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RPGCore Backlog

This file has been superseded by todo.md and the linked sub-pages. New items go there. This file is kept for historical reference only — the strikethrough items below record completed work.


~~Old Backlog~~ (archived)

Items collected from testing and review, sorted by complexity. Pull into a session when ready.


Phase 2 — Medium complexity

~~Global region in /region commands~~ ✅ Fixed in rpg-regions 0.5.0

~~Config examples everywhere~~ ✅ Done — all 20 config.yml files annotated

~~Shift-click in other GUIs~~ ✅ Fixed in rpg-alchemy 0.2.0 (BrewingGui) + rpg-enchanting 0.2.0 (StationGui); BankerGui has no input slots (buttons only, correctly blocks all bottom-inv clicks)

~~GUI formatting consistency pass~~ ✅ Done — rpg-cooking 0.3.0, rpg-alchemy 0.3.0, rpg-enchanting 0.3.0, rpg-npcs 0.4.0


Phase 3 — Major features

~~/trade command~~ ✅ Done — rpg-trade 0.1.0, rpg-api 0.3.0, rpg-core 1.0.1

Stats GUI redesign

The stats screen should show: - Armor currently worn (4 slots, visual items) - Tool/weapon in main hand - Companion/pet slot (placeholder for now) - Accessories count (and list) from rpg-accessories - Stats grouped into categories shown on separate items (Combat, Gathering, Economy, etc.) - "Send trade request" button → triggers trade invite - "View auctions" button → opens a filtered view of the player's active AH listings (when AH is built)

Dungeon system flesh-out

Current state: create/setspawn/setexit/setentrance commands work, but /dungeon enter teleports the player and then does nothing. The dungeon needs: - Instance isolation (copy of the region, or schematic paste) so multiple groups can run simultaneously - Mob spawning within the dungeon boundary - Completion condition (kill all mobs? reach the exit?) that triggers reward + exit teleport - Progress tracking (floor, wave, etc.) - See docs/addons/dungeons.md for the full intended design.

Enchantment/Reforge overhaul

Enchantments in lore: - Remove the Enchantments: section header - Show each enchantment inline between the item stats block and the item flavor lore - Enchantments modify stats shown in lore: e.g. Strength: +10 (+5) where the (+5) in its own color indicates the enchantment's contribution; base stat is +5

Stat increment display: - Upgrades AND reforges should each show their own (+X) contribution next to the stat, in a distinct color - One reforge per item max; shown as a prefix on the item name

Application method: - Reforges and upgrades become physical items placed in the anvil GUI alongside the target item - Click "Apply" → consumes the upgrade/reforge item, modifies the target - Some reforges/upgrades should require rare reagents as a cost

RPG-Farming redesign

New farming model (similar to custom blocks): - Admins assign world blocks to custom farming block types (like /rpg block convert) - Custom farming blocks respawn through their vanilla growth stages visually - Not breakable while not fully grown - Growth time configurable per crop type in config.yml - Breaking a fully-grown crop drops configured loot and restarts the growth cycle

/trade, Bazaar, and Auction House: non-tradeable items

Items defined with tradeable: false should be blocked in: - Player-to-player /trade - Bazaar listings (when built) - Auction House listings (when built)


Known bugs deferred (need more investigation)

Bug Plugin Notes
~~Potions vanish on block click, no /effects entry~~ ~~rpg-core~~ ~~Fixed: potions suppression default changed to false~~
~~Admin custom block placement doesn't register~~ ~~rpg-core~~ ~~Fixed: BlockPlaceListener + PDC tag on give items~~