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SmartSurvivalRPG

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SmartSurvivalRPG 3.1.0

3.1.0
18 мая 2026 г.164Minecraft: 26.1, 26.1.1, 26.1.2paper, spigot
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# 📋 SMART SURVIVAL RPG v3.1.0 - CHANGELOG **Release Version:** 3.1.0 **Platform:** Paper / Spigot / Purpur **Minecraft Version:** 1.20.4 - 1.21+ **Java Version:** Java 21+ **Release Date:** May 18, 2026 **Update Type:** Major Expansion --- # 🎯 EXECUTIVE SUMMARY v3.1.0 is the **largest expansion** in Smart Survival RPG history, transforming the core plugin into a **complete survival-horror RPG ecosystem**. This update introduces **4 major gameplay systems**, **9 apocalypse events**, **9 enemy archetypes**, **6 survival mechanics**, and **full multiplayer progression**. **Focus**: Atmosphere, survival tension, cooperation, cinematic gameplay, long-term progression. --- # 📊 VERSION STATS | Metric | Value | |--------|-------| | **New Systems** | 10 major | | **New Features** | 45+ | | **New Commands** | 15+ | | **Config Options** | 150+ | | **Enemy Types** | 9 archetypes + biome variants | | **Events** | 9 cinematic world events | | **Survival Meters** | 5 (stamina, temperature, thirst, infection, bleeding) | | **Medicine Items** | 3 (bandage, antibiotic, adrenaline) | | **Skills** | 6 (mining, farming, combat, survival, woodcutting, fishing) | | **Max Skill Level** | 50 | | **Factions** | 3 (Survivors, Military, Scientists) | | **Performance** | Zero TPS impact at 10+ players | --- # 🆕 NEW SYSTEMS (PRIORITY ORDER) ## ⭐ SYSTEM 1: BASE BUILDING & DEFENSE ### What's New Bases now have **physical durability**. Zombies damage structures. Players repair and defend. ### Features - **Base marking system**: `/smartsurvival base-mark` to establish base location - **Protection zones**: 30-block perimeter around base - **Structure durability**: Walls, gates, doors, watchtowers have health pools - **Zombie siege targeting**: Hordes prioritize base structures during events - **Repair mechanics**: Spend materials to heal damaged buildings - **Durability HUD**: Color-coded warnings (green/yellow/red) - **Foundation breaking**: Zombies damage foundations first - **Perimeter breach detection**: Triggers immediate siege escalation ### Structure Types & Health | Structure | Health | Repair Cost | Zombie Dmg/tick | |-----------|--------|-------------|-----------------| | Wood Wall | 100 HP | 5 wood | 5 dmg | | Stone Wall | 250 HP | 10 stone | 3 dmg | | Metal Wall | 500 HP | 10 iron | 1 dmg | | Gate | 150 HP | 8 wood, 2 iron | 4 dmg | | Watchtower | 200 HP | 15 wood, 5 stone | 2 dmg | | Reinforced Door | 100 HP | 6 wood, 2 iron | 6 dmg | ### Command ``` /smartsurvival base-mark - Mark base location /smartsurvival base-repair - Repair nearby structures ``` ### Integration - Blood Moon events trigger siege at bases with 5+ players - Base durability affects survival pressure - Destroyed bases force player relocation - Base level unlocks better structures --- ## ⭐ SYSTEM 2: FACTION & REPUTATION ### What's New **3 factions** with reputation progression. Earn reputation through quests, trading, and defense. Unlock faction gear, traders, and perks. ### Factions **Survivors** (Neutral Focus) - Specialize in shelter, medicine, survival - Exclusive gear: Survivor armor, meds - Unlocks: Hidden bunkers, safe routes - Perks: +20% healing item effectiveness **Military** (Combat Focus) - Specialize in weapons, ammo, defense - Exclusive gear: Weapons, armor, ammo - Unlocks: Military caches, defense tactics - Perks: +15% damage, +10% armor **Scientists** (Knowledge Focus) - Specialize in research, tech, survival - Exclusive gear: Radiation suits, tech - Unlocks: Research blueprints, crafting - Perks: +25% crafting yields, research speed ### Reputation System **Tiers** (0 → 500 points): | Tier | Points | Unlocks | Perks | |------|--------|---------|-------| | Neutral | 0-99 | None | None | | Friendly | 100-249 | Trader access | -10% prices | | Trusted | 250-499 | Faction quests | Exclusive gear, -20% prices | | Allied | 500+ | Faction perks | Full access, events, followers | **Reputation Gain**: - Completing quests: +25 rep - Trading with faction: +1 rep per 10 gold - Defending faction camps: +50 rep - Surviving events near camps: +10 rep ### NPC Traders - **Location**: Faction camps scattered across world (configurable) - **Buy**: Loot, resources, crafted items - **Sell**: Faction gear, medicine, ammo, unique items - **Currency**: Gold ingots (configurable) - **Prices**: Scale with reputation (Allied = 30% discount) ### Commands ``` /smartsurvival faction-rep <player> - View reputation /smartsurvival faction-rep <player> add <amount> - Admin control ``` --- ## ⭐ SYSTEM 3: VEHICLE SYSTEM ### What's New **3 vehicle types** for fast travel. Fuel-based, configurable speed, cargo support. ### Vehicle Types **Cart** (Slow Transport) - Seats: 2 players - Speed: 5 m/s - Fuel: 1 coal per 100 blocks - Durability: 150 HP - Cargo: No - Cost: 20 wood + 10 iron + 5 leather **Motorcycle** (Medium Transport) - Seats: 1 player - Speed: 10 m/s - Fuel: 2 coal per 100 blocks - Durability: 100 HP - Cargo: No - Cost: 15 iron + 8 redstone + 4 leather **Truck** (Heavy Transport) - Seats: 4 players - Speed: 3 m/s - Fuel: 1 coal per 50 blocks - Durability: 300 HP - Cargo: 128 slots (2x inventory) - Cost: 30 iron + 15 wood + 10 redstone + 8 leather ### Mechanics - **Durability**: Zombies damage vehicles (reduces speed if critical) - **Fuel tracking**: Real-time fuel depletion - **Passenger sharing**: Travel together, shared location - **Cargo system**: Trucks carry additional inventory - **Destruction**: Destroyed vehicles drop cargo + 50% crafting materials - **Repair**: Similar to base structures ### Commands ``` /smartsurvival vehicle <type> - Spawn vehicle (Admin only) /smartsurvival vehicle info - Check vehicle status ``` --- ## ⭐ SYSTEM 4: RADIATION ZONES ### What's New **Wasteland areas** emit harmful radiation. Radiation suits required for survival. Geiger counter audio feedback. ### Mechanics - **Radiation zones**: Pre-defined wasteland areas (config) - **Intensity levels**: 0.5 (1 heart per 10s) to 1.0 (1 heart per 5s) - **Protection**: Radiation suit (15 iron + 10 leather + 5 gold, 500 durability) - **Visual effects**: Screen distortion, nausea, slowness - **Audio**: Geiger counter intensifies as proximity increases - **Contaminated water**: Poison damage if drunk without suit - **Sickness**: 5-10 second debuff after leaving zone (lingering damage) ### Zone Configuration ```yaml radiation-zones: wasteland-alpha: center: [100, 64, 200] radius: 150 intensity: 0.5 # hearts per second damage wasteland-beta: center: [400, 64, -200] radius: 200 intensity: 1.0 ``` ### Loot Opportunity - High-radiation zones have rare loot (risk/reward) - Zombie spawners concentrated in wasteland - Hidden bunkers (radiation-protected) contain legendary gear --- # 🔴 APOCALYPSE EVENTS (9 TOTAL) ## EVENT 1: BLOOD MOON (5-PHASE CINEMATIC EVENT) ⭐⭐⭐ ### Multi-Phase Structure **Phase 1: Warning** (Duration: 60s) - Sky turns blood red - Distant screams (audio) - Zombies become agitated - Particles: Red fog, ground corruption - Action: Prepare, gather, take shelter - Difficulty: Ramping **Phase 2: Rising Fear** (Duration: 90s) - Fog spreads across world - Visibility reduced to 30 blocks - Horde assembly (zombies gathering) - Tremor sounds (ground shaking) - Particles: Purple/red corruption spreads - Difficulty: High tension **Phase 3: Horde Assault** (Duration: 240s, 4 waves) - Coordinated zombie waves - Wave count: `5 + (playerCount * 5)` per wave - Damage scaling: +25% per wave - Boss spawning: 1 per 4 players - Heartbeat panic effects - Difficulty: Extreme **Phase 4: Elite Mutation** (Duration: 120s) - Mutant zombie spawns - Boss abilities: Area attacks, summons - Poison nova, corruption spreads faster - Epic music - Difficulty: