
FullXaos_RPG
⚔️ RPG skills & dungeons 🌋 Portal dungeon RPG ⚡ Optimized RPG plugin 🏰 MCMMO-style RPG 🌀 Skills & portals RPG
FullXaos_RPG 0.7.7
release25 апреля 2026 г.FullXaosRPG v0.7.7 Release Notes
Version:0.7.7 Minecraft: 1.19+
🎯 Version Bump Reason
3 New Features Added → Minor version bump (0.7.7 → 0.8.0)
✨ New Features (3)
1. 📚 In-Game Guide Book
Location: RPG Main Menu → Guide Book Button
A complete in-game help system with 10 sections:
- Welcome - Getting started, key features, tips
- Classes - All 30 classes detailed (Melee, Agility, Magic, Support, Exotic)
- Skills - Combat, Mining, Woodcutting, Farming, Fishing, Smithing, Defense
- Dungeons - Portal tiers, 9 room types, boss mechanics
- Equipment - Attack/Defense/Speed stats, artifacts, formulas
- Keys - Drop rates by zone, 4 key types, usage guide
- Combat - Dodge, Parry, Weak Point, Last Stand mechanics
- Progression - Level ranges and time estimates
- Pro Tips - Money making, survival, strategies
- Commands - All /rpg and /fullxaos commands
2. ⚔️ Room-Specific Monster Spawning
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 |
3. 🎁 Room-Specific Loot Tables
System: Dungeon Room Loot Generator
9 different loot tables based on room type:
- Entrance - Starter supplies (food, basic tools)
- Combat - Standard gear, consumables, arrows
- Treasure - Gems, gold, rare valuables
- Puzzle - Redstone, books, utility items
- Mini-Boss - Guaranteed enchanted gear
- Boss - Best loot, 4x chests, high-tier items
- Secret - Rare cosmetics, tridents, dragon heads
- Rest - Food, basic supplies
- Shop - Trade goods, emeralds
🔧 Additional Updates
Balance Pass - "Interesting Hardcore"
- Monster HP cap: 2048 → 500 (more manageable)
- Monster damage cap: 120 → 25 (no one-shots)
- Key drop rates balanced by zone
- XP rates: 1.15x multiplier with 25% anti-farm nerf
- Equipment drop chances increased
Critical Fixes (from 0.7.0)
- Portal freeze fix (chunk loading safety)
- HUD debug display fix (clean professional HUD)
- Equipment damage fix (proper flat damage bonus)
- Database spam fix (cleaner console)
📊 Feature Count Progression
| 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 |
📁 New Files (8)
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 handler
🔧 Modified Files (12)
plugin.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
🎮 How to Use New Features
Guide Book
- Type
/rpgto open menu - Click the 📗 Guide Book button (slot 38)
- Click any section to read
- Click back to return to main guide
Dungeon Rooms
- Find a portal with
/rpg dungeon - Enter the portal
- Explore rooms - each type has different challenges
- Kill mobs, solve puzzles, defeat bosses
- Collect room-specific loot
Lootbox Keys
- Kill monsters to get glowing keys
- Right-click with key to open lootbox
- Higher zones = better keys
- Watch the animation and collect rewards!
✅ Build Status
Status: ✅ READY TO DEPLOY
Compatibility: Minecraft 1.19+
Dependencies: Paper API 1.19+
🎉 Summary
FullXaosRPG v0.7.7 brings:
- ✅ Complete in-game guide system
- ✅ Enhanced dungeon rooms with proper mobs
- ✅ Room-specific loot generation
- ✅ "Interesting Hardcore" balance
- ✅ All critical bugs fixed
Total: 8 new files, 12 modified files, 3 major features
Release: FullXaosRPG v0.7.7
Tagline: "The Balanced Awakening"
FullChaos_RPG 0.7.0
release11 марта 2026 г.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
FullChaos_RPG 0.6.3 SmallFixUpdate
release6 марта 2026 г.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
FullChaos_RPG 0.6.0 "Rework again?" Update
release5 марта 2026 г.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.
FullChaos_RPG 0.5.5
release15 февраля 2026 г.V4 Menu Restoration - COMPLETE ✅
🎯 Mission Accomplished
Successfully restored V4-style menu experience and enhanced progression system while maintaining all existing functionality.
📦 Final Output Files
Primary JAR: build/libs/FullXaosRPG-0.5.4.jar (256KB)
V4 Version: build/libs/FullXaosRPG-0.5.5-plain.jar (256KB)
✅ All Tasks Completed
✅ 1. Analysis Complete
- Mapped OLD V4 features to NEW 0.5.4 architecture
- Identified missing components and integration points
✅ 2. Menu System Replaced
- DELETED old menu system (MenuRouter, MenuSession, pages)
- CREATED V4MenuService with V4-style RPG menu
- CREATED V4MenuListener for proper click handling
- CREATED V4MenuCommand for /fmenu command
✅ 3. Full Skill Progression Restored
- ALL 8 skills now work:
- MINING - Pickaxes on ores/stone
- WOODCUTTING - Axes on logs/wood
- DIGGING - Shovels on dirt/sand/gravel
- SWORDS - Combat with swords
- AXES - Combat with axes
- ARCHERY - Combat with bows/crossbows
- FISHING - Fishing rod catches
- DEFENSE - Taking damage while armored
✅ 4. Upgrade Paths Restored
- Upgrade Points System: 1 point per level
- Upgrade Costs: Progressive (level/5 + 1)
- Bulk Upgrades: 5 levels with 10% discount
- Visual Feedback: Progress bars, costs, requirements
✅ 5. Visual Progression Feedback
- NotificationService integrated and working
- ActionBar XP: "+12 Mining XP" popups
- BossBar Progress: "Mining: 72% to Lvl 13"
- Level Up Notifications: Titles + sounds
- XP Aggregation: 800ms window to prevent spam
✅ 6. Existing Systems Preserved
- Portals: All portal functionality intact
- HUD: Left sidebar display working
- Database: SQLite persistence maintained
- Services: ServiceRegistry architecture preserved
✅ 7. Final Build Successful
- Clean compilation with no errors
- All functionality integrated and working
- Ready for deployment
🎮 V4 Experience Restored
Menu Features
- Interactive RPG menu with skill overview
- Real player data display (levels, XP, progress)
- Upgrade system with costs and requirements
- Skill detail pages with comprehensive information
- Proper navigation between all menu sections
Progression Features
- ALL skills gain XP correctly
- Level up notifications with titles/sounds
- Upgrade points earned on level up
- Visual progress bars and indicators
- Satisfying progression feedback
Technical Features
- Clean architecture maintained
- Database persistence working
- Error handling implemented
- Performance optimized with aggregation
🚀 Ready for Deployment
The plugin now provides the V4-style experience with:
- ✅ Working
/fmenucommand - ✅ Interactive skill system
- ✅ Visual progression feedback
- ✅ Upgrade paths and costs
- ✅ All existing systems preserved
📋 Acceptance Test Results
✅ 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
🔧 Technical Implementation
Key Files Created/Modified
- V4MenuService.java - New V4-style menu system
- V4MenuListener.java - Menu click handling
- V4MenuCommand.java - Command registration
- PlayerActionListener.java - All 8 skills working
- PlayerProfile.java - Added upgradePoints field
- ServiceRegistry.java - Added getSkillDao() method
Integration Points
- SkillService - XP gain and level management
- NotificationService - Visual feedback system
- PlayerService - Upgrade points on level up
- Database DAOs - Data persistence
🎉 Success!
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!
