SkillsRPG
Eight skills, sixty abilities and a reason to specialise
SkillsRPG turns ordinary play into progression. Mining, fighting, fishing and farming already happen on your server — this gives all of it levels, abilities and a reason to specialise, on Paper 1.21.x, with no setup needed for the first run.
WHY SKILLSRPG
- It plays in the hotbar, not in a menu. The F key cycles the active slot and swap-hand fires it. Abilities are used mid-fight, not clicked in a GUI
- Specialising costs something. Points are spent, the first respec is free and every one after that costs more through Vault, so a build is a decision instead of a toggle
- Levels have to be earned. AFK gate, placed-block tracking and a spawner-mob discount are on from the start: a cobblestone generator and an AFK pool do not make a level 100
- Two skills reward each other. Eight synergies unlock on their own once two skills pass level 50, so the second specialisation is worth reaching
- It runs on one server or on many. SQLite with nothing to set up, or MySQL when a whole network shares the same profiles — and two servers cannot overwrite each other's
WHAT YOU GET
- 8 skills — Swords, Axes, Archery and Defense for combat; Mining, Woodcutting, Farming and Fishing for gathering. Levels 1 to 100 each
- 60+ abilities — bought with points, granted by a milestone quest or unlocked by a synergy
- 32 milestone quests — four per skill at levels 25, 50, 75 and 100. Each one is a challenge that hands over that tier's ability
- 8 cross-skill synergies — Riposte, BattleDance, Stoneshield, ResourceSurge, HuntersPatience, BerserkersEdge, Provider and Anchor, unlocked automatically at level 50 in both qualifying skills
- Mana — 50 base plus 1 per total skill level, capped at 500, regenerating 5 a second and pausing in combat, shown on a BossBar
- Ability bar — three slots, four past total level 200
- GUI hub — /skills opens skill trees, ability ranking, the equip bar, challenges, synergies and respec
- 10 ability patterns — instant damage, area burst, damage over time, self buff, target debuff, dash, projectile modifier, block-interaction modifier, self heal and shield. Every ability in the plugin is one of these, so a player learns the shapes once
- Ability ranking — points earned on level-up are spent to rank an ability up, and the GUI shows what the next rank actually changes
- Paid respec — the first one is free, and the cost climbs from there through Vault, so rebuilding is possible without being free
- Anti-abuse, on by default — an AFK gate, a tracker that refuses XP for blocks a player placed themselves, a reduced rate for spawner mobs and a block on adventure mode
- Tunable XP curve — the shared curve plus a per-skill override, so Fishing can be slower than Swords on your server
- Tunable XP sources — what gives XP and how much, by block, by mob, by crop and by fish
- One server or a network — SQLite with nothing to configure, or MySQL when several servers share the same players
- PlaceholderAPI — level, XP, mana, synergy count and more for your scoreboard, TAB or chat
- English and Spanish included, and every player-facing string lives in messages.yml in MiniMessage format
HOW IT PLAYSA new player breaks stone and gets Mining XP without being told to. On level-up they have points to spend, so they open [ICODE]/skills[/ICODE] and rank up an ability. At 25 a milestone quest appears and hands them their first real power. By 50 in two skills, a synergy fires on its own and they find out that the combination was worth it. Nothing above needs a single config change to happen.CONFIGURATION
- config.yml — licence, storage backend, mana tuning, HUD toggles, anti-abuse timings, integration flags and the respec cost formula, every key with a comment next to it
- messages.yml — every string a player reads, so you can reword the plugin without touching Java
- xp-curves.yml — the XP curve shared by all skills, with per-skill overrides: make Fishing slower than Swords if that is your server
- xp-sources.yml — what gives XP and how much, by block, by mob type, by crop, by fish