▶️ ЗАБЕРИ СВОИ 8 ПОДАРКОВ 🎁 ПРИ СОЗДАНИИ СВОЕГО МАЙНКРАФТ СЕРВЕРА
Плагины/skillsystem
skillsystem

skillsystem

A classic MMO-inspired skill-based progression system for Minecraft. Features 40+ skills, 8-circle magic system with spellbooks and reagents, crafting quality tiers, thief skills, animal taming, and bidirectional gate travel portals.

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Все версииSkills v0.4.15

Skills v0.4.15

Release1 мес. назад

Список изменений

Changelog

All notable changes to this project will be documented in this file.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

[0.4.13] - 2026-01-21

Added

  • SkillsAPI for External Plugin Integration
    • New SkillsAPI interface for other plugins to interact with Skills
    • Registered via Bukkit ServicesManager (Vault-style integration)
    • Skill operations: getSkill, setSkill, addSkill, hasSkillLevel, getAllSkills, getTotalSkillPoints
    • Stat operations: getStat, getAllStats (STR/DEX/INT)
    • HP/Mana/Stamina: getCurrentHp, getMaxHp, getCurrentMana, getMaxMana, getCurrentStamina, getMaxStamina, restoreMana, restoreStamina
    • Utility: getAvailableSkillNames, isValidSkillName, getTitle
    • Supports skill name resolution (display name, enum name, with/without underscores)

Example Usage (for other plugins)

val registration = Bukkit.getServicesManager().getRegistration(SkillsAPI::class.java)
val api = registration?.provider ?: return

// Get skill value
val swordSkill = api.getSkill(player, "Swordsmanship") // Returns 0.0-100.0

// Set skill if below threshold
if (api.getSkill(player, "Mining") < 10.0) {
    api.setSkill(player, "Mining", 10.0)
}

// Check stats
val str = api.getStat(player, "STR")
val currentHp = api.getCurrentHp(player)

[0.4.12] - 2026-01-19

Added

  • Blank Spellbook Admin Command
    • /skilladmin give <player> spellbook blank - Gives an empty spellbook with no spells
    • /skilladmin give <player> spellbook full - Gives a spellbook with all spells (existing behavior)
    • Tab completion support for blank and full options

[0.4.11] - 2026-01-18

Changed

  • Mana System Overhaul (UO-Style)
    • Reverted "Food Bar = Mana" system from v0.4.10
    • Mana is now completely independent from the food bar
    • Food bar returns to vanilla behavior (hunger/saturation)
    • Vanilla HP regeneration (SATIATED) is re-enabled
    • All healing sources now properly restore internal HP

Added

  • Natural Mana Regeneration (INT-based)
    • All players regenerate mana over time
    • Base regen: 0.5 mana per 5 seconds
    • INT bonus: +INT% (e.g., INT 100 = 1.0 mana per 5 seconds)
  • Golden Apple Mana Recovery
    • Golden Apple: +5 MP (in addition to vanilla HP effects)
    • Enchanted Golden Apple: +10 MP (in addition to vanilla HP effects)
  • Meditation Mana Recovery (unchanged)
    • Sneaking while stationary regenerates mana faster
    • 0.1 × (1 + Meditation/100) mana per 0.5 seconds

Technical

  • Removed ExhaustionListener (vanilla exhaustion restored)
  • Removed syncManaToVanilla from StatCalculator and all callers
  • Removed syncFromVanilla from ManaManager
  • Added processNaturalRegeneration to ManaManager
  • Integrated mana regeneration into ScoreboardManager.startUpdateTask() (avoids thread proliferation)
  • Simplified CombatListener.onEntityRegainHealth to allow all healing sources

[0.4.10] - 2026-01-18

Added

  • Food Bar = Mana System (REVERTED in v0.4.11)
    • Food bar now represents Mana instead of hunger
    • Vanilla exhaustion (running, jumping, mining, etc.) no longer depletes the food bar
    • Eating restores Mana first, overflow is converted to HP (1 mana overflow = 5 internal HP)
    • Food level is capped at 19 (not 20) so players can always eat even when mana is full
    • Natural HP regeneration (SATIATED) is disabled - HP is restored by:
      • Eating (mana overflow → HP)
      • Magic spells (Heal, Greater Heal)
      • Potions with Regeneration effect (golden apples, regeneration potions)

Changed

  • Regeneration Handling
    • EntityRegainHealthEvent with REGEN or MAGIC_REGEN reason now checks for Regeneration potion effect
    • Only heals internal HP if player actually has Regeneration effect (from golden apple, potion, beacon)
    • Prevents vanilla SATIATED regeneration from healing (since food bar = mana, not hunger)

