RUNESTONE VALE

RunestoneStamina

The stamina, movement pacing, survival pressure, and recovery module of RunestoneMMO.

RunestoneStamina is the authoritative stamina module for the RunestoneMMO ecosystem. It owns stamina state, drain, regeneration, boss bar display, low-stamina penalties, exhausted behavior, persistence, Well Rested buffs, stamina progression scaling, and stamina-owned configuration.

Built on top of RunestoneCore, RunestoneStamina keeps stamina behavior isolated inside its own module while still integrating with shared Core systems where needed, such as resource bar display, event bridges, and read-only progression inputs from the wider RunestoneMMO stack.

In simple terms: RunestoneCore provides the shared foundation, while RunestoneStamina controls how player energy, movement, recovery, and exhaustion feel during play.

Platform: Minecraft Java Edition • Paper 1.21.11 • Java 21
Requires: RunestoneCore
Optional Integration: RunestoneSkills • Oraxen

What RunestoneStamina Owns

RunestoneStamina is the stamina authority. It does not own combat, skills, NPCs, the Hub, or AdminTool. Its job is to control stamina state, stamina drain, regeneration, penalties, persistence, buffs, and stamina-specific configuration.

Stamina Runtime

Owns current stamina, max stamina, thresholds, drain, regen, delay after use, and player state tracking.

Movement Pacing

Applies configured stamina costs for walking, sprinting, swimming, jumping, mining, attacking, and bow/crossbow usage.

Low & Exhausted States

Controls low-stamina slowdown, true exhaustion behavior, exhausted jump restriction, and mining-speed slowdown.

Buffs & Progression

Supports Well Rested recovery buffs, proximity bonuses, biome modifiers, and Exploration-linked stamina progression.

Newest Stamina Highlights

Recent RunestoneStamina work focused on making stamina behavior accurate, configurable, reload-safe, and free from unwanted visual side effects. The current tuning direction is clear: stamina should slow and limit players in controlled ways without forcing unwanted FOV effects.

No Stamina FOV Penalty

Stamina is not supposed to create a field-of-view warp. Low and exhausted states use movement/mining/jump behavior instead of visual FOV punishment.

Low Stamina at 15%

Low stamina begins at 15% of max stamina and applies a controlled movement slowdown rather than fully stopping the player.

True Exhaustion at 0

Exhaustion is treated as true zero stamina. At zero stamina, movement is heavily reduced and jumping can be restricted.

Movement Penalty Tuning

Current tuning uses 50% movement at low stamina and 25% movement at exhausted stamina.

Mining Slowdown

Stamina supports real mining-speed slowdown while low or exhausted, instead of only charging stamina cost for mining actions.

Reload-Safe Runtime

/rstamina reload rebuilds stamina services so updated thresholds, penalties, bars, modifiers, and config behavior do not stay stale.

Module Boundary

RunestoneStamina is deliberately focused. Other systems may read or integrate with stamina, but stamina ownership remains inside this module.

RunestoneStamina Owns

  • Stamina state and threshold evaluation
  • Stamina drain and regeneration runtime
  • Stamina boss bar presentation
  • Low-stamina and exhausted penalty behavior
  • Mining-speed slowdown behavior
  • Well Rested qualification and buff runtime
  • Food restore support
  • Proximity bonus support
  • Biome override and hardship resistance behavior
  • Stamina persistence through stamina-data.yml
  • Stamina gameplay config through stamina.yml
  • Stamina progression config through stamina-progression.yml
  • Module reload command through /rstamina reload

Other Modules Own

  • RunestoneCore owns shared APIs, resource bars, event bridges, player data infrastructure, and service boundaries.
  • RunestoneSkills owns skill XP and Exploration progression data consumed by stamina as read-only input.
  • RunestoneCombat owns combat damage math, combat XP, mob profiles, and combat runtime behavior.
  • RunestoneHub owns Hub menus and player navigation surfaces.
  • RunestoneNPCs owns NPC quests, dialogue, shops, and quest state.
  • RunestoneAdminTool owns staff/admin GUI workflows and command orchestration.

Main Systems Inside RunestoneStamina

Stamina State

  • Tracks current stamina per player
  • Supports default, minimum, and maximum stamina values
  • Hydrates online players during startup/reload
  • Saves player stamina state on quit, disable, and reload paths
  • Persists current stamina and key timing values in stamina-data.yml

Boss Bar Display

  • Displays stamina as a boss bar
  • Updates with current stamina ratio
  • Shows player stamina state clearly without requiring commands
  • Rebuilds cleanly during reload
  • Owned by RunestoneStamina, not Hub or Core menus

Regeneration

  • Configurable base stamina regen
  • Post-use regeneration delay
  • Well Rested multiplier support
  • Proximity bonus multiplier support
  • Biome regen override support
  • Reload-safe regen service rebuild

Movement Drain

  • Walking stamina drain
  • Sprinting stamina drain
  • Swimming stamina drain
  • Movement-state priority handling
  • Progression multiplier support
  • Biome override support for movement costs

