Version:0.7.7 Minecraft: 1.19+
3 New Features Added → Minor version bump (0.7.7 → 0.8.0)
Location: RPG Main Menu → Guide Book Button
A complete in-game help system with 10 sections:
System: Dungeon Room Mob Spawner
Mobs now spawn based on room type:
| Room Type | Mob Count | Mob Level | Special |
|---|---|---|---|
| Combat | 3-6 | Zone level | Standard mobs |
| Treasure | 2-4 elite | Zone + 5 | Guardians |
| Puzzle | 1-3 | Zone level | Ranged mobs |
| Mini-Boss | 1 boss + 2 adds | Zone + 10 | Boss modifiers |
| Boss | 1 boss + 4-6 adds | Zone + 20 | Full boss treatment |
| Secret | 1 elite | Zone + 5 | Elite modifiers |
| Entrance/Rest | 0 | - | Safe zones |
System: Dungeon Room Loot Generator
9 different loot tables based on room type:
| Version | Features Added | Changes |
|---|---|---|
| 0.7.7 | Base | Initial release |
| 0.8.0 | +3 | Guide Book + Room Systems + Balance |
| Future | +1 per feature | Continued development |
GuideBookGUI.java - In-game guide systemDungeonRoomType.java - Room type enum (9 types)DungeonRoom.java - Room data managementEnhancedRoomGenerator.java - Room generationRoomMobSpawner.java - Mob spawning by roomRoomLootTables.java - Loot generation by roomLootboxKey.java - Key types and ratesLootboxKeyListener.java - Key drop/use handlerplugin.yml - Version 0.8.0GUIService.java - Added guide book integrationRPGMainMenuGUI.java - Guide book buttonPortalService.java - Freeze fixHudService.java - HUD fixRiftItemStatsListener.java - Damage priority fixSQLiteManager.java - Spam fixItemKeys.java - Key constantsLootCrateGUI.java - Key multiplier supportFullXaosRPGPlugin.java - Key listener registrationconfig.yml - Balance valuesLootboxKey.java - Drop rate balancing/rpg to open menu/rpg dungeonStatus: ✅ READY TO DEPLOY
Compatibility: Minecraft 1.19+
Dependencies: Paper API 1.19+
FullXaosRPG v0.7.7 brings:
Total: 8 new files, 12 modified files, 3 major features
Release: FullXaosRPG v0.7.7
Tagline: "The Balanced Awakening"
0.7.0
Added Phase A core systems from the 50-idea plan: PTR mode, balance telemetry, anti-AFK shame-drop penalties, and adaptive HUD improvement hints.
Added PtrService with /fullxaos ptr <status|on|off|flush> (default OFF) for opt-in public test operation and manual telemetry flush.
Added BalanceTelemetryService with periodic local report writing (telemetry/balance-report.log) covering run clear/fail ratio, average clear time, deaths, drops, and AFK penalty events.
Added dungeon telemetry hooks in DungeonRunService (run start, clear/fail result, duration, and death counters).
Upgraded anti-AFK detection to use non-kill activity + repeated kill window logic for better mob-farm abuse detection.
Added configurable anti-AFK shame-drop penalty (antiAfk.shameDrop.) that heavily reduces loot/xp on detected AFK farm loops.
Added rotating HUD "how to improve" hints (hud.smartHints.) to guide players toward next progression steps.
Fixed "dead menu" click handling: inventory clicks are now always routed to SkillMenuListener even when menu holder is null.
Portal timing is now clamped to requested bounds: lifetime and entry window both respect 18..180 minutes.
Added portals.entryWindowMinutes config key (with backward fallback from entryWindowSeconds).
Fixed prep-room door placement in rift instances (proper lower+upper door halves instead of broken half-door visuals).
Expanded prep room and corridor width to improve staging flow and reduce choke-point collisions.
Reworked dungeon room graph generation: larger rooms, explicit doorway carving, stronger corridor connectivity, and safer mob spawn points.
Restored legacy left HUD as default (hud.mode: legacy) and kept skill-list HUD as optional (hud.mode: skills).
Added stronger EN/RU localization coverage for HUD, menus, and skill XP/level-up notifications.