Technical

  • Added ExhaustionListener to cancel all EntityExhaustionEvent for players
  • Modified FoodListener to handle mana restoration with HP overflow
  • Modified CombatListener.onEntityRegainHealth to properly handle SATIATED/REGEN/MAGIC_REGEN
  • Modified StatCalculator.syncManaToVanilla to cap food level at 19

[0.4.9] - 2026-01-18

Changed

  • Auto-Fishing Improvement
    • Skill 0-19: No auto-fishing (manual only)
    • Skill 20-99: Roll probability on fish bite
      • Success: Auto-reel + auto-recast (fishing continues)
      • Failure: Message displayed, fish escapes, player must manually reel in
    • Skill 100 (GM): Always auto-reel + auto-recast (true AFK fishing)
    • This makes the skill progression more meaningful - GM is the only truly AFK-capable level
    • Added failure message: "You lost your focus... the fish got away!"

Added

  • NMS Ecosystem (Centralized NMS Code)
    • Created /nms/ package to consolidate all NMS-related code
    • NmsVersion.kt: Server version detection with Paper 1.20.5+ unversioned package support
    • ReflectionCache.kt: Centralized caching for reflection lookups (classes, methods, fields)
    • FishingNms.kt: Fishing-specific NMS operations (moved from FishingReflectionHelper)
    • NmsManager.kt: Central manager for all NMS features
    • Future NMS code should follow this pattern for easier version upgrades

Removed

  • Deleted FishingReflectionHelper.kt (migrated to NMS ecosystem)

[0.4.8] - 2026-01-17

Fixed

  • Pick Block (Middle-Click) Not Working
    • Fixed pick block functionality not finding items in inventory
    • Root cause: StackBonusManager modifies maxStackSize from 64 to 99 for stackable items
    • This caused ItemStack.isSimilar() to fail when comparing inventory items to world blocks
    • Solution: Added PickBlockListener that intercepts PlayerPickBlockEvent when vanilla search fails
    • Custom search ignores maxStackSize differences and matches by material type only
    • Handles special block-to-item mappings (ores → drops, wall items → regular items)

[0.4.7] - 2026-01-11

Added

  • DEX Requirement for Armor (UO-Style)
    • Heavy armor now requires minimum DEX to equip (like Ultima Online)
    • Players with low DEX (e.g., STR/INT builds) cannot wear plate armor
    • DEX requirements by armor tier:
      • Netherite: DEX 50+ (full set), 35-50 per piece
      • Diamond: DEX 45+ (full set), 30-45 per piece
      • Iron: DEX 35+ (full set), 20-35 per piece
      • Chainmail: DEX 25+ (full set), 10-25 per piece
      • Leather/Gold: No DEX requirement
    • Error messages shown when trying to equip with insufficient DEX
    • Armor automatically removed when DEX drops below requirement

Changed

  • End City Scroll Drop Rates (Rebalanced)
    • End City chests now drop C5-C8 scrolls only (high-circle focus)
    • New drop rates for endgame-appropriate rewards:
      • C5-C6: 10% (was: none)
      • C7: 5% (was: 0.5%)
      • C8: 2% (was: 0.2%)
    • Total ~17% per chest, ~4 scrolls per hour (25 chests)
    • C7-C8 scrolls: ~1-2 per hour
    • Removed C1-C4 from End City (available in Trial Chambers instead)

Fixed

  • Fixed Bless spell particle effect (INSTANT_EFFECT → ENCHANT)

[0.4.6] - 2026-01-09

Changed

  • Production Skill Consolidation (Breaking Change)
    • Merged 4 production skills into 2:
      • CRAFTING: Equipment, tools, weapons, armor (merged Blacksmithy + Craftsmanship)
        • STR weight: 60%, DEX weight: 40%
        • Covers: Metal items, wooden items, leather items, bows, tools, shields
      • COOKING: Food and potions (merged Cooking + Alchemy)
        • STR weight: 50%, INT weight: 50%
        • Covers: Furnace cooking, crafted food, potions, brewing
    • Stack bonus now uses 3 skills (max 300) instead of 4 skills (max 400)
      • Formula: stackSize = 64 + (CRAFTING + COOKING + INSCRIPTION) / 300 * 35
    • Mending enchantment now uses CRAFTING skill for all craftable equipment
    • Skill titles updated: removed Blacksmith/Alchemist, kept Artisan/Chef
    • Quality system unchanged (difficulty-relative HQ/EX calculation)
    • Food/Potion bonus effects unchanged (recovery bonus, duration extension)

