RPG Leveling++

Quick rating

RPG Leveling++

No reviews yet

Player levels & stats + level-scaled mobs. Fully data-driven: datapack mob rules, configurable XP curve, area levels per dimension/biome/structure.

Adventure/Exploration
Mod Loaders
Forge
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Required

About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
1.3.2
Authors

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

RPG Leveling

Player levels, spendable stat points, and level-scaled mobs — fully data-driven for modpack makers.

Inspired by PlayerEx, Mine and Slash and RPG attribute systems. Forge 1.20.1.

Features

  • Player leveling — earn XP from kills, level up, get stat points
  • Fullscreen stats UI — press K to view level, XP and spend points
  • Custom stats — Strength, Vitality, Defense, Agility, Luck by default; add your own via JSON, including attributes from other mods
  • Mob scaling — mob health, damage and armor grow with player level and area level
  • Rare mobs — Elite and Legendary mobs with random affixes (vampiric, fiery, thorny...), bonus XP and glowing outline
  • Bosses — fixed levels: Ender Dragon 100, Wither 80, Warden 90 (configurable)
  • Area levels — minimum mob level per dimension, biome and structure, plus growth with distance from spawn
  • Datapack mob rules — blacklist, boss levels and multipliers via JSON with entity tag support, live /reload
  • Anti mob-farm — options to skip mobs from spawners and spawn eggs
  • Configurable XP curve — formula plus per-level overrides
  • Shared kill XP — everyone who dealt 20%+ of the mob's max HP gets XP

For players

Kill mobs to gain XP and level up. Press K (rebindable) to open the stats screen and spend points. Refund points or full respec if the server allows it. The HUD shows your level, XP progress and current zone level. Mob names show their level colored by danger, with stars for Elite and Legendary mobs.

For modpack developers

Everything lives in config/rpgleveling/ (four TOML files plus stats.json) and in datapacks. No code, no rebuilds.

Custom stats (stats.json)

Stats are data, not code. One stat can drive several attributes, including modded ones:

[
  {
    "id": "spell_power",
    "name": "Arcane",
    "maxPoints": 50,
    "modifiers": [
      { "attribute": "irons_spellbooks:spell_power", "perPoint": 0.02, "operation": "MULTIPLY_TOTAL" }
    ]
  }
]

Operations: ADDITION, MULTIPLY_BASE, MULTIPLY_TOTAL. Manage in-game with /rpgstat add, /rpgstat remove, /rpgstat reload (with attribute autocomplete).

XP curve (player.toml)

xpBase = 50.0      # XP needed = xpBase * level ^ xpGrowth
xpGrowth = 1.5
xpLevelOverrides = ["49=250000"]   # optional per-level overrides
pointsPerLevel = 2
statCostIncreaseEvery = 10

Kill XP formula: (xpKillBase + xpPerMobLevel * mobLevel) * rarityMultiplier * dimensionXpMultiplier

Mob scaling (mobs.toml)

Mob level = max(area level, nearest player level) with random variance, clamped by dimension minimum.

globalIntensity = 1.0    # master difficulty knob
healthPerLevel = 0.10    # +10% HP per level
ignoreSpawners = false   # anti mob-farm
ignoreSpawnEggs = false
blocksPerAreaLevel = 500 # +1 area level per 500 blocks from spawn

Elite and Legendary chances, multipliers and the affix pool are in the same file.

Area levels (world.toml)

Build proper RPG zones:

dimensionMinLevels = ["minecraft:the_nether=30", "minecraft:the_end=60"]
biomeMinLevels = ["minecraft:deep_dark=45"]
structureMinLevels = ["minecraft:ancient_city=50"]

Datapack mob rules

Drop JSON files into any datapack at data/<your_namespace>/rpgleveling/mob_rules/:

{
  "blacklist": ["minecraft:villager", "#minecraft:skeletons", "create:*"],
  "boss_levels": { "cataclysm:ender_guardian": 85 },
  "multipliers": { "#minecraft:raiders": 1.5 }
}

Supports exact ids, entity tags (#namespace:tag) and whole namespaces (mod_id:*). Rules merge with the config lists and reload live with /reload.

Commands (op)

  • /rpglevel get | set | addxp | addpoints | reset <player> — manage player levels
  • /rpgstat list | add | remove | reload — manage stat definitions
  • /rpgstat respec <player> — refund all points

Compatibility and performance

  • Works with any mod's entities and any mod's attributes
  • Mob data is stored in entity NBT — safe across chunk unloads and restarts
  • Area-level lookups are cached per chunk section, heavy work happens once per mob spawn
  • Required on both client and server

Screenshots

Gallery

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Downloads
Last Updated
CurseForge
Created
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works