Skill XP pipeline now supports fractional values end-to-end (no forced minimum +1 XP rounding).
Added micro farming XP for minor actions (e.g. breaking grass by hand gives small farming XP gain).
Expanded action-to-skill XP mapping so most common player actions now grant relevant micro/progression XP: block break/place, combat hits, fishing attempts, enchanting, consuming, taming, and tool-based fallback actions.
Improved tactical monster AI: proactive ability usage outside direct-hit moments, ranged strafing/kiting, and smarter timing windows.
Buffed defender scaling (golems/sentinels) in high zones so they remain relevant in 15+ zone combat.
Expanded balance preset impact globally: EASY/NORMAL/HARD now affects skill XP pace, overworld mob pressure, loot scaling, and hunt rewards.
Added server-side XP burst limiter (skills.maxXpPer10s) to reduce macro/AFK exploit impact and stabilize economy progression.
Optimized HUD/menu refresh cadence in SkillService to reduce per-action UI overhead under high player load.
Optimized actionbar skill XP notifications to avoid scheduler spam by reusing per-player timed notification tasks.
Replaced placeholder MenuService behavior with real routing to existing menu system for cleaner UX.
Added a full MCMMO-style skill progression core integrated into existing services (SkillService, SkillDao, HUD, menu, notifications).
Added/extended tracked skills: WOODCUTTING, MINING, FARMING, FISHING, COMBAT, SMITHING, EXCAVATION.
Switched skill level curve to linear per-level requirement: xp_to_next = 100 + (level * 25).
Implemented XP event listeners for mining/woodcutting/farming/combat plus smithing, fishing, and excavation progression hooks.
Added 3-second Adventure actionbar XP feedback with progress bar (skill +xp and current/required).
Added level-up presentation pipeline with title, ENTITY_PLAYER_LEVELUP sound, and particle burst.
Added global skill rank tiers (F/E/D/C/B/A/S) based on total progression skill levels.
Reworked left HUD to display progression skills + global rank status and rank progress.
Reworked skill/rank menus to display the new progression model, bars, and rank progression information.
Added periodic async skill autosave and quit-time persistence using existing SQLite skill table.
Monster progression now applies to all hostile spawn sources (natural, spawner, spawn egg, custom/dungeon/breach), not only a limited subset of reasons.
Added scaling support for golems so defender entities can keep up in higher zones instead of dying instantly.
Increased monster ability usage frequency and reduced internal cooldowns for more aggressive combat pacing.
Projectile-based monster attacks now correctly trigger progression combat logic (important for skeletons and similar ranged mobs).
Breach mobs are now theme-consistent with the dungeon theme and no longer mix random vanilla mob pools.
Breach waves now lock to one deterministic themed archetype per portal (single-type wave), matching the current dungeon route.
Breach mobs now receive zone progression + mutation pipeline so breach waves are no longer plain vanilla stats.
Improved breach spawn placement safety by spawning slightly above terrain to reduce bad-in-block cases.
Added portal occupied-state visual feedback: extra particle layer when a run is currently active in that portal.
Expanded dungeon generation size and widened room/corridor geometry to reduce inside-block mob spawns.
Added a dedicated pre-combat preparation room in rift instances, connected to the arena by a corridor.
Rift completion/failure return location changed: players now return near the original portal location instead of overworld spawn.
Added early-game digging XP fallback: breaking soft blocks with empty hand now grants small digging XP.
Redesigned left HUD style with cleaner stat lines, iconized sections, and compact progress-bar rendering.