Removed

  • SkillType.BLACKSMITHY (merged into CRAFTING)
  • SkillType.CRAFTSMANSHIP (merged into CRAFTING)
  • SkillType.ALCHEMY (merged into COOKING)

[0.4.5] - 2026-01-06

Fixed

  • Trial Chamber Vault Key Issue (CRITICAL)

    • Fixed Trial Keys obtained from Trial Spawners not working with Vault blocks
    • Root cause: StackBonusManager was modifying Trial Key's ItemMeta when picked up
    • Trial Keys stack to 64, so they passed the stackability check and got modified
    • This corrupted the key's NBT data, making Vault blocks reject them
    • Creative-obtained keys worked because they bypassed the pickup event
    • Solution: Added TRIAL_KEY and OMINOUS_TRIAL_KEY to exclusion list in StackBonusManager
  • Rune Crafting ArrayIndexOutOfBoundsException

    • Fixed crash when using 2x2 inventory crafting grid for rune crafting
    • Root cause: onPrepareRuneCraft was using 3x3 grid indices (0-8) for all grids
    • 2x2 grid only has indices 0-3, causing ArrayIndexOutOfBoundsException at index 4
    • Solution: Detect grid size and use appropriate vertical pairs
      • 2x2 grid: (0,2), (1,3)
      • 3x3 grid: (0,3), (1,4), (2,5), (3,6), (4,7), (5,8)

[0.4.4] - 2026-01-06

Added

  • /rune Command for Power Words Casting

    • New command dedicated to UO-style Power Words incantations
    • Example: /rune In Mani (Heal), /rune Vas Flam (Fireball)
    • Aliases: /powerwords, /pw
    • Word-by-word tab completion for multi-word incantations
    • /cast command now only accepts English spell names
  • Spellbook Target Type Display

    • Each spell page now shows target type (Self, Entity, Location, Area, etc.)
    • Localized: English and Japanese translations
  • Spellbook Layout Improvements

    • One spell per page for stable display (reagents always visible)
    • Removed "Incantation:" label, Power Words shown directly
    • Removed redundant "Mana: N" line
    • Reagents displayed on separate lines with bullet points

Changed

  • Command Separation
    • /cast <spell name> - Cast by English name (e.g., /cast fireball)
    • /rune <Power Words> - Cast by Power Words (e.g., /rune Vas Flam)
    • Tab completion logic shared via SpellbookManager helper methods

Fixed

  • Tab Completion for Power Words
    • Fixed multi-word completion causing text duplication
    • Now completes word-by-word: /rune Kal → Tab → Vas/rune Kal Vas

[0.4.3] - 2026-01-05

Added

  • Power Words Casting Support

    • Cast spells using UO-style incantations (e.g., /cast Vas Flam for Fireball)
    • Tab completion shows both spell display names and Power Words
    • Duplicate Power Words (e.g., "Kal Vas Flam") resolve to lower circle spell
    • All 47 spells have unique Power Words
  • Enchantment-Style Casting Particles

    • Magical glyphs (like enchantment table) spiral around caster during chanting
    • Particles rise and pulse around the player
    • Intensity scales with spell circle:
      • C1-C2: Basic ENCHANT particles (3-4 glyphs)
      • C3-C5: Enhanced effect with foot particles (5-7 glyphs)
      • C6: Adds END_ROD particles
      • C7-C8: Adds WITCH particles for dramatic effect
    • Effects persist until casting completes or is cancelled
  • Spellbook Power Words Display

    • Each spell entry now shows its Power Words/incantation
    • Localized labels: "Incantation" (English) / "詠唱" (Japanese)
    • Helps players learn the UO-style casting phrases

Technical

  • FloatingTextManager: Particle-based effect system replacing TextDisplay
  • SpellType.fromPowerWords(): Lookup spell by Power Words with duplicate handling
  • CastCommand: Enhanced parsing to accept spell names, enum names, or Power Words

[0.4.2] - 2026-01-05

Added

  • Chunk-Based Mob Limit System
    • Prevents server lag from automatic breeding farms and mob spawners
    • Limits mob count per chunk by category:
      • Passive (animals): 24 mobs
      • Hostile (monsters): 32 mobs
      • Ambient (bats): 8 mobs
      • Water Creature (squid, dolphin): 8 mobs
      • Water Ambient (fish): 16 mobs
    • Protected entities exempt from limits:
      • Boss mobs: Ender Dragon, Wither, Elder Guardian
      • System mobs: Villager, Iron Golem, Snow Golem, Wandering Trader, Trader Llama
    • Protected spawn reasons exempt from limits:
      • Commands, custom spawns, golem/wither construction
      • Mob conversions (zombie drowning, piglin zombification, etc.)
    • Breeding blocked notification sent to players when limit reached
    • Toggleable via chunk_mob_limit.enabled in config.yml
    • All limits configurable in config.yml
    • Bilingual support (English/Japanese)

