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RuneCore

A modular and extensible magic engine for Hytale that introduces elemental essences, custom RPG combat attributes, and persistent status effects.
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Description

RuneCore

Extensible magic system engine and framework for Hytale mods.

RuneCore Banner

Project Status: In Development

  • In Progress: Potions and crafting recipes for custom status effects.
  • Functional: Core commands, player status management, and essence drop system.
  • API: Testing phase.
  • Visuals: Custom logo and essence icons. 3D models use recycled game assets.
  • Next Steps: Full RuneAlchemy system and potion brewing pipeline.

1. Overview

RuneCore expands Hytale's native foundation into a modular engine for elemental interactions, status effects, custom RPG attributes, and alchemy recipes. The mod offers both ready-to-use mechanics and an extensible API for integration with other mods.

RuneCore Logo      RuneCore Layered Logo

2. Visual Gallery

Elemental Essences

Potions

Status Effects

In-Game Effect Showcase

Bleeding

Deals damage over time and applies a bloody visual filter to the player.
Bleeding Effect


Burn

Ignites the target, causing fire damage and burning screen overlays.
Burn Effect


Decay

Corrodes the entity's health over time with necrotic visual effects.
Decay Effect


Fire Resistance

Grants immunity to fire damage and protects the entity in lava environments.
Fire Resistance Effect


Frozen

Encases the target in ice, locking physical movement and rotation.
Frozen Effect


Glowing

Emits dynamic light around entities and players in low-light environments.
Glowing Entity Effect


High Jump

Boosts vertical velocity, launching players and entities into high jumps.
High Jump Effect


Normal Health

Default player health status on HUD.
Normal Health


Instant Damage

Instantly subtracts health points upon hit or potion splash.
Instant Damage Effect


Instant Health

Instantly restores health points and updates player health.
Instant Health Effect


Blindness

Darkens the player's view and HUD completely, simulating loss of vision.
Normal Vision:
Normal Vision

Blinded View:
Blindness Effect


Levitation

Lifts entities into the air with anti-gravity physics, followed by a fall upon expiry.
Floating Upward:
Levitation Rising

Descending / Falling:
Levitation Falling


Nausea

Causes severe camera sway and screen disorientation, cycling view angles.
Nausea Stage 1

Nausea Stage 2

Nausea Stage 3


Night Vision

Illuminates dark environments by dynamically adjusting ambient light levels.

Note on Engine Limitations: Due to current Hytale Server API limitations, dynamic light components affect global scene lighting around the target entity rather than applying a per-client post-processing shader.


Night Environment (Without Effect):
Dark Night

Night Vision Active:
Night Vision Active


Poison

Deals continuous poison damage over time, turning health indicators green until expired.
Poison Active:
Poison Active

After Effect Expires:
Poison Ended


Regeneration

Heals health points over time, restoring player health periodically.
Regeneration Active:
Regeneration Active

Full Recovery:
Regeneration Full Recovery


Resistance

Reduces incoming damage from physical and magical attacks.
Resistance Effect


Speed

Increases horizontal movement speed, enabling faster sprinting and movement.
Speed Stage 1

Speed Stage 2


3. Architecture

RuneCore is split into three main modules:

  • RuneCore (Core): Manages essences, mana, combat attributes, and player progression. Exposes the core API.
  • RuneMagic: Spells, runes (passive effects), artifacts, and grimoires.
  • RuneAlchemy: Brewing system for potions, reagents, and item enchantments using essences.

4. Loot Tables & Drop Rates

Creatures drop elemental essences when defeated by a player (default base drop rate: 25%).

Icon Essence Source Mobs
Fire Emberwulf, Fire Dragon, Magma/Flame creatures
Earth Trork, Earth Golem, Bison, Tortoise, Molerat
Wind Birds (Hawk, Owl, Crow, etc.), Feran Windwalker
Water Fish (Shark, Piranha, etc.), Crab, Frog, Whale
Ice Polar Bear, Frost Dragon, Yeti, Frost Skeleton
Lightning Thunder Golem, Thunder Spirit, Living Spark
Light Spirit Root, Christmas Kweebec
Shadow Shadow Knight, Wraith, Skrill
Life Animals (Cow, Pig, Sheep, Deer), Kweebec
Death Skeleton, Zombie, Ghoul
Mind Slothian, Outlander Sorcerer
Blood Bat, Mosquito
Chaos Outlander Berserker, Trork Chieftain
Aether Ember Spirit
Void Void-corrupted creatures
Metal Firesteel Golem, Tank, Turret
Crystal Crystal Golem, Scarak
Poison Snake, Spider, Scorpion

5. Key Features

  • 20 Elements: Categorized into Basic, Advanced, Unstable, and Chemical tiers.
  • Modular API: Direct registration for custom essences, spells, and status effects.
  • Persistent Status Effects: Ticking buff/debuff system (Poison, Regeneration, Frozen, Bleeding, etc.) supporting custom world logic.
  • Resource Management: Player stat trackers for mana, stamina, and custom attributes.