Action Costs

  • Jumping stamina cost
  • Mining stamina cost
  • Attacking stamina cost
  • Drawing bow stamina cost
  • Drawing crossbow stamina cost
  • Configurable costs through stamina.yml

Low Stamina Behavior

  • Low stamina threshold defaults to 15.0
  • Low stamina movement multiplier defaults to 0.50
  • Low-stamina damage penalty defaults to neutral/off with multiplier 1.0
  • Designed to slow players without fully stopping them
  • No stamina-linked FOV effect is supported

Exhausted Behavior

  • Exhaustion threshold defaults to true zero stamina: 0.0
  • Exhausted movement multiplier defaults to 0.25
  • Exhausted sprint suppression defaults to false
  • Exhausted jump restriction defaults to true
  • Exhaustion limits movement but does not permanently lock the player in place

Mining Slowdown

  • Low/exhausted stamina can slow mining speed
  • Mining slowdown is handled as real mining-speed behavior
  • Default target is 50% slower mining while low/exhausted
  • Separate from the stamina cost charged for mining actions
  • Cleaned up on reload, quit, and state changes

Well Rested Buff

  • Campfire/proximity-based Well Rested direction
  • Qualification time before buff activation
  • Temporary stamina regeneration multiplier
  • Active buff expiry can be persisted
  • Partial qualification progress is not persisted
  • Optional Core ResourceBar integration fails soft if unavailable

Proximity Bonus

  • Configurable proximity-based stamina bonus behavior
  • Designed for world/environment recovery effects
  • Works as a stamina-owned service
  • Does not replace base regen authority
  • Rebuilt during reload to prevent stale behavior

Food Restore

  • Food-based stamina restoration support
  • Configurable restore values
  • Supports future food/cooking progression direction
  • Owned by stamina runtime, not combat or skills

Biome Overrides

  • Biome-specific regen override support
  • Biome-specific walking drain override
  • Biome-specific sprinting drain override
  • Biome-specific swimming drain override
  • Biome-specific jumping, mining, bow, crossbow, and attacking cost overrides
  • Invalid override values fall back safely to base config behavior

Exploration Progression Bridge

  • Uses Exploration level as read-only progression input
  • RunestoneSkills/Core APIs provide the level source
  • RunestoneStamina remains the authority for applying stamina effects
  • Supports max stamina bonus direction
  • Supports sprint, swim, and jump efficiency direction
  • Supports biome hardship resistance groups
  • Does not hard-lock base movement actions by skill level

Persistence

  • Uses module-owned stamina-data.yml
  • Persists current stamina
  • Persists last consumption timestamp
  • Persists active Well Rested expiry when still valid
  • Does not persist boss bars, runtime caches, movement modifiers, or partial buff progress

Stamina Tuning Contract

The current tuning direction is intentionally simple and readable for players. Stamina should create survival pressure without causing confusing camera effects or completely freezing the character.

Current Defaults

  • Low stamina starts at 15%
  • Exhaustion starts at 0 stamina
  • Low movement multiplier: 0.50
  • Exhausted movement multiplier: 0.25
  • Low damage penalty default: neutral/off
  • Shield stamina penalty default: disabled

What Happens at Low Stamina

  • Player movement is slowed
  • Mining speed can be slowed
  • Jumping is still allowed above true exhaustion
  • Player is not fully frozen
  • No FOV warp is applied

What Happens at Zero Stamina

  • Movement is reduced more heavily
  • Jumping can be restricted
  • Sprint suppression is disabled by default
  • Player can still move slowly
  • Stamina must regenerate before full movement returns

Oraxen Stamina Brews

RunestoneStamina includes optional Oraxen-backed stamina brew assets. These are custom potion-style items intended to restore stamina by a percentage of max stamina.

Current Brew Family

  • Wayfarer’s Sip — smaller stamina recovery brew
  • Stonewake Draught — medium stamina recovery brew
  • King’s Rune Brew — stronger stamina recovery brew
  • Built as custom Oraxen potion items
  • Designed for survival, exploration, dungeon, and quest reward use

Oraxen Asset Support

  • Bundled Oraxen item YAML support
  • Bundled model and texture support
  • Install path follows RunestoneMMO module-owned asset patterns
  • Can be installed through the stamina Oraxen asset command
  • Oraxen remains optional, not required for base stamina runtime

How RunestoneStamina Connects to RunestoneCore

RunestoneStamina depends on RunestoneCore for shared APIs and optional display integration, but stamina behavior itself stays inside the Stamina module.

Core Integration

  • Uses Core APIs where needed
  • Can integrate with Core ResourceBarAPI for Well Rested display
  • Can listen to Core/skill level-up style event bridges
  • Uses Core as a shared project foundation
  • Fails soft if optional ResourceBar integration is unavailable

Skills Integration

  • Reads Exploration progression as an input
  • Uses stamina-progression tiers for scaling
  • Can apply max stamina and efficiency improvements
  • Does not mutate skill XP
  • Does not own RunestoneSkills progression data

Combat Boundary

  • Stamina can drain from attacking or bow/crossbow actions
  • Stamina can affect survival pacing
  • RunestoneCombat still owns combat damage math
  • Stamina does not replace combat XP or mob scaling

Commands & Permissions

RunestoneStamina has a small admin command surface. Normal players do not need to run commands for stamina; stamina drains, regenerates, displays, and persists automatically during gameplay.

