heal around casterRoot- Immobilizes targetBear Form- Transforms into bear for defenseThorns- Reflects damage back to attackers
Paladin (Hybrid)
- Primary Stat: INTELLIGENCE
- Description: Holy warrior with healing and protective abilities.
- Class Skills:
Holy Smite- Holy damage to enemiesLay on Hands- Large burst healBlessing- Buffs target statsDivine Shield- Complete damage immunityRetribution- Area holy damage
Skill System
Skill Categories
| Category | Behavior | Example Skills |
|---|---|---|
| DAMAGE | Deals damage to target(s) | Fireball, Backstab, Holy Smite |
| HEAL | Restores health to target(s) | Healing, Lay on Hands |
| BUFF | Applies temporary stat modifications | Blessing, Evasion |
| DASH/TELEPORT | Moves player quickly | Shadow Step, Teleport |
Target Types
| Target Type | Description |
|---|---|
| SELF | Affects only the caster |
| SINGLE_TARGET | Affects one entity in front of caster |
| AREA | Affects all valid entities within radius |
Target Filters
| Filter | Behavior |
|---|---|
| SELF_ONLY | Only affects the caster |
| ENEMIES | Only affects hostile entities with EntityStatMap |
| ALLIES | Only affects: caster, party members, guild members |
| ALL | Affects any entity with EntityStatMap (except caster) |
Ally Detection
The system automatically identifies allies to prevent accidental friendly fire and to target beneficial skills:
- Players: Caster is always an ally. Party members and Guild members are automatically identified as allies.
- NPCs/Mobs: Currently, NPCs and monsters are not treated as valid allies for skill targeting.
Skill Configuration (JSON)
Skills are configured via JSON files in mods/AvalonEssentials/RPG/Skills/:
{
"id": "fireball",
"name": "Fireball",
"description": "Launches a fireball at enemies dealing 50 damage",
"manaCost": 25,
"cooldownMs": 5000,
"minLevel": 1,
"effectId": "fire_effect",
"targetType": "PROJECTILE",
"targetFilter": "ENEMIES",
"range": 20.0,
"radius": 3.0,
"category": "DAMAGE",
"power": 50.0,
"requiredClassId": "mage"
}
Class Configuration (JSON)
Classes are configured via JSON files in mods/AvalonEssentials/RPG/Classes/:
{
"id": "mage",
"displayName": "Mage",
"description": "Powerful spellcaster with fire and ice abilities",
"baseAttributes": [0, 5, 0, 0, 0, 0],
"statsPerLevel": [0, 2, 0, 0, 0, 0],
"skills": ["fireball", "teleport", "ice_barrier", "arcane_explosion", "mana_shield"]
}
How Skills Work
Activating a skill is a seamless process managed by the RPG engine:
- Activation: Players use the
/castcommand or interact with the RPG Hub to trigger a skill. - Requirements Check: The system automatically verifies if the player has the required Level, Class, and sufficient Mana. It also checks if the skill is currently on cooldown.
- Execution: Once validated, the skill effect is applied based on its type:
- Targeted Skills: Automatically find the nearest valid target (Enemy or Ally) in front of the caster.
- Area Skills: Apply effects to all valid entities within a specified radius.
- Self Skills: Apply buffs or heals directly to the caster.
- Movement Skills: Instantly move the player via dashing or teleportation.
Commands
| Command | Description |
|---|---|
/cast <skillId> |
Activate a skill |
Economic Features
AvalonEssentials features a physical-first economy driven by world interactions.
Physical Currency (Coins)
Wealth is represented by physical Coin items dropped by mobs or found in loot. Players must collect and carry these assets.
ATM Banking System
Banking is handled exclusively via interactive ATM blocks:
- Digital Storage: Deposit physical coins into your account via an ATM to protect them from loss upon death.
- Interaction Hub: Manage your balance and view transaction history at any physical ATM.
Player Markets
- Market Items: Establish personal shops using specialized Player Market items.
- Interactive Browsing: Players interact directly with Market items in the world to buy goods.
Social and Community Features
Both Guild and Party systems are accessed directly through the Avalon Book interface.
Guilds
- Hierarchy & Permissions: Manage ranks (Owner, Officer, Member) and permissions via the Guild Menu.
