ShiningSoulRPG-1.0

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    ShiningSoulRPG.jar
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Supported Bukkit Versions

  • 26.2
  • 26.1
  • 26.1.1
  • 26.1.2
  • 1.21.11
  • 1.21.10
  • 1.21.9
  • 1.21.8
  • 1.21.7
  • 1.21.6
  • 1.21.5
  • 1.21.1
  • 1.21.2
  • 1.21.3
  • 1.21.4
  • 1.21.5-Snapshot
  • 1.21
  • 1.20.6
  • 1.20.5
  • 1.20.5-Snapshot
  • 1.20.4
  • 1.20.3-Snapshot
  • 1.20.3
  • 1.20.2
  • 1.20.1
  • 1.20
  • 1.19.4
  • 1.19.3
  • 1.19.2
  • 1.19.1
  • 1.19
  • 1.18.2
  • 1.18.1
  • 1.18
  • 1.17
  • 1.16
  • 1.15
  • 1.14
  • 1.13
  • 1.12
  • 1.11
  • 1.10
  • 1.9
  • 1.8.1
  • 1.8
  • 1.8.3

Changelog

Players who have **not** chosen a class stay 100% vanilla (lobby-friendly). Once a

player runs `/class`, RPG mechanics switch on for them.

 

### The four stats (Shining Soul II canon)

 

| Stat | Effect |

|------|--------|

| **STR** Strength | +1 physical attack per point |

| **DEX** Dexterity | hit chance, dodge/evasion, and bow damage |

| **INT** Intelligence | spell/skill damage and **SP** (Soul Power / mana) |

| **VIT** Vitality | **HP** and defense |

 

Derived pools use the game's own formulas: **Max HP = VIT × 3** and

**Max SP = INT × 2**.

 

### Leveling

 

Kill mobs to earn XP (the vanilla green XP bar is repurposed to show your RPG

level and progress). Each level grants **+4 stat points** (spend with `/allocate`).

Level cap is **200**. XP curve, per-mob XP, and everything below are tunable in

`config.yml`.

 

### Health model

 

Your real HP pool is tracked by the plugin; the heart bar is a proportional

mirror, so the HUD can show true numbers like `HP 128 / 150` while hearts still

animate on hit. Incoming damage is run through **dodge** (DEX) then **defense**

(VIT + gear), replacing vanilla armor mitigation entirely.

 

### Classes

 

| Class | STR/DEX/INT/VIT | Signature skill |

|-------|-----------------|-----------------|

| Warrior | 15/15/5/15 | Whirlwind (melee AoE) |

| Archer | 12/18/8/12 | Arrow Volley (arrow spread) |

| Sorceress | 9/9/23/9 | Blaze (targeted fire nuke) |

| Ninja | 12/16/12/10 | Shadow Step (dash + strike) |

| Dragonute | 16/8/6/18 | Ground Slam (AoE + knock-up + resist) |

| Priestess | 9/10/18/13 | Heal (self + allies) |

| Dark Wizard *(secret)* | 12/12/28/12 | Dark Nova (AoE dark nuke) |

 

The Dark Wizard is unlockable only via `/rpg unlock <player>`.

 

### Skills & the Soul

 

Cast your class skill with `/skill` **or by sneaking and right-clicking**. Skills

cost SP and have cooldowns.

 

Defeating enemies charges your **Soul** gauge. At 100% use `/soul` to unleash a

big elemental AoE blast that scales with INT.

 

### Monsters (PvE)

 

Vanilla mobs are converted into Shining Soul-style monsters. Every spawn gets:

 

- **A level**, derived from its distance to world spawn. This stands in for

  dungeon depth: the further out you fight, the deadlier the monsters and the

  better the rewards. Default is one level per 150 blocks, capped at 100.

- **An element** (45% of the time). Elemental advantage runs

  **Fire > Ice > Thunder > Fire**, with **Light and Dark** strong against each

  other. Hitting a weakness deals 1.5x; hitting a resistance deals 0.7x. This

  applies to both melee and skills, so class element matters when picking fights.