For element details and design notes, refer to ELEMENTS.md.


6. Potion Recipes

Potions are crafted at the Alchemy Bench using Glass Bottle (Potion_Empty) + Elemental Essence + Secondary Material (base craft time: 4 seconds).

Potion Essence Qty Secondary Material Qty
Speed Wind Essence 1 Feathers (Light) 2
Slowness Earth Essence 1 Bramble Moss 2
Haste Lightning Essence 1 Crystal (Yellow) 1
Mining Fatigue Earth Essence 1 Bone Fragment 2
Jump Boost Wind Essence 1 Feathers (Blue) 2
High Jump Aether Essence 1 Feathers (Red) 2
Slow Falling Wind Essence 1 Feathers (Dark) 3
Levitation Aether Essence 2 Crystal (White) 2
Regeneration Life Essence 2 Pink Flower 3
Poison Poison Essence 1 Poison Mushroom 2
Decay Death Essence 1 Bone Fragment 3
Burn Fire Essence 1 Charcoal 2
Nausea Chaos Essence 1 Green Mushroom 2
Bleeding Blood Essence 1 Crystal (Red) 1
Frozen Ice Essence 1 Crystal (Cyan) 2
Instant Health Life Essence (Concentrated) 1 Red Flower 3
Instant Damage Void Essence 1 Boom Powder 2
Invisibility Shadow Essence 2 Crystal (White) 2
Glowing Light Essence 1 Glowing Mushroom (Orange) 2
Blindness Shadow Essence 1 Crystal (Purple) 2
Night Vision Light Essence 1 Glowing Mushroom (Blue) 2
Water Breathing Water Essence 1 Blue Coral 3
Fire Resistance Fire Essence 2 Crystal (Red) 2
Resistance Metal Essence 2 Crystal (Blue) 2
Strength Blood Essence 2 Crystal (Red) 2
Weakness Death Essence 1 Grey Flower 2

Note: Advanced effects require 2 essences.


7. Combat Stats System

RuneCore implements an RPG damage pipeline on top of native combat calculations.

Custom attributes are registrable. Players carry persistent stat blocks, while creatures pull stats from static registry lookups.

Stat Types

Category Stat Description
Offensive Physical Damage Reduced by target Armor
Offensive Magic Damage Reduced by target Magic Resist
Offensive True Damage Ignores reductions (blocked by shields)
Offensive Armor Penetration Ignores a portion of target Armor
Offensive Magic Penetration Ignores a portion of target Magic Resist
Defensive Armor Reduces incoming Physical Damage
Defensive Magic Resist Reduces incoming Magic Damage
Defensive Damage Reduction Flat % reduction on incoming damage (capped at 90%)
Defensive Shield HP Temporary hit points consumed before base health

Damage Formula

effectiveDefense = max(0, defense - penetration)
reducedDamage = rawDamage × 100 / (100 + effectiveDefense)
finalDamage = (physReduced + magReduced) × (1 - damageReduction%) + trueDamage

Hits run through the DamagePipeline, allowing external mods to insert custom modifiers (e.g. crit, lifesteal).

Creature Damage (PvE)

Creatures pull profiles from CreatureCombatRegistry when attacking or taking damage. Unregistered creatures fall back to standard DamageCause checks.

Damage Profile Formula Examples
Physical Reduced by Armor; may use Armor Pen Trork, Skeleton Fighter, Wolf, Bear
Magic Reduced by Magic Resist; may use Magic Pen Skeleton Mage, Wraith, Necromancer
Hybrid Split physical/magic ratio, calculated separately Fire Dragon, Golem Crystal Flame
True Bypasses armor/resistances (absorbed by shields)

Creature Defenses by Family

Family Armor Magic Resist DR Notes
Wildlife 2 0 Unarmored base creatures
Zombies 4 2 Low physical/magic resistance
Spirits 4 32 Incorporeal (high magic resist)
Goblins 5 3 Light leather armor
Trorks 6 0 Physical melee focus
Ferans 8 8 Balanced stats
Skeletons 10 4 Moderate armor
Outlanders 12 6 Geared raiders
Void 12 28 High magic resistance
Scaraks 18 4 Chitin plating (high armor, low magic resist)
Dragons 32 28 High resistance base
Golems 34 12 High armor base
Bosses 40 34 15% High defenses + flat % reduction

Equipment Integration

Armors apply stats while equipped (scaled by slot: Chest 100%, Legs 85%, Head 70%, Hands 50%). Weapons apply offensive stats on hit.

