▶️ ЗАБЕРИ СВОИ 8 ПОДАРКОВ 🎁 ПРИ СОЗДАНИИ СВОЕГО МАЙНКРАФТ СЕРВЕРА
Плагины/Realistic Player Plugin (RPP)
Realistic Player Plugin (RPP)

Realistic Player Plugin (RPP)

A Realistic Bot/Player Plugin For Minecraft Servers

Оцените первым
41
2
Все версииRealistic Player Plugin (RPP) 1.3.0

Realistic Player Plugin (RPP) 1.3.0

Beta19.07.2026

Список изменений

Changelog

v1.3.0 — /rpp formation (beta)

Added

  • /rpp formation <follow|stop> [<BotName>] — bots arrange into a square grid that trails behind you instead of piling onto the same spot.
    • Grid side length is ceil(sqrt(squad size)), so it self-sizes: ~8x8 for 50 bots, ~32x32 for 1,000, with no per-size special-casing. It also re-packs automatically if the squad grows or shrinks (e.g. a bot dies while in formation).
    • The grid is measured relative to the direction you're currently facing, so it wheels around behind you as you turn, and a settled bot faces the same way you're facing.
    • Uses the same A* pathfinder and speed system as regular /rpp follow — only the destination each bot walks toward is different.
    • Formation state persists across a restart, same as follow/roam/patrol.
  • Marked beta: untested against a live server. Watch for extra A* load on very large squads, and note a bot whose grid slot has no walkable ground under it (cliff edge, over water) just holds position until one opens up.

v1.2.1 — performance fixes

Four changes aimed at "server lags sometimes" reports, none of which change player-visible behavior:

Changed

  • Autosave (saveAllAsync()) no longer blocks the main thread on disk I/O — the write half now runs on Paper's async scheduler instead of synchronously every AUTOSAVE_INTERVAL_TICKS.
  • Look-at/gaze tracking (findWatchingPlayer) now uses getNearbyEntities instead of scanning every player in the world, ray-traces in ascending-angle order (stops at first clear line of sight), and only re-scans every LOOK_AT_SCAN_INTERVAL_TICKS, staggered per bot.
  • A* path recompute now has a per-bot stagger (entity id mod PATH_RECOMPUTE_STAGGER_TICKS), so a squad told to chase at once (/rpp attack @a) doesn't lock into recom✨g paths on the same tick forever.
  • Bot-to-bot separation (applyBotSeparation, an O(n²) pass) now runs every other tick instead of every tick.

v1.2.0

Added

  • Squad presets: /rpp save <name> and /rpp load <name> — save the current squad's size, per-bot equipment, and storage to plugins/RppBot/presets/<name>.yml; load spawns a fresh squad with that loadout re-applied. Tab-completed for /rpp load.
  • /rpp attack @a — free-for-all mode. Every commanded bot is pointed at a different member of the pool (spawned mannequins + online players), rotated so nobody targets itself. Bot-vs-bot kills are now credited by name in death broadcasts.
  • Combat AI: bots below 25% health retreat (with sideways wobble) instead of trading hits; attacking while airborne and falling now lands a critical hit (1.5x damage); a bot holding a shield can block an incoming hit for reduced damage.

Changed

  • Follow/attack/knockback/retaliation code paths generalized from "target is always a Player" to "target is any LivingEntity," to support bot-vs-bot targeting under /rpp attack @a.

Файлы

rpp-plugin-1.3.0.jar(85.33 KiB)
Основной
Скачать

Метаданные

Канал релиза

Beta

Номер версии

1.2.0-1.3.0

Загрузчики

Folia
Paper
Purpur

Версии игры

26.2

Загрузок

25

Дата публикации

19.07.2026

Загрузил

ID версии

Главная