Added TEAM-gate dungeon-type voting with majority selection (/fullxaos vote
0.6.3 Build no longer hard-requires JDK 21 toolchain. Gradle now uses installed JDK (including Java 21) while compiling with --release 17. This improves offline/low-bandwidth setup and keeps runtime compatibility for Java 17 servers. Added helper script build-java17-compatible.ps1 to auto-detect local JDK 17+ and run Gradle without manual JAVA_HOME setup. 0.6.2 Added functional rift item stat combat pipeline (attack/defense/speed) so statted drops now affect damage and mitigation in real fights. Added active artifact system: right-click with artifact in main hand (and empty off-hand) grants timed buffs with cooldown. Added weapon progression system up to level 1000 with XP-on-kill, level scaling, and dynamic lore updates. Added world chest integration for rift loot injection, including boosted chances in ruined portals and high-tier structures. Extended progression defaults: max zones 150, mob max level 1000, skill max level 1000. Increased monster progression pace and ability trigger rates for more aggressive RPG combat flow. Added new config sections: itemStats, itemProgression, artifactActive, worldLoot. Updated version metadata to 0.6.2. 0.6.1 Fixed rift teleport cancellation bug: legitimate portal-driven teleports to fx_rift_* worlds are now allowed. Hardened portal entry detection with service-side cooldown and periodic proximity checks for more reliable entry. Updated movement-based portal detection to use PlayerMoveEvent#getTo location. Upgraded Solo-style portal visuals with denser double-ring sigils, stronger spiral vortex core, and safe particle fallback mode. Updated plugin/build/config version metadata to
FullXaos RPG Changelog
0.6.0 Added modern build target range for Paper 1.19+ up to latest. Switched build baseline to Java 17 for broader modern-server compatibility. Switched plugin API baseline to 1.19 in metadata. Reworked material/effect compatibility paths to avoid hard breaks on older modern versions. Added fallback resolution for renamed potion effects (e.g. haste/mining-fatigue naming differences across versions). 0.5.9 Added Solo-style portal identity: each portal now gets a fixed dungeon theme (Labyrinth, Cavern, Castle, Abandoned City). Added theme-aware portal visuals with stronger circular sigil effects and per-theme colors. Added portal theme routing so entering a portal now opens its assigned dungeon type instead of random-only routing. Added dungeon scaling by zone danger and active world-event echoes. Connected dungeon mob/boss generation to MonsterProgressionService for rank/level ability scaling inside instances. Expanded class framework with a base signature skill profile for every class. Added class signature cooldown engine and trigger system in combat. Added many new per-class combat hooks (damage/defense support) so each class has a practical baseline identity. Improved class info command output to include basic skill and cooldown summary. Updated version metadata to 0.5.9. 0.5.8 Added MonsterProgressionService and integrated it into spawn/combat/death flow. Added monster levels, ranks, titles, and scalable stat growth. Added monster ability package: berserk, venom, frost, thorns, blink, summon, vampiric, stun, gravity, explosive death. Added lunar empowerment and danger-aware scaling. Added zone travel rewards and zone discovery rewards/titles. Expanded loot and reward scaling with credits, XP multipliers, and progression drops. Expanded config with zones, mutations, and monsterProgression balance sections. 0.5.7 Added dungeon run stage flow improvements (objectives, boss phase, extraction timing). Added more robust run cleanup and completion handling. Improved class balance envelope and combat scalar controls in config. Improved world-event cleanup behavior and world resolution logic. 0.5.6 Expanded rift rewards and item progression hooks (relic/affix/item stat systems). Added stronger event/mutator compatibility paths across portal and dungeon flow. Improved service initialization consistency and runtime guards. 0.5.5 Added prestige, seasonal systems, and title infrastructure integration. Added/expanded HUD and notification integrations for progression feedback. Improved anti-AFK and progression safety behavior. 0.5.4 Baseline version used as migration point for subsequent updates.
Successfully restored V4-style menu experience and enhanced progression system while maintaining all existing functionality.
Primary JAR: build/libs/FullXaosRPG-0.5.4.jar (256KB)
V4 Version: build/libs/FullXaosRPG-0.5.5-plain.jar (256KB)
The plugin now provides the V4-style experience with:
/fmenu command✅ 1. /fmenu opens OLD-STYLE RPG menu
✅ 2. ALL skills gain XP (8 skills working)
✅ 3. Leveling works with notifications
✅ 4. Upgrade paths visible with costs
✅ 5. Mining/sword not only skills alive
✅ 6. Portals still work
✅ 7. HUD still works
FullXaosRPG 0.5.5 now delivers the V4 experience while maintaining all 0.5.x backend improvements.
Deploy FullXaosRPG-0.5.5-plain.jar for the restored V4-style gameplay!

⚔️ RPG skills & dungeons 🌋 Portal dungeon RPG ⚡ Optimized RPG plugin 🏰 MCMMO-style RPG 🌀 Skills & portals RPG