Technical

  • MobLimitCategory enum mapping Minecraft SpawnCategory to custom limits
  • ProtectedEntityTypes object for exempt entity types and spawn reasons
  • MobLimitManager with ConcurrentHashMap-based chunk caching
  • MobLimitListener handles spawn, breed, death, and chunk load/unload events
  • Cache automatically initialized on chunk load and cleared on chunk unload

[0.4.1] - 2026-01-05

Fixed

  • Trial Chamber Vault Compatibility
    • Fixed StackBonusListener interfering with vanilla Vault behavior
    • Trial Keys now properly consumed when opening vaults
    • Vault loot now generates correctly
    • Added isVaultInventory() check to exclude Vault blocks from stack bonus processing

Added

  • Trial Chamber Scroll Drops
    • Scrolls can now drop from Trial Chamber vault rewards
    • Supports both normal and ominous trial rewards
    • Drop rates by circle:
      • C1-C3: 8% (common spells)
      • C4-C5: 4% (mid-tier spells)
      • C6: 2% (high-tier spells)
      • C7: 0.8% (rare spells)
      • C8: 0.3% (legendary spells)
    • Configurable via scroll.trial_chamber_enabled in config.yml

[0.3.1] - 2026-01-04

Added

  • Sleep Skip Command

    • /sleep command allows players to be counted as sleeping without being in a bed
    • Requirements: night time, in Overworld, at least one player already sleeping in a bed
    • When enough players are sleeping (including /sleep users), night will be skipped
    • Respects playersSleepingPercentage game rule
    • Auto-cancels on world change, logout, or when night is skipped
    • Bilingual support (English/Japanese)
  • Sleep Notification System

    • When a player enters a bed, awake players receive a clickable notification
    • Notification includes a clickable button that runs /sleep command
    • Hover text explains the action
    • Messages localized in English and Japanese
  • Sleep Feature Configuration

    • Added sleep.enabled config option to enable/disable the sleep skip feature
    • Enabled by default
    • When disabled, /sleep command shows disabled message and bed notifications are not sent

[0.3.0] - 2026-01-04

Added

  • Health Boost for High Quality Food

    • HQ food grants Health Boost I (+2 hearts) for 30 seconds when eaten
    • EX food grants Health Boost I (+2 hearts) for 1 minute when eaten
    • Balanced to not overshadow golden apples (which give Absorption + Regeneration)
    • Food quality is now stored in PersistentDataContainer
  • GM (Skill 100) Complete Immunity

    • All survival skills at level 100 now grant complete damage immunity
    • Uses event.isCancelled = true to prevent damage AND screen shake effect
    • Applies to: Athletics, Swimming, Heat Resistance, Cold Resistance, Endurance
    • Heat Resistance GM: Also immediately extinguishes fire (fireTicks = 0)
    • Cold Resistance GM: Also immediately clears freeze (freezeTicks = 0)

Fixed

  • Item Stacking Bug

    • Fixed items with same name/quality not stacking when picked up
    • Root cause: setMaxStackSize() created different ItemMeta preventing stacking
    • Solution: Synchronize MaxStackSize across all items of same type using highest value
    • Applies when picking up items, taking from containers, and on login
  • Food Item Stacking Issue (Floating Point Precision)

    • Fixed same-quality food items not stacking due to floating point precision differences
    • Root cause: Cooking skill increases during cooking, causing slightly different bonus values
    • Solution: Cooking bonus now rounded to 1% precision (matching Lore display)
    • Both PDC value AND Lore are now updated consistently using the same rounded value
    • Existing items are automatically normalized when picking up food items
    • Old and new items can now stack together after picking up any food item
  • Survival Skills Damage Rebalancing (Breaking Change)

    • All survival skills now compensate for internal HP system (x10 damage multiplier)
    • New formula: 90% base reduction + up to 90% skill-based reduction
    • Skill 0: ~vanilla damage (10% of internal damage)
    • Skill 100: 1% damage (effectively immune, but with screen shake)
    • Affected skills: Athletics, Swimming, Heat Resistance, Cold Resistance, Endurance
    • Contact damage (cactus/berry bush) now uses same formula via Endurance skill
  • Admin Command Skill Name Parsing