Main Command

  • /rstamina reload — reloads stamina configs and rebuilds stamina runtime services
  • /rstamina installoraxenassets — installs bundled stamina Oraxen assets where supported

Main Permission

  • runestonestamina.reload
  • Default: OP
  • Required for stamina admin command access
  • Used for reload and admin-level stamina operations

Player Access Note

  • Players do not need a command to use stamina
  • Stamina is automatic during movement/actions
  • Boss bar display is runtime-managed
  • Stamina brews are item-based, not command-based

Admin Notes

  • Use reload after changing stamina.yml or stamina-progression.yml
  • Restart is safest after large asset/config deployment changes
  • Confirm boss bars, drain, regen, and penalties after reload
  • Confirm no FOV behavior returns after tuning changes

Configuration & Runtime Files

RunestoneStamina owns its own configuration and persistence files. These files should stay module-owned and should not be replaced by Core, Hub, Combat, or Skills configs.

stamina.yml

  • Main stamina gameplay config
  • Base stamina values
  • Boss bar settings
  • Regen and delay settings
  • Movement and action drain costs
  • Low/exhausted thresholds and penalties
  • Well Rested, proximity, biome, and food restore settings

stamina-progression.yml

  • Stamina progression bridge config
  • Uses Exploration as the current progression source
  • Defines unlocked stamina tiers
  • Supports max stamina bonuses
  • Supports drain/cost efficiency direction
  • Supports biome hardship resistance groups

stamina-data.yml

  • Module-owned stamina persistence
  • Stores per-player stamina snapshots
  • Stores last consumption time
  • Stores active Well Rested expiry when relevant
  • Not a tuning/config authority file

Oraxen Assets

  • Stamina brew item definitions
  • Model and texture scaffolding
  • Module-owned install workflow
  • Optional integration only
  • Safe to keep disabled if the server does not use Oraxen assets

Manual Test Checklist

After deploying a stamina update, staff should test stamina as a real player, not only as OP.

Basic Runtime Tests

  • Join the server and confirm the stamina boss bar appears
  • Walk and confirm stamina behavior remains stable
  • Sprint and confirm stamina drains
  • Stop using stamina and confirm regen starts after delay
  • Log out and back in to confirm persistence behaves correctly

Low / Exhausted Tests

  • Drain stamina below 15%
  • Confirm player slows to roughly 50% movement
  • Drain stamina to zero
  • Confirm player slows to roughly 25% movement
  • Confirm jumping is restricted at zero if enabled
  • Confirm the player is not fully frozen
  • Confirm there is no FOV warp

Integration Tests

  • Test mining slowdown while low/exhausted
  • Test Well Rested qualification and expiry
  • Test stamina brew items if Oraxen assets are installed
  • Run /rstamina reload and retest drain/regen/penalties
  • Confirm no stale movement, mining, or boss bar behavior remains after reload

Why RunestoneStamina Matters

Stamina gives Runestone Vale more survival weight. Movement, mining, combat actions, travel, recovery, and dungeon pacing all feel more meaningful when players have an energy system to manage.

It matters because stamina can shape how players explore, fight, recover, prepare, and survive without turning the game into a hard stop. The goal is pressure, not frustration: slower movement at low stamina, stronger limitations at zero stamina, readable recovery, and no unwanted visual FOV punishment.

RunestoneStamina is what helps movement and survival feel like part of the same MMORPG-style world instead of just vanilla sprinting with no consequence.

What Is Still Growing Inside RunestoneStamina

RunestoneStamina already provides the core stamina runtime, but the system can grow as the rest of RunestoneMMO expands.

More Stamina Items

The current brew family gives the module a strong item direction, but more food, potion, and reward items can expand stamina gameplay.

More Exploration Depth

Exploration-linked stamina progression can become more meaningful as landmarks, discoveries, travel routes, and biome hardship content grow.

Dungeon & Boss Pacing

Future dungeons and boss arenas can use stamina to shape movement, recovery windows, and survival pressure.

More Environmental Effects

Biome overrides, proximity bonuses, and hardship resistance can grow into deeper world-specific stamina behavior.

State of the Module

RunestoneStamina is actively serving as the stamina authority for Runestone Vale. It owns the runtime truth for stamina state, drain, regen, boss bar display, persistence, penalties, Well Rested behavior, progression scaling, and stamina-owned configuration.

Current development direction is focused on keeping stamina accurate, configurable, readable, and player-friendly: no unwanted FOV changes, clear low/exhausted thresholds, real movement and mining slowdown, safe reload behavior, and clean module boundaries.

This is the stamina foundation of RunestoneMMO — the layer that makes movement, recovery, exhaustion, and survival pacing feel like part of the living realm.

Keep Moving Through the Vale

RunestoneStamina gives Runestone Vale an energy system that can grow with exploration, combat, dungeons, professions, custom items, and survival pressure. It helps turn movement and recovery into meaningful parts of the server’s long-term MMORPG identity.