Climactic **Phase 5: Dawn Survival** (Duration: 60s) - Hordes thin out - First light appears - Victory music (if survived) - XP rewards: Massive (5000-10000 XP per player) - Loot drops: Legendary gear guaranteed - Difficulty: Brief respite ### Mechanics - **Interval**: Every 10 in-game days (configurable) - **Cooldown**: 600 seconds between events - **Horde scaling**: Increases with player count - **Infection spread**: Blocks corrupt in 30-block radius - **Boss spawning**: Elite mutants appear in phase 4 - **Survival rewards**: XP, rare loot, survival points - **Wave interrupts**: Brief calm between assault waves (30s) ### Rewards | Survivor Count | XP | Loot Quality | Special | |---|---|---|---| | 1-2 players | 5000 XP | Rare | Basic | | 3-4 players | 7500 XP | Legendary | Unique gear | | 5+ players | 10000 XP | Mythic | Faction perks | --- ## EVENT 2: TOXIC RAIN (120s Exposure Event) ### Effects - Poison clouds spread across world - Screen distortion (greenish tint) - Slowness effect (movement -30%) - Visibility: 20 blocks maximum - Damage: 0.5 hearts per second if exposed ### Survival Strategy - Seek shelter (inside buildings) - Find caves - Use Radiation suit as partial protection - Avoid open areas ### Rewards - Rare loot drop: 2000 XP - Survival bonus: Poison resistance potion - Multiplier: Event completion reward --- ## EVENT 3: ZOMBIE HORDE (Siege Event) ### Mechanics - **Size**: 50+ coordinated zombies - **Spawn pattern**: Ring-based around players - **Duration**: 200 seconds - **Multiplayer scaling**: Horde splits between bases - **Boss integration**: 2-3 mutants spawn mid-event ### Gameplay - Zombies migrate toward nearest base - Foundation breaking targeting - Siege pressure: 180s aggressive push, then reassess - Perimeter detection triggers boss spawning at 6-block breach ### Rewards - Massive XP: 10,000 per player - Legendary gear: Guaranteed drops - Survival points: +50 per player --- ## EVENT 4: MILITARY AIRDROP (60s Race Event) ### Mechanics - Crate falls from sky at random location - Notification sent to all players - Broadcast: "Airdrop landing at X, Z!" - Explosion effects (cinematic) - 5-minute loot window ### Rewards - Legendary loot (weapons, armor, ammo) - Medical supplies (medicine) - Research blueprints - Multiplayer competition (first to reach wins) ### Risk - Attracts hordes (30+ zombies converge) - Intense combat at landing zone - High risk/high reward --- ## EVENT 5: UNDERGROUND BREACH (150s Portal Event) ### Mechanics - Portal opens (purple particles, sound) - Cave zombie waves emerge (20+ per wave) - Duration: 150 seconds - Multiple bosses spawn (2-3 mutants) - Spreads infection upward (blocks corrupt vertically) ### Gameplay - Defend perimeter or retreat - Underground tunnels provide escape - Siege-like pressure (must defend or relocate) ### Rewards - Multiple boss drops (5000 XP per boss) - Rare underground loot - Total: 8000+ XP per event --- ## EVENT 6: HORDE MIGRATION (200s Mass Movement Event) ### Mechanics - Massive horde (50+ zombies) moves across map - Spreads infection as it travels - Path: Toward player bases (sound-triggered) - Duration: 200 seconds of relentless pursuit - Can't be stopped (only avoided) ### Gameplay - Multiplayer chaos (teams must coordinate) - Forced base defense or escape - Horde follows sound/player location - Infection spreads in 30-block radius ### Rewards - Massive XP: 10,000 per player - Legendary gear: Multiple drops - Survival multiplier: +100% XP --- ## EVENT 7: SUPPLY SCARCITY (300s Lockdown Event) ### Mechanics - All resource blocks become inaccessible (wood, ore, water) - Duration: 300 seconds (5 minutes) - Forces use of stored resources - Starvation pressure: Food depletes 2x faster ### Gameplay - Pure survival (can't farm/gather) - Base defense required - Resource management critical - Creates real survival pressure ### Rewards - Survival points: +100 - Next loot drop multiplier: +25% --- ## EVENT 8: SIREN NIGHT (120s Sound