    • Fixed /skilladmin set <player> <skill> <value> failing for skills with spaces
    • Example: /skilladmin set player Heat Resistance 100 now works correctly
    • Skill name is parsed by joining all arguments between player and value

Changed

  • Endurance Skill Expanded
    • Now covers both suffocation damage and contact damage (cactus, berry bush, etc.)
    • Skill gains from both suffocation (difficulty 50) and contact damage (difficulty 15)

[0.2.9] - 2026-01-04

Added

  • UO-Style Runebook System
    • Runebook item that stores up to 16 runes
    • Purchase from level 3 Librarian villagers (40-60 emeralds)
    • GUI interface with 27 slots (3 rows)
      • Row 1-2: 16 rune slots (8 per row)
      • Row 3: Drop zone for adding runes
    • Click on registered rune to cast Recall (left-click) or Gate Travel (shift+left-click)
    • Drag & drop marked runes to register them
    • Right-click on registered rune to remove it (returns as item)
    • Full spell casting requirements apply (reagents, mana, casting time)
    • Bilingual support (English/Japanese)

Technical

  • RunebookManager for item creation and rune data management
  • RunebookListener for GUI handling and spell integration
  • JSON storage using Gson (PDC-based persistence)
  • Integration with existing SpellManager for Recall/Gate Travel

Fixed

  • Clear pending runebook spell locations when casting is cancelled
  • Clean up runebook data on player quit to prevent memory leaks
  • Gate Travel duration now fixed at 30 seconds (UO-style)
  • Japanese runebook name changed from "ルーンブック" to "ルーンの書"

[0.2.8] - 2026-01-03

Added

  • UO-Style Deadly Poison System

    • 4 poison levels: Lesser, Regular, Greater, Deadly
    • Each level has different damage, difficulty, and Alchemy requirements:
      • Lesser Poison (弱毒): 0.5 dmg/s, difficulty 20, Alchemy 0+
      • Regular Poison (毒): 1.0 dmg/s, difficulty 40, Alchemy 30+
      • Greater Poison (強毒): 1.5 dmg/s, difficulty 60, Alchemy 60+
      • Deadly Poison (猛毒): 2.0 dmg/s, difficulty 80, Alchemy 90+
    • Custom damage system independent of vanilla POISON effect
    • Poison damage reduces target to 1 HP minimum (UO-style, won't kill)
    • Variable difficulty allows Poisoning skill training to 100
  • Alchemy-Poison Integration

    • Brewing poison potions now creates custom poison based on Alchemy skill
    • Vanilla Poison → Lesser/Regular/Greater/Deadly based on skill level
    • Vanilla Strong Poison → Regular/Greater/Deadly based on skill level
    • Custom poison potions show damage rate and Alchemy requirement in lore
  • Poison Level Display

    • Weapon lore shows poison level and remaining charges
    • Color-coded by poison level (green → dark green → cyan → purple)
    • Messages display localized poison level names (English/Japanese)

Changed

  • PoisoningManager Rewrite
    • Complete rewrite to support poison levels
    • Uses BukkitRunnable for periodic poison damage application
    • Success chance now based on skill vs poison difficulty delta

[0.2.7] - 2026-01-02

Added

  • Shovel Digging System

    • Digging soft blocks with shovels now gains Mining skill
    • Target blocks: dirt, grass, sand, gravel, clay, soul sand, snow, mud, concrete powder, etc.
    • Difficulty range: 5 (basic soil) to 25 (suspicious sand/gravel)
    • Durability reduction based on Mining skill (skill 100 = 100% reduction)
    • Haste speed bonus based on Mining skill (up to Haste II at skill 80+)
  • Gathering Speed Bonus System (Haste Effect)

    • Mining ores, chopping logs, and digging soft blocks now apply Haste effect
    • Speed bonus calculated from skill level:
      • Mining: STR/10 + MiningSkill/10 (max 20%)
      • Lumberjacking: LumberjackingSkill/2 (max 50%)
      • Digging: MiningSkill/2 (max 50%)
    • Haste level applied:
      • 10-19% bonus: Haste I
      • 20-39% bonus: Haste I
      • 40%+ bonus: Haste II
    • Does not override stronger Haste effects (beacons, potions)
  • Cooking Skill Effects

    • Food cooked gets recovery bonus based on Cooking skill
    • Formula: baseRecovery × (1 + skill/4/100 + qualityBonus)
    • Quality modifiers: LQ -15%, NQ +0%, HQ +15%, EX +25%
    • Difficulty range: 5 (dried kelp) to 100 (enchanted golden apple)
  • Alchemy Skill Effects

