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