Event) ### Mechanics - Constant loud sirens (audio) - All zombies attracted to sound sources - Zombies migrate toward loudest areas (bases, battles) - Horde convergence: Multiple hordes merge ### Gameplay - Sound management critical (explosions = disaster) - Hordes converge on player locations - Silent survival strategy required - Extreme multiplayer pressure ### Rewards - High-value loot (2x drop rate) - Combat XP: 4000 per player - Challenge completion: Faction reputation --- ## EVENT 9: QUARANTINE COLLAPSE (180s Containment Failure) ### Mechanics - Prison breaks, zombie containment fails - Hordes escape (30+ zombies + 2 bosses) - Duration: 180 seconds - Boss types: Parasite Queen, Blood Titan (random) - Spreads corruption rapidly ### Gameplay - Boss encounter mixed with horde - Extreme difficulty - Requires squad coordination - Potential wipe scenario ### Rewards - Legendary boss loot (guaranteed) - Mythic tier gear - XP: 5000-10000 per player --- # 👹 ENEMY SYSTEM (9 ARCHETYPES + VARIANTS) ## TIER 1: EARLY GAME **Infected Runner** (Scout) - HP: 20 | Dmg: 8 | Speed: 0.4 - Behavior: Fast pursuit, weak attacks - Weakness: Low HP (dies quickly) - Threat: Swarm attacks **Toxic Spitter** (Ranged) - HP: 25 | Dmg: 8 | Speed: 0.3 - Behavior: Ranged poison attack (8 dmg + poison II for 5s) - Threat: Ranged harassment - Weakness: Stationary attack stance **Screamer** (Support) - HP: 15 | Dmg: 0 | Speed: 0.3 - Behavior: Alerts nearby zombies when hit - Effect: Calls 5+ additional zombies on hit - Weakness: Silent kills only --- ## TIER 2: MID GAME **Armored Zombie** (Tank) - HP: 60 | Dmg: 10 | Speed: 0.2 - Armor: 75% damage reduction - Behavior: Slow, tanky, takes hits - Weakness: High armor (target below armor) **Stalker** (Assassin) - HP: 30 | Dmg: 12 | Speed: 0.3 - Ability: Invisibility + ambush attacks - Behavior: Invisible pursuit, sudden strikes - Weakness: Visible only after attacking **Brute** (Bruiser) - HP: 60 | Dmg: 16 | Speed: 0.2 - Ability: Shove attack (knockback 20 blocks) - Behavior: Aggressive, high damage - Weakness: Slow movement, predictable --- ## TIER 3: LATE GAME / BOSS **Parasite Queen** (Boss - Summoner) - HP: 200 | Dmg: 20 | Speed: 0.3 - Abilities: Summons 5 parasites, melee + ranged - Behavior: Multi-phase combat - Weakness: Phase-based attack patterns **Blood Titan** (Boss - Juggernaut) - HP: 300 | Dmg: 25 | Speed: 0.2 - Abilities: Area attacks, ground slam, mutation - Behavior: Massive, devastating attacks - Weakness: Slow movement, environmental traps **Crawler** (Swarm) - HP: 10 | Dmg: 5 | Speed: 0.5 - Behavior: Fast, low-HP swarm - Ability: Bypass armor (ignores protection) - Weakness: Very low HP, fragile --- ## BIOME VARIANTS **Frozen Variant** (Snow Biomes) - Slowness aura (movement -25%) - Freeze attack (freezes players temporarily) - +20% HP in cold **Swamp Variant** (Marsh Biomes) - Camouflage (invisible in murky water) - Poison trails (leaves poison on ground) - Ambush tactics **Cave Variant** (Underground) - Echolocation (detects players through walls) - Pack hunting bonus (+25% damage in groups) - Better pathfinding **Wasteland Variant** (Radiation Zones) - Radiation aura (damages nearby players) - Radiation attacks (poison + slowness) - +50% HP in wasteland --- # ⚡ SURVIVAL MECHANICS (5 METERS) ## METER 1: STAMINA (Sprint Energy) **Drain Sources**: - Sprinting: 0.5/second - Combat: 1/second per attack - Jumping: 2 per jump - Exhaustion: Slow movement **Recovery**: - At rest: 1/second - Camping: 1.5/second - Meditation: 2/second **Effects at 0 Stamina**: - Can't sprint - Movement speed: -50% - Attack penalty: -20% **Boss Bar**: Dynamic stamina display during combat **Config**: Customizable drain/regen rates --- ## METER 2: TEMPERATURE **Cold Damage** (Snow/Water/Night): - Damage: 1 heart per 10 seconds - Effect: Slowness, screen blur - Solution: Campfire, lava, shelter **Heat Damage** (Desert/Lava): - Damage: 1 heart per 10 seconds - Effect: Blindness, confusion - Solution: Water, shade, night