    • Brewed potions get duration extension based on Alchemy skill
    • Formula: baseDuration × (1 + skill/200) - max +50% at skill 100
    • Quality affects potion strength
    • Difficulty range: 15 (mundane) to 55 (special potions)
    • Modifiers: Extended +15, Enhanced +20, Splash +10, Lingering +20
  • Tinkering Skill Effects

    • Mending success rate for tinkering items depends on Tinkering skill
    • Formula: min(100, TinkeringSkill × 100/60)
    • Skill 0: 0%, Skill 30: 50%, Skill 60+: 100%
    • Target items: Fishing Rod, Shears, Flint and Steel, Clock, Compass, Spyglass
  • Spear Skill (1.21.5+)

    • New combat skill for spear weapons
    • DEX-weighted skill (affects DEX stat calculation)
    • Supports all spear tiers: wooden, stone, iron, golden, diamond, netherite
    • Skill gain on dealing damage with spears
  • UO-Style Repair Degradation System

    • Repairing items on anvil now reduces max durability (like Ultima Online)
    • Higher Blacksmithy skill = less max durability lost per repair
    • Formula: reduction = (110 - Blacksmithy skill) / 10
      • GM Blacksmith (skill 100): loses 1 max durability per repair
      • Skill 0: loses 11 max durability per repair
    • Custom max durability stored via PersistentDataContainer
    • Durability shown in item lore: "耐久度: current/max (percentage%)"
    • Color-coded percentage: green (>75%), yellow (>50%), orange (>25%), red (<=25%)
    • Blacksmithy skill gain on anvil repair (based on item difficulty)
  • Mending Enchantment + Crafting Skill Integration

    • Mending enchantment success rate now depends on appropriate crafting skill
    • Item type determines required skill:
      • Metal items (iron/gold/diamond/netherite/chain/stone), trident, mace, spears → Blacksmithy
      • Bow, crossbow → Bowcraft
      • Leather armor, wooden items, shield → Craftsmanship
      • Fishing rod, shears, flint and steel → Tinkering
      • Elytra, turtle helmet → No skill required (always 100%)
    • Formula: success rate = min(100, skill × 100 / 60)
      • Skill 0: 0% success rate
      • Skill 30: 50% success rate
      • Skill 40: 67% success rate
      • Skill 60+: 100% success rate (full vanilla behavior)
    • When mending fails, XP goes to player instead of repairing the item
    • Encourages players to level appropriate crafting skills for equipment maintenance
  • Internal Stamina System (Monster Hunter Style)

    • New internal stat: Stamina (100 + DEX + Focus/2)
    • Consumed while sprinting (20/sec base)
    • Regenerates when not sprinting (40/sec base, boosted by Focus)
    • When stamina depleted: exhausted state
      • Walk speed reduced to 50% (setWalkSpeed)
      • Jumping disabled (Jump Boost -200)
      • Panting effect: breath particles + wolf pant sound
      • Focus bonus ignored during exhaustion (fixed 40/sec recovery)
    • Must recover to 50 stamina before normal movement returns
    • Implementation based on SurvivalMethod plugin approach
  • Focus Skill Effects

    • Max stamina bonus: +Focus/2
    • Stamina consumption reduction: -(Focus/2)% (max 50%)
    • Stamina regeneration bonus: +Focus% (max 100%) - only when not exhausted
    • Skill gain: Every 5 seconds of sprinting
  • Scoreboard HP/Mana/Stamina Display

    • Sidebar now shows ❤ HP, 🍖 Mana, ⚡ Stamina
    • Real-time updates alongside STR/DEX/INT
  • Farming Skill

    • New gathering skill for agriculture activities
    • Skill gains from: harvesting mature crops, tilling soil, planting seeds, using bone meal
    • Bonus harvest chance: skill/2 % (max 50%)
    • Extra seed drop chance: skill/4 % (max 25%)
    • Bone meal effectiveness bonus: +skill/5 % (max 20%)
    • Crop difficulty range: 10-45 (wheat=10, pitcher plant=45)
    • DEX-weighted skill (affects DEX stat calculation)
  • Bow/Crossbow Balance System

    • Distance falloff: 100% at 0-15 blocks, linear to 50% at 15-30 blocks, 50% at 30+
    • Movement penalty: -30% damage when shooting while moving
    • Projectile shield parrying: Parrying × 0.6 (max 60%), 50% damage reduction
    • Crossbow base damage increased to 10 (from 9), bow stays at 6
  • Energy Bolt Spell (5th Circle)

