Description
HyRPGCore – Modular MMO RPG Framework for Hytale
HyRPGCore adds a structured MMO-style progression system to Hytale.
Inspired by Ragnarok Online and built for server owners, it provides a deterministic, JSON-driven RPG framework that can be expanded and customized without touching code.
HyRPGCore focuses on:
- Deterministic combat and scaling
- Configurable progression
- Modular subsystems
- Server-side stability
It is a foundation for MMO-oriented servers.
Core Features
- STR / AGI / VIT / INT / DEX / LUK stat system
- Derived stats (HP, Mana, Hit, Dodge, Crit, etc.)
- Deterministic combat calculations (no Math.random in hotpath)
- Configurable XP progression (LevelCurve + presets)
- Zone-based or Player-based mob scaling
- Elite mob system
- JSON-driven weapon scaling
- Quest system (builder + runtime)
- NPC dialog & quest offering system
- Custom UI integration
- Fully JSON-configurable architecture
How To Use
Player Stats
/stats
Opens the player stat interface.
XP is granted automatically through gameplay (e.g. mob kills).
Zone Info
/zone
Displays the current zone.
Zone level ranges are configurable inside:
Mod/fuyuga_hyrpgcore/config
NPC Management
/hyrpg npc
Opens the NPC Admin UI.
Here you can:
- Assign roles
- Configure dialogs
- Attach quests
Quest Builder
/hyrpg quest
Opens the Quest Builder UI.
Additional CLI commands:
/quest list
/quest reload
/quest status <id>
Player quest log:
/questlog
Mob & Combat Reload Commands
/mobs reload
/weaponprofiles reload
/weaponmapping reload
These allow live config reload without full server restart.
Configuration
All systems are configurable in:
Mod/fuyuga_hyrpgcore/config
Main systems:
- zones.json
- mob-scaling.json
- xp_config.json
- combat-globals.json
- weapon-profiles.json
- weapon-mapping.json
- quests.json
- npc-roles.json
- nameplates.json
- derived-stats.json
Configuration
Zones (zones.json)
Controls mob level logic.
{
"mobLevelMode": "ZONE",
"zones": [
{
"matchName": "zone1",
"minLevel": 1,
"maxLevel": 10,
"eliteChance": 0.05,
"eliteBonusLevels": 2,
"eliteScale": 1.1
}
]
}
mobLevelMode:
- ZONE → Use zone min/max
- PLAYER → Scale to player level
Mob Scaling (mob-scaling.json)
Controls HP & damage growth with softcaps.
{
"maxLevel": 99,
"baseHpMultiplier": 1.0,
"perLevelHpMultiplier": 0.15,
"hpSoftcapS": 0.35,
"hpMaxMultiplier": 20.0,
"baseDamageMultiplier": 1.0,
"perLevelDamageMultiplier": 0.08
}
HP growth now uses softcap-based scaling for smoother progression.
XP Configuration (xp_config.json)
Supports LevelCurve presets and multiple XP models.
Models:
- LEGACY
- HP_ANCHORED
Example:
{
"levelCurvePreset": "NORMAL",
"kill": {
"model": "LEGACY",
"baseXp": 5,
"XP_multiplier": 1.0
}
}
LevelCurve Presets:
- EASY
- NORMAL
- HARD
- NIGHTMARE
Combat Globals (combat-globals.json)
Defines:
- Hit chance scaling
- Dodge scaling
- Crit chance & multiplier
- Damage reduction
- Attack speed softcaps
- Cast speed behavior
- Unarmed damage rules
Combat is deterministic and server-consistent.
Weapon Profiles (weapon-profiles.json)
Defines stat scaling per weapon type.
{
"weaponTypes": {
"SWORD_ONE_HAND": {
"damageScale": { "STR": 0.02 },
"aspdFactor": 1.0,
"usesCast": false
}
}
}
Weapon Mapping (weapon-mapping.json)
Maps items or families to weapon types.
{
"defaultType": "UNARMED",
"families": {
"SWORD": "SWORD_ONE_HAND"
},
"items": {
"IronSword": "SWORD_ONE_HAND"
}
}
Supports both family mapping and direct item-id mapping.
Quests (quests.json)
Supports objective types:
- KILL
- COLLECT
- TALK_TO
- REACH_LOCATION
- COMPOSITE
Minimal example:
{
"quests": [
{
"id": "apple_delivery_01",
"title": "Apple Delivery",
"repeatable": true,
"minLevel": 1,
"objectives": [
{ "type": "COLLECT", "itemId": "Apple", "amount": 3 }
],
"rewards": {
"xp": 50
}
}
]
}
Nameplates (nameplates.json)
Controls mob name display.
{
"enabled": true,
"showEliteMarker": true,
"showLevel": true
}
Project Vision
HyRPGCore is not a finished MMO server.
It is a modular, deterministic RPG framework for Hytale server builders who want full control over progression, scaling, and balance through JSON configuration.
Future expansions may include advanced skill systems, party mechanics, and extended progression layers.