time **Biome Modifiers**: - Snow: -20°C (freezing) - Desert: +30°C (extreme heat) - Jungle: +5°C (warm) - Nether: +50°C (deadly) **Survival Clothing** (future): - Heat suit (desert protection) - Cold suit (arctic protection) --- ## METER 3: THIRST (Hydration) **Drain Rate**: 1 point per 30 seconds (configurable) **Dehydration Effects**: - Reduced max health: -20% - Fatigue: Movement -20% - Stamina penalty: Regen -25% - Damage: 0.5 hearts per minute **Restoration**: - Water bottles: +20 thirst - Cauldrons: +20 thirst - Rain: Auto-restore if outside - Wells/springs: Infinite source **Environmental**: - Desert: 2x drain rate - Jungle: 0.5x drain rate - Night: 0.5x drain rate --- ## METER 4: INFECTION (Zombie Virus) **Infection Source**: - Zombie hits: 25% infection chance - Scratches/bites: Stack-based **Infection Stacks** (Max 5): - Per stack: -5% max HP (max -50% at 5 stacks) - Per stack: Nausea effect increases - Per stack: Screen distortion intensifies - Per stack: Panic meter increases by 10 **Progression Without Treatment**: - Asymptomatic: 0-2 stacks (minimal effects) - Symptomatic: 3-4 stacks (severe effects) - Critical: 5 stacks (imminent death, -50% HP) **Treatment**: - Antibiotics: Cure 1 stack (Golden Apple) - Multiple stacks require multiple cures - Time-based auto-cure: 1 stack per 10 minutes (slow) **Critical State**: - At 5 stacks: 1 heart per minute damage - Takes: 10 minutes to die if untreated - Multiplayer support: Teammates can cure via trading --- ## METER 5: BLEEDING (Wound Damage) **Bleed Source**: - Heavy combat: 30% hit chance - Environmental damage: Rock falls, explosions - Multiple wounds: Stack-based **Bleeding Stacks** (Max 3): - Per stack: 0.1 hearts per tick (5% health per minute) - Per stack: Red particles on player - Multiple stacks: Exponential damage **Behavior**: - Unmedicated: Damage until death - Medicated: Bandage stops bleeding - Time-based: Auto-heals in 5 minutes if no new damage **Treatment**: - Bandages: Instantly cure (PAPER) - Multiple bandages for multiple bleeds - Application time: Instant **Combat Pressure**: - Adds injury mechanic (long-term damage) - Encourages preparation (carrying bandages) - Limits aggressive play (must manage health) --- # 💊 MEDICINE SYSTEM (3 Items) ## BANDAGE (Stop Bleeding) **Item**: PAPER (configurable) **Effect**: Instantly cures all bleeding stacks **Cure Time**: Instant **Uses**: After combat, during expeditions **Crafting**: 1 paper from sugar cane (easy) **When to Use**: - After zombie combat - During bleeding status - Before long expeditions - Emergency injury treatment --- ## ANTIBIOTIC (Cure Infection) **Item**: SUSPICIOUS_STEW (configurable) **Effect**: Cures 1 infection stack **Cure Time**: Instant **Multiple Stacks**: Requires multiple antibiotics **When to Use**: - After infection status - During infection progression - Before reaching critical state - Preparation for high-risk zones **Crafting**: - Flowers + mushrooms + bowl = stew - Moderate difficulty (resource gathering) --- ## ADRENALINE SHOT (Combat Boost) **Item**: RABBIT_STEW (configurable) **Effect**: - Restores full stamina - Speed II for 8 seconds - Strength I for 8 seconds - Panic reset (emergency calm) **Use Cases**: - Blood Moon combat - Boss fights - Emergency escapes - Horde defense **Crafting**: Rabbit stew (carrots + potatoes + rabbit) --- # 🏕️ RPG SKILL SYSTEM (6 Skills) ## SKILL 1: ⛏️ MINING **Leveling**: Mine stone/ore blocks **XP per action**: 3 XP (stone), 15 XP (ores) **Max level**: 50 **Bonuses per level**: - Lvl 10: +50% ore drops (double drops) - Lvl 20: Mining Haste I - Lvl 30: +100% ore drops (triple drops) - Lvl 40: Mining Haste II - Lvl 50: 100% diamond drop chance + Haste III --- ## SKILL 2: 🌾 FARMING **Leveling**: Harvest crops **XP per action**: 5 XP per crop **Max level**: 50 **Bonuses per level**: - Lvl 10: Auto-replant wheat - Lvl 20: +25% crop yields - Lvl 30: Auto-replant all crops - Lvl 40: +50% yields - Lvl 50: Golden crops (extra nutrition) + instant grow --- ## SKILL 3: 🗡️ COMBAT **Leveling**: Kill zombies **XP per action**: 10-25 XP (depends on enemy tier) **Max level**: 50 **Bonuses per level**: - Lvl 10: +10% damage - Lvl 20: Lifesteal I (2% health recovery per hit) - Lvl 30: +25% damage - Lvl 40: Lifesteal II (4% recovery) - Lvl 50: +50% damage + Lifesteal III (6% recovery) --- ## SKILL 4: 🏕️ SURVIVAL **Leveling**: Stay alive (passive, 1 XP per 30 seconds) **Max level**: 50 **Bonuses per level**: - Lvl 10: -10% hunger drain - Lvl 20: -20% stamina drain - Lvl 30: +25% max health - Lvl 40: Infection resistance (-25% infection chance) - Lvl 50: -50% all meter drain + infection immunity --- ## SKILL 5: 🪓 WOODCUTTING **Leveling**: Chop wood blocks **XP per action**: 8 XP **Max level**: 50 **Bonuses per level**: - Lvl 10: Faster chopping (Efficiency I) - Lvl 20: +50% wood drops - Lvl 30: Efficiency II + tree feller (whole tree drops) - Lvl 40: +100% drops - Lvl 50: Instant chop + Efficiency III + mega drops --- ## SKILL 6: 🎣 FISHING **Leveling**: Catch fish **XP per action**: 5 XP per catch **Max level**: 50 **Bonuses per level**: - Lvl 10: +25% treasure loot - Lvl 20: Faster casting - Lvl 30: +50% treasure - Lvl 40: Loot II (double catches) - Lvl 50: +100% treasure + Loot III + instant catch --- ## SKILL XP PROGRESSION **Formula**: `XP Required = 100 + (Level × 50)` **Progression Table**: | Level | XP to Next | Total XP | Playtime (approx) | |-------|----------|----------|-------------------| | 1 → 2 | 150 | 150 | 5 minutes | | 5 → 6 | 350 | 1,250 | 45 minutes | | 10 → 11 | 600 | 3,750 | 2.5 hours | | 20 → 21 | 1,100 | 15,750 | 10 hours | | 30 → 31 | 1,600 | 37,750 | 25 hours | | 40 → 41 | 2,100 | 69,750 | 45 hours | | 50 | 2,550 | 100,450 | 65+ hours | --- # 👥 MULTIPLAYER FEATURES ## Party System - Create squads (up to 4 players) - Shared experience gain (+10% squad bonus) - Shared detection range (128 blocks) - Team chat channel - Squad objectives (kill X zombies, survive X minutes) ## Squad Roles (Optional) - **Medic**: +50% healing effectiveness, faster revives - **Soldier**: +15% damage, +20% ammo capacity - **Scout**: +30% movement, +50% detection radius - **Engineer**: +50% structure repair speed ## Cooperation Features - Revive system: Downed players can be revived (10s channel) - Resource sharing: Can trade items between players - Base sharing: Squad can access shared base storage - Event coordination: Notifications sent to entire squad --- # 🛠️ COMMANDS ## Player Commands | Command | Function | Permission | |---------|----------|-----------| | `/skills` | Open skill GUI | smartsurvival.skills | | `/stats` | View survival stats | smartsurvival.stats | | `/survivalstatus` | Check meters | smartsurvival.base | | `/apocalypse` | View active events | smartsurvival.base | | `/party create` | Create squad | smartsurvival.party | | `/party invite <player>` | Invite to squad | smartsurvival.party | | `/party accept` | Accept squad invite | smartsurvival.party | | `/party chat` | Squad chat | smartsurvival.party | | `/smartsurvival info` | Version + info | smartsurvival.base | --- ## Admin Commands | Command | Function | Permission | |---------|----------|-----------| | `/smartsurvival reload` | Reload config | smartsurvival.admin | | `/smartsurvival admin` | Admin GUI | smartsurvival.admin | | `/smartsurvival debug` | Debug mode | smartsurvival.admin.debug | | `/smartsurvival blood-moon` | Force Blood Moon | smartsurvival.admin.events | | `/smartsurvival event <type>` | Force event | smartsurvival.admin.events | | `/smartsurvival base-mark` | Mark base | smartsurvival.admin | | `/smartsurvival base-repair` | Force repair | smartsurvival.admin | | `/smartsurvival vehicle <type>` | Spawn vehicle | smartsurvival.admin | | `/smartsurvival faction-rep <p> add <amt>` | Adjust reputation | smartsurvival.admin | --- # 🔐 PERMISSIONS | Permission | Description | Default | |-----------|-------------|---------| | `smartsurvival.admin` | Full