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HyRPGCore – RPG Leveling, Stats, NPC System (Dialog,Quest,Shop)

Ragnarok-inspired leveling, stat and quest system for structured MMO progression.

File Details

hyRPGCore-0.21.27.jar

  • R
  • Feb 17, 2026
  • 2.72 MB
  • 27
  • Early Access

File Name

hyRPGCore-0.21.27.jar

Supported Versions

  • Early Access

Changelog (0.19.13 0.21.27)

Core Architecture

  • Switched to a feature-based project structure (core + features/*)
  • Introduced clear ownership rules:
    • features.mobs = single source for mob seeding + scaling
    • Combat / XP = read-only access to MobData
    • Nameplate = visual-only
  • Removed legacy mode switches and duplicate scaling paths
  • Deterministic mob level system (single source of truth)

Mob Level & Elite System

  • Full rewrite of mob level seeding logic
  • Elite roll is executed exactly once on spawn
  • Write-once MobZoneDataStore (no reroll, no fallback seeding)
  • Lifecycle-safe cleanup on despawn/unload
  • No more lazy initialization in Combat/XP

Combat System

  • Mob damage multiplier is strictly read-only and based on stored MobData
  • No fallback seeding inside the combat hotpath
  • Deterministic multipliers
  • Performance-neutral refactor

XP System

  • XP pipeline refactor (separated Calculator + Effects)
  • Elite XP multipliers are correctly bound to MobData
  • No fallback seeding on kill events
  • Stable join/quit flow without IO crash risks

Stability & Hardening

  • MobZoneDataStore is lifecycle-safe
  • Write-once guard against double seeding
  • Improved null safety in combat and XP listeners
  • No mob cache growth during chunk unloads
  • Hardened join/quit JSON IO handling

Config & Scaling

  • Minimized zones.json schema
  • Removed outdated fields:
    • mode
    • healToFull
    • hpMultiplier
    • damageMultiplier
    • eliteBonusLevels
  • HP/Damage scaling is now cleanly level-based

Performance

  • No additional tick overhead
  • No additional combat branching
  • Deterministic ECS system order