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Plugin version 1.5.0 release - #6
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Fights with mobs are worked out in RPG numbers: every player and mob has a health pool drawn over its vanilla hearts, and hits come from Health, Defense, Damage, Strength and crit stats. Vanilla health stays the only truth, hits between players are left to vanilla, and level-1 play with vanilla gear matches vanilla, which BalanceSimulationTest enforces. Wild mobs are levelled by distance from spawn in rings per kind of world, with night and depth bonuses. Town claims and spawner mobs stay level 1. Tuning lives in content/balance.yml. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Wild mobs can spawn ranked: elites from level 5 and champions from level 15, with multiplied health and hits and one to three random affixes such as Vampiric, Volatile, Blinking and Warded. Ranks, chances and every affix's numbers are tuned in balance.yml, and bosses are exempt in config.yml. Ranked mobs always show their nameplate, and every affix effect lives in AffixEffects and never reaches PvP. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Wild mobs drop one of fourteen materials by family from level 3, and elites and champions always drop theirs plus essence graded by level. Loot needs a wild spawn, a player kill and players dealing at least half the damage, so traps earn nothing. Magic Find, fed by Looting, raises a normal mob's odds. Materials are content items defined in items.yml: inert echo shards wearing a vanilla item's model, whose names are translatable keys that LangTranslator renders in each viewer's language through Paper's GlobalTranslator. mobs.yml holds families, loot and essence grades. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Gear comes in ten tiers and six rarities, defined in gear.yml by slot, tier, base item and stat weights rather than numbers: the budget in balance.yml turns weights into stats, so every piece of a slot and tier is worth the same. Pieces store only their identity and rolls, and are redrawn from current content when stale, so retuning reaches every copy. Between players a piece is exactly its vanilla base item. The Forge crafts gear from materials, essence and money, and upgrades, refines, reforges and salvages the piece in hand, asking before each step and charging through EconomyUtil as a new GEAR money sink. Champions can drop finished gear, Speed and Vitality join the stats, and BalanceSimulationTest now holds an on-level gear kit to the design bands at every tier. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Paper 26 turns server-side translation off while it encodes an item, so the tritown: keys LangTranslator put on gear and content items reached clients untranslated. Items are now written in one item language (item-language in config.yml, following language by default), stamped with Lang.itemRevision, and redrawn by ItemRedraw when the content or the language changes - on sight, on reload, and in every shop's copies. Shop lines, shop messages and the storage overview also name gear and content items by their own names in each viewer's language, instead of the echo shard or base item they are made of. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Forge's recipe list, the bestiary, the leaderboard and the player picker gathered a short page in the middle of the menu. Every paged list now fills from the top-left like the rest, so its items keep their places as it grows. PagedLayout.CENTERED and GUIFrame.centeredSlots are gone; only rows of buttons are still centred. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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