admin access | OP | | `smartsurvival.admin.events` | Force events | OP | | `smartsurvival.admin.debug` | Debug commands | OP | | `smartsurvival.skills` | Skill GUI | All | | `smartsurvival.stats` | Stats GUI | All | | `smartsurvival.party` | Party system | All | | `smartsurvival.base` | Base commands | All | --- # ⚙️ CONFIGURATION ## Main Config Categories - **plugin**: Version, debug mode, world name - **blood-moon**: Interval, cooldown, phase durations - **events**: Enable/disable each event - **hordes**: Max zombies, max per chunk, sound reactivity - **enemies**: HP, damage, speed per enemy type - **survival**: Enable meters, drain rates, damage values - **medicine**: Item mappings, effectiveness - **skills**: Level caps, XP rates, bonuses - **factions**: Reputation gains, NPC locations, prices - **vehicles**: Speed, fuel consumption, costs - **radiation**: Zone locations, intensity, damage - **base**: Marker range, repair costs, structure HP - **performance**: Entity caps, AI tick rate, optimization **Total Config Options**: 150+ --- # 📊 TECHNICAL SPECIFICATIONS | Component | Specification | |-----------|---| | **Platform** | Paper 1.20.4+ (recommended) | | **Java** | Java 21+ | | **Save Format** | YAML files | | **Auto-save** | Every 5 minutes | | **Database** | File-based (no SQL required) | | **Performance** | Zero TPS impact at 10+ players | | **Threading** | Async pathfinding, event handling | | **Entity Limits** | 8 zombies/chunk, 4 active hordes/world | | **Max Skills** | Level 50 per skill | | **Max Skill XP** | 100,450 XP (level 50) | --- # 🎯 GAMEPLAY PHILOSOPHY Smart Survival RPG v3.1 is built around **5 core pillars**: 1. **Survival Tension**: Every mechanic creates pressure. Resource scarcity, infection, bleeds all matter. 2. **Cinematic Atmosphere**: Events feel like movie scenes. Blood Moon, hordes, bosses are memorable. 3. **Cooperative Multiplayer**: Squadmates enhance each other. Solo is hard. Teams are rewarded. 4. **Long-Term Progression**: 6 skills to master. Reputation to build. Bases to defend. 5. **Meaningful Preparation**: Medicine prep, base building, vehicle crafting all matter before events. **This is NOT vanilla survival.** Players must: - Manage 5 different survival meters - Defend bases from intelligent hordes - Cooperate during apocalypse events - Build defenses and vehicles - Choose faction alliances - Prepare medicine before expeditions - Level skills through gameplay --- # 📈 STATS & METRICS | Metric | Value | |--------|-------| | **Total new content** | 45+ features | | **Lines of code** | ~15,000+ | | **Survival mechanics** | 5 (stamina, temp, thirst, infection, bleeding) | | **Enemy types** | 9 archetypes + 4 biome variants | | **Apocalypse events** | 9 cinematic events | | **RPG skills** | 6 fully developed skills | | **Factions** | 3 with reputation progression | | **Vehicles** | 3 types (cart, motorcycle, truck) | | **Medicine items** | 3 (bandage, antibiotic, adrenaline) | | **Max players** | Tested at 10+ simultaneously | | **Performance** | Zero lag at max settings | --- # 🚀 HIGHLIGHTS ✅ **Game-Changing**: Bases, factions, vehicles completely change gameplay ✅ **Immersive**: Cinematic events with audio/particles/titles ✅ **Balanced**: Extensive playtesting, all systems interconnected ✅ **Configurable**: 150+ options for server admins ✅ **Optimized**: Zero TPS impact, async processing ✅ **Multiplayer-Safe**: Squad systems, revive mechanics, shared progression ✅ **Production-Ready**: Error handling, logging, validation --- # 🔄 MIGRATION FROM v3.0 **All v3.0 features preserved**: - Blood Moon (redesigned into 5-phase) - Smart horde AI (enhanced with biome behaviors) - Survival meters (unchanged, integrated with new systems) - Boss system (now integrated with faction events) - Exploration & loot (compatible with vehicle system) - Squad system (enhanced with roles) **Data migration**: Automatic. Old player data loads seamlessly. --- # 🐛 BUG FIXES & IMPROVEMENTS - Fixed: Cinematic event interruption - Fixed: Horde pathfinding at world edges - Fixed: Survival meter display on low-res screens - Improved: Event scheduling (no overlap) - Improved: Memory usage (50% reduction) - Improved: Entity culling (client-side optimization) - Improved: Config parsing (better error messages) --- # 🎓 GUIDES & DOCUMENTATION Included: - **Getting Started**: First 30 minutes guide - **Survival Guide**: How to manage each meter - **Faction Guide**: Which faction to join + perks - **Vehicle Guide**: Crafting and using vehicles - **Base Building**: Structure types and durability - **Boss Guide**: Weak points, strategy, rewards - **Admin Guide**: Config, commands, server setup --- # 📝 NOTES - Plugin is **fully backward compatible** with v3.0 - Old bases/data convert automatically - Config auto-generates on first load - Requires **Paper 1.20.4+** (latest versions supported) - Performance tested at **10+ simultaneous players** - Zero dependency plugins required --- # ✨ FINAL THOUGHTS v3.1.0 represents the **evolution of Smart Survival RPG from a survival modifier into a complete RPG ecosystem**. With 4 major systems, 9 events, 6 skills, 3 factions, and 5 survival mechanics, the plugin now offers **100+ hours of gameplay content** and **exceptional replayability**. Every feature is designed to work together. Bases attract hordes. Factions provide progression. Vehicles enable exploration. Radiation zones create environmental challenges. Skills matter. Events are cinematic and memorable. **The apocalypse has begun.** --- **Release Notes:** *Smart Survival RPG v3.1.0 - May 18, 2026* *By MrFoxyGamer*
beta

SmartSurvivalRPG 2.0.0

2.0.0
15 мая 2026 г.99Minecraft: 1.21, 1.21.1, 1.21.10, 1.21.11, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 26.1, 26.1.1, 26.1.2bukkit, paper, spigot
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# SmartSurvivalPlugin v2.0.0 🔥 ## 🌑 Major Update - PvE & Survival Overhaul SmartSurvivalPlugin has been massively improved with better survival systems, smarter enemies, immersive events, polished UI, and improved multiplayer gameplay. --- # 🧟 Improved Zombie AI - Smarter zombie behavior - Better nighttime aggression - Improved target tracking - Enhanced Blood Moon mob scaling - Reduced AI lag and optimized combat handling --- # 🌕 Blood Moon Overhaul - Cinematic Blood Moon atmosphere - Improved event visuals - BossBar support - Better event announcements - Increased survival pressure - More dangerous infected variants --- # ⚔ Survival RPG Improvements - Improved stamina system - Better survival balancing - Updated infection mechanics - Improved thirst and temperature systems - More immersive PvE gameplay --- # 🎮 UI & UX Improvements - Cleaner GUI menus - Better color consistency - Improved survival HUD - Added atmospheric sounds - Improved Titles and BossBars - Better text formatting and readability --- # 👥 Multiplayer Improvements - Better party system support - Improved multiplayer stability - Reduced sync issues - Better event handling with multiple players --- # ⚡ Performance Optimizations - Reduced unnecessary scheduler usage - Improved entity handling - Better event optimization - Lower lag during large survival events - Improved support for low-end PCs and PojavLauncher users --- # 🛠 Technical Improvements - Fixed recursive combat event issues - Improved plugin stability - Better config handling - Improved data saving - Better startup validation - Updated Paper compatibility --- # 📦 Commands | Command | Description | |---|---| | `/status` | View survival stats | | `/skills` | Open skills menu | | `/party` | Manage party system | | `/bloodmoon` | Control Blood Moon events | | `/ssreload` | Reload plugin configs | --- # ⚠ Notes - Recommended for Paper servers - Java 21+ recommended - Optimized for multiplayer survival servers --- # ☣ Survive The Apocalypse Fight smarter infected, survive deadly nights, and experience Minecraft as a dangerous survival RPG.