Combat Runtime
Processes custom damage, crits, typed damage, armor/toughness scaling, dodge, parry, guard reduction, and final damage output.
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The authoritative combat engine of RunestoneMMO — built to make damage, combat XP, mob scaling, abilities, and combat progression feel connected.
RunestoneCombat is the custom combat module for the RunestoneMMO ecosystem. It owns the combat runtime layer: damage scaling, combat XP, mob attributes, typed damage, dodge, parry, weapon identity, status effects, combat abilities, and combat stat provider integration.
Built on top of RunestoneCore, RunestoneCombat registers combat services and progression hooks into the wider system. It reads player and mob combat profiles, applies configured combat tuning, awards combat XP, and connects combat progression back into Core-side data and display systems.
In simple terms: RunestoneCore provides the shared foundation, while RunestoneCombat provides the custom battle layer that makes danger, weapons, mobs, and combat growth matter.
Platform: Minecraft Java Edition • Paper 1.21.11 • Java 21
Requires: RunestoneCore
Soft Integration: RunestoneSkills
RunestoneCombat is the combat authority. It does not own the full server, Hub menus, NPC quests, or stamina runtime. Its job is to process combat behavior, scale mobs, award combat XP, expose combat stats, and enforce combat-specific tuning.
Processes custom damage, crits, typed damage, armor/toughness scaling, dodge, parry, guard reduction, and final damage output.
Awards combat XP from valid player kills using configured entity rewards, world multipliers, biome multipliers, and baby/adult variants.
Applies configured combat profiles to living mobs, including health, attack damage, defense, toughness, crit chance, and crit damage.
Provides built-in combat abilities such as Heavy Strike, Dash, and Guard with cooldowns, feedback, and combo support.
RunestoneCombat has grown beyond simple damage scaling. It now includes typed combat tuning, weapon identity, progression bridges, combat status effects, built-in abilities, combat XP, mob profiles, and Core service integration.
RunestoneCombat registers a CombatStatsProvider service so Core and other systems can read resolved combat stats through a clean service boundary.
Damage can be treated as PHYSICAL, SHARP, BLUNT, PIERCE, or ARCANE,
with bounded tuning for armor interaction and future expansion.
Swords, axes, maces, and tridents can receive small identity-based behavior such as crit bonus, parry interaction, guard support, weaken chance, or pierce bonus.
Heavy Strike, Dash, and Guard are built into the combat layer, with combo windows for Dash-to-Heavy and Guard Counter style bonuses.
Combat XP is awarded from valid player kills and uses config-driven mob rewards, world multipliers, biome multipliers, variant multipliers, clamping, rounding, and Core persistence.
RunestoneCombat respects Core world-rule controls such as disabling custom combat in configured areas, allowing controlled vanilla fallback where needed.
RunestoneCombat is the combat runtime module. It works with Core and Skills, but it should not be treated as the owner of every player stat, every skill, every GUI, or every NPC/boss design system.
combat.ymlPHYSICALSHARPBLUNTPIERCEARCANESWORD identity can add small crit bonusAXE identity can interact with parry mitigation and weaken chanceMACE identity can improve guard/parry and pressure controlTRIDENT identity can improve pierce behaviorNEUTRAL identity keeps unsupported weapons from receiving special effectsBLEED status effect supportWEAKEN status effect supportSLOW exists as a reserved effect channel for future expansionHeavy Strike — primed melee burst abilityDash — movement burst triggered by double-tap sneak behaviorGuard — defensive reduction window triggered through sneaking interaction behaviorDISABLE_CUSTOM_COMBAT allows vanilla combat fallback in configured areas
Combat abilities are configured inside combat.yml and handled by the Combat Ability Manager.
They are designed as lightweight, bounded abilities that sit inside the existing combat pipeline instead of replacing it.
runestone.ability.heavystrike if enabled in configrunestone.ability.dash if enabled in configRunestoneCombat depends on RunestoneCore. Core provides the shared APIs, combat XP storage, attribute infrastructure, world rules, event bus, cooldown service, and scoreboard/display surfaces.
