MmoMobScaling-1.1.0.jar
What's new
Bosses (and any mob you name) can now use real MMO Skill Tree abilities and native attack moves on their own schedule, authored entirely in a config file. Requires MMO Skill Tree 1.5.0+; the ability-casting half additionally needs a newer MMO Skill Tree build and degrades gracefully (one log warning, nothing breaks) if that build is not yet installed.
- New: caster rosters. Ship a roster in a content pack (the bundled Fire Dragon demo is one you can copy) naming a mob role and a list of abilities it should use, each with its own cadence and jitter (so a group of the same boss does not all attack in lockstep). An ability can either be a real MMO Skill Tree ability (the mob casts it through the same system players use) or a native attack move (the mob's basic attack pool gets a new option). Each entry can be gated by the mob's difficulty, its rolled rarity, and whether it is a boss, a regular hostile, or either - so you can, for example, give only Legendary-and-up mobs an extra ability, or make a special attack boss-only. An ability entry can also carry an optional wind-up animation the mob plays a moment before it casts, giving players a visual tell that something is coming.
- New: a demo you can see today. The shipped Fire Dragon boss now has a small example caster roster: it throws Fireball on a slow cadence (once the matching MMO Skill Tree build is installed) and periodically dodges using a dedicated attack move shipped with this mod. Delete the file to remove the example.
- New: a fully native example. A second, separate demo shows the same kind of periodic special move authored without touching this mod's config at all, using the game's own combat AI system directly. Spawn it with
/npc spawn Mmoscaling_Caster_Demo(admin) to see a lightweight test creature dodge on its own timer. Nothing vanilla is touched; both files can be deleted freely. - Change (internal): an ordering fix so the mob-scaling damage multiplier keeps landing before the MMO's own critical-hit and defense math, unaffected by an unrelated internal reshuffle on the MMO side. No player-visible behavior change.
Community bug fixes
A sweep of fixes for issues reported on the community Discord:
- Fixed: player power actually raises difficulty. Scaling difficulty to nearby players' power was silently inert everywhere: it only kicked in far from world spawn, behind the same (very large) distance setting the escalation bonus uses, so spawns always sat at the configured floor no matter how strong the group. Player scaling gets its own independent setting, "player scaling start ring": inside that radius around world spawn, newcomers stay protected at the floor; outside it, group power counts. It defaults to 5000 blocks for regular worlds, and the bundled Dungeon of Fear rules set it to 0 so dungeon runs scale from the first spawn.
/mobscaling inspectand the admin UI both show the new setting and whether player scaling applied where you stand. - New: rarities can target mobs by role or group. Each rarity tier can now name role and group lists that are forced to it, allowed to roll it, or blocked from it, replacing the previously unfinished special-casing of the boss group. The bundled Boss tier now forces the boss group, so mobs listed there finally come out Boss-tier the way the file always described; the lists are yours to re-author, and every id you name is checked at startup so a typo warns instead of silently doing nothing.
- Fixed: no more console spam (and wasted tick time) on busy servers. Re-loading an already-scaled mob (chunk reload, world transfer) threw a warning with a full stack trace on every attempt - reported at over 13,000 occurrences in a single session - and skipped the health re-check that reload exists to run. Reloads are quiet now, and a retuned config correctly re-applies to saved mobs.
- Fixed: extension packs fail loudly instead of mysteriously. A pack that customizes this mod's files without declaring the mod as a manifest dependency either crashed the whole server with an unrelated-looking error or silently did nothing, depending on load order. Startup now names the pack and the exact missing dependency line in the log, and the CurseForge page gains a copy-pasteable extension-pack guide (including the case-sensitive dependency name and the zip layout).
- Fixed: a typo'd effect, drop list, group, or role id in your config warns at startup with the exact file and id, instead of one easily-missed runtime warning or nothing at all.
- Fixed: the config folder is easier to find. The per-world rules folder is created up front with a README explaining the one-file-per-world format, and every startup logs the full paths of the config files, closing several "the mod never creates its config" reports (the files were being created relative to the server's working directory, which made them easy to miss).
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include