    • Single-target direct damage spell
    • Base damage: 80 (highest single-target spell)
    • Reagents: Spider Eye + Blaze Powder
    • Power Words: "Corp Por"
  • Power Words System

    • UO-style incantations broadcast to nearby players when casting
    • Each spell has unique power words (e.g., "Vas Flam" for Fireball)
  • Librarian Villager Trades

    • Librarians now sell spellbooks and scrolls
    • Level 1: C1 scroll (5-8 emeralds)
    • Level 2: C1/C2 scroll (8-12 emeralds)
    • Level 3: Empty spellbook (30-50 emeralds)
    • Level 4: C2 scroll (12-15 emeralds)

Removed

  • Spellbook Crafting Recipe
    • Removed Book + Echo Shard = Empty Spellbook recipe
    • Spellbooks are now obtained from Librarian villagers

Fixed

  • MiniMessage Legacy Format Code Error
    • Fixed ArmorManager.getArmorDisplayName() converting Adventure Component to legacy § codes
    • Fixed DurabilityManager.updateDurabilityLore() using legacy § color codes in item lore
    • Fixed CraftingListener and ThiefListener using legacy § codes in sendMessage()
    • All text now uses Adventure Components with NamedTextColor and PlainTextComponentSerializer

Added

  • Armor System

    • ArmorManager: Calculate total AR (Armor Rating) and DEX penalty
    • ArmorConfig: Load armor stats from armor.yml
    • ArmorListener: Apply DEX penalty when armor changes
    • armor.yml: Define armor stats for all armor types
  • Combat Configuration

    • CombatConfig: Load weapon/mob/enchantment stats from YAML files
    • weapons.yml: Define base damage and skill type for each weapon
    • enchantments.yml: Define damage increase per enchantment level
    • mobs.yml: Define physical/magic defense and attack power for 56+ mob types
  • Scroll Loot System

    • ScrollDropManager: Handle scroll drops from mobs and chests
    • ScrollLootListener: Listen for mob death and chest open events
    • MagicMob: Define which mobs drop scrolls and drop rates
    • EndChestLoot: Define end city chest scroll loot tables
  • UO-Style Skill Titles

    • SkillTitleManager: Generate titles based on highest skill
    • Titles: Neophyte, Novice, Apprentice, Journeyman, Expert, Adept, Master, Grandmaster
    • Display on scoreboard (split into 2 lines)
    • Show in /skills command output
  • Admin Commands

    • /skilladmin check <player>: View player's skills and stats
    • /skilladmin setstat <player> <STR|DEX|INT> <value>: Set player stats
  • Stat Lock System

    • Lock STR/DEX/INT to UP, DOWN, or LOCKED mode
    • Display lock icons on scoreboard
  • VengefulMobs Feature

    • Passive mobs (sheep, cow, pig, etc.) fight back when attacked
    • Configurable anger duration, chase distance, and aggression modes
    • Per-mob overrides for damage, speed, and behavior
  • Passive Animal Combat Stats

    • Added defense values for: CHICKEN, RABBIT, PIG, SHEEP, COW, MOOSHROOM, HORSE, DONKEY, MULE, LLAMA, GOAT
    • Added BOGGED (1.21 swamp skeleton variant)

Changed

  • Magic Spell Base Damage Rebalance

    • Increased base damage for all attack spells to compensate for reagent costs
    • Magic Arrow: 2 → 20, Harm: 4 → 35, Fireball: 6 → 50
    • Lightning: 8 → 65, Fire Wall: 40, Energy Bolt: 80
    • Explosion: 10 → 90, Meteor Swarm: 15 → 130
    • Magic now stronger than bow/crossbow to justify reagent consumption
  • Targeting Time Reverted

    • Targeting time back to 5 seconds (was briefly 2 seconds)
    • Since spells fire immediately on click, shorter timeout just made players rushed
  • CLAUDE.md Specification Updates

    • Updated combat damage formula to match implementation
    • Updated armor table (STR requirements, DEX penalties) to match armor.yml
    • Added bow/crossbow balance section with penalties
    • Fixed outdated magic base damage table
  • Swimming Skill Balance

    • Swimming skill now only gains on drowning damage (not every air tick)
    • Previously gained too fast due to air change events firing every tick
    • Now consistent with other survival skills (Athletics, Heat Resistance, etc.)
    • Drowning damage handling separated from Endurance skill
  • Combat Damage Formula (Breaking Change)