- **A rank**, which multiplies its health, damage, XP and drop chance:

 

| Rank | HP | Damage | XP | Drop chance |

|------|----|--------|----|-------------|

| Normal | 1x | 1x | 1x | 3% |

| Elite | 2.1x | 1.35x | 2.2x | 16% |

| Champion | 4x | 1.8x | 4.5x | 45% |

| Boss | 9x | 2.5x | 12x | 100% |

 

Elites and above are renamed (e.g. `[Lv34] Champion Zombie`) with the rank and

element colored in. Rare ranks get more common the deeper you go.

 

A monster's own level and rank set the damage it deals, replacing the vanilla

figure entirely, and its loot rolls through the same affix system as `/rpgitem`

with rarity weighted by rank and depth. Turn the whole system off with

`mobs.enabled: false` if you only want the player-side mechanics.

 

### Items & affixes

 

`/rpgitem <rarity> [slot]` generates gear with random affixes. Rarity

(Common → Magic → Rare → Unique) controls how many affixes roll. Bonuses are

written into the item's lore in a fixed format and read back when the item is

equipped, so **what you see on the tooltip is exactly what you get** — no NBT.

Affixes include the four stats, Defense, Max HP, Max SP, Critical Chance,

Life Steal, and elemental damage.

 

---

 

## Dungeons

 

A Catacombs-style dungeon layer sits on top of the RPG. Floors are **regions you

build yourself** rather than generated geometry, so the plugin owns the mechanics

and you own the architecture.

 

### Setting a floor up

 

Build the floor, then stand in each spot and run:

 

```

/dungeon set F1 corner1 # opposite corners of the region

/dungeon set F1 corner2

/dungeon set F1 entrance # where the party spawns in

/dungeon set F1 exit # where they land afterwards

/dungeon set F1 boss # Gravekeeper + boss arena

/dungeon set F1 addspawn # repeat at each monster spawn

/dungeon set F1 addsecret # repeat at each hidden secret

/dungeon set F1 mobtypes ZOMBIE,SKELETON,SPIDER

/dungeon set F1 moblevel 25

/dungeon save

```

 

Every change saves immediately. `ENTRANCE` and `F1` ship pre-filled apart from

coordinates.

 

### Running one

 

`/party invite <player>` to group up (max 5), `/dungeon role <role>` to pick a

role, then the leader runs `/dungeon enter F1`.

 

A run goes: **waves** -> **the Gravekeeper** guarding the Blood Door -> **the

floor boss**. Clearing a wave spawns the next; killing the Gravekeeper opens the

door; killing the boss ends the run.

 

### Monsters

 

Dungeon monsters use exactly the same machinery as overworld ones (level,

element, rank, elemental advantage) but never reuse their names. Each floor has

its own themed pool, and ranks read differently:

 

| | Overworld | Dungeon |

|---|---|---|

| Rank names | Elite / Champion / Boss | Greater / Dread / Warden |

| Level source | distance from spawn | set per floor |

 

Floor pools: Threshold (Tomb Rat, Dust Shade), F1 Bone Halls (Bone Sentinel,

Marrow Knight), F2 Flooded Crypts (Drowned Cantor, Tidecaller), F3 Ember Vaults

(Cinder Warden, Emberfang), F4 Frostbound (Rime Warden, Glacier Fiend), F5 Shadow

Sanctum (Shadow Reaver, Nightbinder), F6 Thunder Spire (Storm Herald, Voltaic

Wraith), F7 Soul Throne (Soul Devourer, Wraith Sovereign).

 

### Roles

 

Picked per run and levelled separately from your class, which still decides your

skill and stats:

 

| Role | Effect |

|------|--------|

| Healer | Passive party regen, much faster revives |

| Mage | Cheaper skill

| Berserk | +25% melee, takes more damage |

| Archer | +30% ranged |

| Tank | Heavy damage reduction |