Armor Scaling by Tier

Tier Materials Armor (Chest) Magic Resist (Chest)
1 Cloth, Wood 4–8 10–20
2 Light Leather, Copper 10–14 8–10
3 Heavy Leather, Bronze, Iron 18–25 5–8
4 Steel, Cobalt 30–35 5–7
5 Mithril, Thorium 42–45 12–14
6 Adamantite, Onyxium, Prisma 50–58 18–22

Weapon Damage by Tier (Physical Sample)

Material Sword Longsword Axe Battleaxe Dagger
Wood 6–8 12 10 14 6
Copper 14 20 16 22 10
Iron 22 30 24 32 18
Steel 28 34
Mithril 38 50 40 52 30
Adamantite 50 65 52 68 40

Admin Commands

/combatstats view
/combatstats set <stat> <value>
/combatstats add <stat> <value>
/combatstats reset [all|modifiers|<stat>]

Supported identifiers: armor, magicresist (mr), reduction (dr), physdmg (phys), magdmg (mag), truedmg (true), armorpen (apen), magicpen (mpen), shield.


8. Status Effects & Testing

In-game testing command:

/rune effect <id>
Icon Status Effect ID Native Visual Description
[x] speed Speed Movement speed boost.
[x] slowness Slowness Reduces movement speed.
[ ] haste Haste Attack/Mining speed modifier (+50%).
[ ] mining_fatigue Mining_Fatigue Attack/Mining speed reduction (-70%).
[x] jump_boost Jump_Boost Increases jump height.
[x] high_jump High_Jump Significantly increases jump height.
[x] slow_falling Slow_Falling Decreases fall velocity.
[x] levitation Levitation Causes upward float.
[x] regeneration Regeneration Heals 1 HP every 50 ticks.
[x] poison Poison Deals 1 HP damage every 25 ticks.
[x] decay Decay Deals 1 HP damage every 40 ticks.
[x] darkness Darkness Reduces vision range/brightness.
[x] electrified Electrified Periodic electric damage and visual particles.
[x] burn Burn Deals 1 HP damage every 20 ticks.
[x] nausea Nausea Applies screen rotation effect.
[x] bleeding Bleeding Deals 1 HP damage every 20 ticks + blood particles.
[x] frozen Frozen Prevents movement for duration.
[x] instant_health (none) Instant heal (4.0 * power).
[x] instant_damage InstantDamage Instant damage (6.0 * power).
[x] invisibility Invisibility Conceals entity visual model.
[x] blindness Blindness Restricts camera vision overlay.
[x] night_vision NightVision Applies night vision visual light.
[x] fire_resistance FireResistance Prevents fire damage.

API Usage Example

RuneCore core = RuneCore.getInstance();
RuneEffect poison = core.getEffect("poison");

if (poison != null) {
    CastContext ctx = new CastContext(sourceEntity, targetEntity);
    poison.execute(ctx);
}

9. Build Setup & Tooling

Set up project paths before compiling:

local.properties

hytale.assets.path=/path/to/Hytale/Assets.zip
hytale.mods.dest=/path/to/Hytale/Mods/

gradle.properties

org.gradle.java.home=/path/to/Hytale/jdk-25

Build Commands

  • Build Jar: ./gradlew jar
  • Engine Version: ./gradlew hytaleVersion
  • Extract Schemas: ./gradlew generateSchemas
  • Validate Assets: ./gradlew validateAssets
  • Validate Prefabs: ./gradlew validatePrefabs

10. Developer Guide & Entry Points

Main classes for API integration:

Entry Point Usage
RuneAttributes Read/write attributes, register items and creatures
AttributeRegistry + RuneAttribute Declare custom stats
DamagePipeline + DamageStage Custom damage calculation steps
RuneCore Access core elements, spells, and status effects
RuneCoreItemManager Clickable/interactive item registration

Refer to API_USAGE.md for step-by-step examples.


11. License

Licensed under Creative Commons Attribution-NonCommercial 4.0 International (CC BY-NC 4.0). Icons located under /icons follow the same license terms.

The RuneCore Team

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