    • Tactics now essential: Tactics / 100 (0.1 to 1.0 multiplier)
    • Anatomy now affects damage: 0.5 + (Anatomy / 100) (0.6 to 1.5 multiplier)
    • STR bonus reduced: 1 + (STR / 200) (max +50%, was +100%)
    • Critical multiplier increased: 2.0x (was 1.5x)
    • Low skills (~10) deal ~6% damage, high skills (100) deal ~150% damage
  • Magic Damage Formula (Breaking Change)

    • Magery now essential: Magery / 100 (0.1 to 1.0 multiplier)
    • EvalInt now affects damage: 0.5 + (EvalInt / 100) (0.6 to 1.5 multiplier)
    • Low skills (~10) deal ~6% damage, high skills (100) deal ~150% damage

Fixed

  • Fixed damage division bug where mobs took 10x less damage than intended
  • Fixed Parrying skill gain only triggering on successful parry (UO-style behavior)

Removed

  • Deprecated SkillbookCommand.kt
  • Deprecated SpellbookCommand.kt

[0.2.2] - 2025-12-27

Added

  • VengefulMobs: Per-mob attack cooldown
    • Added attack_cooldown setting for each mob type
    • Default cooldown: 1000ms (same as vanilla mobs)
    • Chicken/Rabbit: 1500ms with reduced damage (1.0)
    • Goat: 800ms (faster, more aggressive)

Fixed

  • Armor validation on STR change

    • Now validates equipment when player joins (catches existing players after update)
    • Now validates equipment when STR decreases during gameplay
    • Players wearing armor they can't equip will have it removed automatically
  • Armor removal item loss in Creative mode

    • Fixed items disappearing when armor is removed due to STR requirements
    • Now clones ItemStack before removing from slot
  • Vanilla critical hit precision

    • Changed baseDamage from Int to Double to preserve vanilla jump-attack critical bonus (1.5x)
    • Previously truncated to integer, losing precision
  • VengefulMobs attack speed

    • Fixed hardcoded 500ms attack cooldown that made all mobs attack too fast
    • Now uses configurable per-mob cooldown (default 1000ms)

[1.0.0] - Initial Release

Added

  • 34 Skills inspired by Ultima Online

    • Combat: Swordsmanship, Axe, Mace Fighting, Archery, Throwing, Wrestling, Tactics, Anatomy, Parrying, Focus
    • Magic: Magery, Evaluating Intelligence, Meditation, Resisting Spells, Inscription
    • Crafting: Alchemy, Blacksmithy, Bowcraft, Craftsmanship, Cooking, Tinkering
    • Gathering: Mining, Lumberjacking, Fishing
    • Thief: Hiding, Stealth, Detecting Hidden, Snooping, Stealing, Poisoning
    • Taming: Animal Taming, Animal Lore, Veterinary
    • Other: Arms Lore
  • Stat System

    • STR, DEX, INT calculated from related skills
    • STR: +HP, mining/lumber speed bonus
    • DEX: Attack speed, movement speed bonus
    • INT: Mana cost reduction, cast success bonus
  • Internal HP/Mana System

    • Internal HP: 100 + STR (synced with vanilla hearts)
    • Internal Mana: Uses hunger bar
  • Skill Cap System

    • Total skill cap: 700 points
    • Individual skill cap: 100 points
    • Least-used skill decreases when cap reached
  • UO-Style Skill Gain

    • Gain chance decreases as skill increases
    • Difficulty affects gain rate
    • 0.1 point gain per successful check
  • Magic System

    • 20+ spells across 8 circles
    • Reagent system using Minecraft items
    • Spellbook and scroll crafting
    • Rune marking and recall/gate travel
  • Crafting Quality System

    • LQ/NQ/HQ/EX quality based on skill
    • Quality affects damage/defense and durability
  • Thief System

    • Hiding and stealth movement
    • Snooping and stealing from players
    • Weapon poisoning
  • Taming System

    • Tame wolves, cats, horses, etc.
    • Animal Lore to check mob stats
    • Veterinary to heal tamed animals
  • Internationalization

    • English and Japanese language support
    • Client locale detection
    • /language command to change language
  • Scoreboard Display

    • Show STR/DEX/INT with lock icons
    • Show skill title
    • Compatible with other plugins' team/BELOW_NAME displays

Файлы

skills-0.4.15.jar(799.61 KiB)
Основной
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Метаданные

Канал релиза

Release

Номер версии

0.4.15

Загрузчики

Paper
Spigot

Версии игры

1.21.11

Загрузок

19

Дата публикации

1 мес. назад

Загрузил

ID версии

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