CombatStatsProvider through Bukkit servicesDefaultCombatProfileService as the active profile service
RunestoneCombat has a compact admin command surface. Most combat behavior is controlled through combat.yml,
while the command root is used for reloads and temporary debug toggling.
/combat reload — reloads RunestoneCombat configuration and invalidates combat profile cache/combat debug — toggles combat debug mode in memoryrunestone.combat.admin/combat reload/combat debugrunestone.combat — bundle permissionrunestone.combat.xp — combat XP permission, default truerunestone.combat.debug — detailed combat debug permission, default OPrunestone.ability.heavystrike — checked only if Heavy Strike permission requirement is enabledrunestone.ability.dash — checked only if Dash permission requirement is enabled
RunestoneCombat is primarily configured through combat.yml.
That file controls damage behavior, abilities, XP rewards, mob profiles, scaling, world/biome multipliers, and status-effect tuning.
combat.yml/combat reloadcombat.debugcombat.log-damagecombat.min-damagecombat.unarmed_flat_damagecombat.attack-scalingcombat.defense-scalingcombat.toughness-scalingcombat.critical.*combat.typed_damage.*combat.typed_resistance.*combat.dodge.*combat.parry.*combat.weapon_identity.*combat.status_effects.*combat.progression.*combat.abilities.enabledcombat.abilities.global_cooldown_multipliercombat.abilities.feedback.*combat.abilities.heavy_strike.*combat.abilities.dash.*combat.abilities.guard.*combat.combos.*combat.xp.defaultcombat.xp.variants.*combat.xp.multipliers.world.*combat.xp.multipliers.biome.*combat.xp.rewards.*EntityType namescombat.scaling.*combat.attributes.defaultcombat.attributes.playercombat.biome-difficulty.*combat.mobs.defaultcombat.mobs.hostile.*Combat systems can easily become abusable if they award XP from every possible damage source. RunestoneCombat includes several safeguards to protect progression value and avoid invalid rewards.
combat.ymlCombatStatsProviderA fantasy MMO realm needs combat to feel like more than vanilla hits with bigger numbers. RunestoneCombat gives Runestone Vale a dedicated combat layer that can grow with the rest of the project.
It matters because mobs can be tuned, weapons can have identity, progression can affect combat, XP can follow controlled rules, and future dungeons, boss arenas, NPC encounters, and world content can build on top of a real combat foundation.
RunestoneCombat is what helps danger, growth, weapons, mobs, and player strength become part of the same larger realm identity.
RunestoneCombat already provides a strong custom combat foundation, but the larger MMO vision still leaves room for deeper encounters, more boss content, better item identity, and stronger integration with future world systems.
The combat engine is ready to support future boss arenas, dungeon encounters, raids, trials, and custom event spaces.
Typed damage, weapon identity, resistances, and profile metadata give the project room to expand custom weapons, armor, and mob weaknesses.
Bleed and Weaken are active channels, while the reserved Slow channel leaves room for deeper future control effects.
Heavy Strike, Dash, and Guard provide the first built-in ability direction, with room for future active combat tools and class-like gameplay.
Strength, Defense, Exploration, and Combat progression can become more meaningful as Skills, Stamina, items, and encounters continue to grow.
Combat profiles, world scaling, biome difficulty, and XP rewards can support more deliberate encounter balancing over time.
RunestoneCombat is actively serving as the combat engine for Runestone Vale. It already provides custom combat math, combat XP, ability handling, status effects, mob stat profiles, and Core service integration.
Current development direction is not only about making mobs stronger. It is about making combat feel like a real part of the MMO identity: weapons with purpose, mobs with profiles, combat XP with controlled progression, abilities with cooldowns, and battle systems that can support future dungeons and bosses.
This is the combat foundation of RunestoneMMO — the layer that turns danger, weapons, mobs, and battle progression into part of the same living realm.
RunestoneCombat is the battle engine beneath Runestone Vale. Follow its growth as combat progression, abilities, status effects, mob profiles, boss content, and future encounter systems continue to develop.