Minigame Engine
AvalonEssentials features a robust, action-based Minigame Engine designed for high-performance session management and immersion.
Inventory Management System
The plugin includes a robust inventory management system that automatically saves and restores player inventories when entering and exiting minigames and edit mode.
How It Works
- Entry: When a player joins a minigame or edit mode, their current inventory is automatically saved to a backup file.
- Exit: When leaving, the inventory is restored from the backup, returning all original items to the player.
Snapshot Types
The system uses separate backup files for different modes to prevent conflicts:
| Type | Filename Format | Description |
|---|---|---|
| MINIGAME | {playerId}_minigame.json |
Saved when entering a minigame |
| EDIT | {playerId}_edit.json |
Saved when entering edit mode |
Files Location
Inventory backups are stored in:
mods/AvalonEssentials/Backups/Inventories/
Key Features
- Automatic Save: Inventories are saved automatically when entering minigames or edit mode
- Automatic Restore: Original items are restored when leaving
- Multiple Modes: Separate backups for minigames and edit mode prevent item conflicts
- Safe Deletion: Backup files are deleted after successful restoration to prevent duplicates
Technical Details
The system is implemented in:
InventorySnapshotManager.java- Core inventory save/restore logicMinigameService.java- Handles minigame inventory managementEditModeService.java- Handles edit mode inventory managementMinigameListener.java- Event listener for player state restoration
Configuration (minigame_config.json)
The engine uses a unified, JSON configuration. Settings are divided into gameSettings, scoreSettings, and the powerful Event System.
{
"gameSettings": {
"lives": 3,
"maxHealthOverride": 100.0,
"disableFallDamage": true,
"disablePvP": false,
"gameDuration": 600
},
"scoreSettings": {
"winCondition": "POINTS",
"targetScore": 20,
"pointsPerKill": 1,
"pointsPerDeath": -1
},
"events": {
"onJoin": [
"CLEAR_INVENTORY",
"GIVE_START_INVENTORY",
"SEND_MESSAGE: &aWelcome to the Arena!"
],
"onDeath": [
"TELEPORT_TO_SPAWN",
"SEND_MESSAGE: &cYou died! Respawning..."
],
"onWin": [
"SEND_MESSAGE: &6&lVICTORY!",
"GIVE_KIT:WINNER_REWARD"
]
},
"teamSettings": {
"enabled": true,
"friendlyFire": false,
"autoAssign": true,
"teams": [
{ "id": "RED", "name": "Red Team", "color": "#FF0000" },
{ "id": "BLUE", "name": "Blue Team", "color": "#0000FF" }
],
"teamSpawns": {
"RED": { "x": 10.0, "y": 65.0, "z": 10.0, "yaw": 0.0 },
"BLUE": { "x": -10.0, "y": 65.0, "z": -10.0, "yaw": 180.0 }
}
}
}
Automation Actions
Use these keys in your events list to trigger automatic logic:
RESET_STATS: Sets health, hunger, and status to default.SET_MAX_HEALTH:<value>: Equalizes health for all participants.CLEAR_INVENTORY: Wipes armor, hotbar, and storage.GIVE_START_INVENTORY: Equips items defined in the game configuration.TELEPORT_TO_SPAWN: Moves the player to their assigned team spawn.SEND_MESSAGE:<text>: Broadcasts a local message.HIDE_HUD/SHOW_HUD: Toggles the game interface for cinematic experiences.
Victory Conditions
The engine supports three primary win conditions:
- POINTS: First player/team to reach
targetScorewins. - LAST_MAN_STANDING: Last player alive wins (requires
livesto be set). - TIME: The player/team with the highest score when
gameDuration(seconds) ends wins.
Camera & Perspective Support
Enhance gameplay with unique viewpoints via the integrated Camera Manager:
- Side-Scroller: Professional 2D platformer camera with locked axes.
- Top-Down: Optimized for ARPG/RTS styles.
- Isometric: Fixed-angle perspective for classic RPG immersion.
Technical Information & Configs
To generate JSON configurations for NPCs, Quests, and Shops, use our web-based automation tool:
- Interaction Generator: https://hytale-tools.netlify.app/
Developed by AvalonTM. Developer GitHub


