Skip to content

Plugin version 1.5.0 release - #6

Merged
Trilleo merged 14 commits into
TriBinary:masterfrom
Trilleo:master
Sep 28, 2026
Merged

Trilleo merged 14 commits into
TriBinary:masterfrom
Trilleo:master

Conversation

@Trilleo

@Trilleo Trilleo commented Sep 28, 2026

Copy link
Copy Markdown
Member

No description provided.

Trilleo and others added 14 commits September 24, 2026 22:41
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>
@Trilleo
Trilleo merged commit c323e43 into TriBinary:master Sep 28, 2026
1 check passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant