MMO Skill Tree & Abilities

A fully customizable RPG skill progression system for Hytale, inspired by mcMMO and RuneScape - hotbar abilities, triggered passives, quests, achievements, and a deep skill tree.
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MMOSkillTree-0.10.9.jar

File nameMMOSkillTree-0.10.9.jar
Uploader
ziggfreedziggfreed
Uploaded
Feb 19, 2026
Downloads
5.0K
Size
1.5 MB
File ID
7646775
Type
R
Release
Supported game versions
  • Early Access

What's new

v0.10.9

Mod Compatibility

  • Modded weapons now earn XP automatically - Added generic weapon-type fallback patterns to all combat skill XP maps so that weapons from other mods earn XP even without explicit configuration. Any item containing a recognized weapon type in its name (e.g., "Longsword", "Bow", "Crossbow", "Hammer") automatically earns XP for the correct skill. Server owners can still override individual items via the admin ui or the XP maps config
  • Covers all combat skills - Fallback patterns added for Swords (Longsword, Greatsword), Axes (Battleaxe, Hatchet), Archery (Bow, Shortbow, Longbow, Crossbow, Wand, Spellbook, Arrow, Blowgun), Daggers (Knife, Claw), Polearms (Halberd, Trident, Glaive, Lance, Pike, Javelin), Blunt (Hammer, Flail, Maul), and Staves (Staff)

Bug Fixes

  • Fixed Defense XP maps not using mob IDs - Defense XP was matching against the damage type instead of the attacking mob, so server owners couldn't customize Defense XP per mob. Defense XP maps now use mob IDs, matching how all other combat XP maps work. For non-mob damage (environmental, PvP), falls back to the damage cause ID (e.g., "Physical", "Fire"). Defaults rebalanced by mob tier: critters (2-3 XP), standard enemies (5-6 XP), tough enemies (8 XP), elites (12 XP), bosses (25-30 XP)

  • /mmoboost no longer requires the --world= flag - The boost command now resolves the world automatically from the player or server context, removing the need to specify a world argument

  • Fixed combat reward targeting for custom skills - Skill tree combat rewards (Damage, Critical Chance, Lifesteal, Parry stats) can now target custom skill IDs in addition to built-in weapon types. Previously, entering a custom skill ID (e.g., "KATANA") as the target in the Skill Tree Overrides editor would silently default to "All Combat". Custom targets now work correctly — rewards targeting a custom skill only apply when using a weapon mapped to that skill

  • Custom skill tree rewards now included in combat stat calculations - Rewards claimed from custom skill trees (e.g., a custom Katana skill tree) now contribute to combat stats like damage, crit chance, and lifesteal. Previously only rewards from built-in skill trees were counted

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