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Towny Event War [Eng]

Introduction/Game-play:

The new Event War is a hyper-configurable system supporting 8 basic war types:

  • Riot - One town fighting amongst itself. Players side with the city or the rioters via team selection.
  • Town vs Town - Two towns fight against each other.
  • Civil War - One nation fighting amongst itself. Towns side with the capital or the rebels via team selection.
  • Independence War - A war in which a conquered Town fights its own nation for freedom. The town which initiates the war will trigger a team-selection for the other non-capital towns. Towns which side with the rebels will also leave their nation if the rebels win. If the rebels lose all of the rebel towns become conquered.
  • Nation vs Town - One nation makes war on a town, attempting to conquer it. If the targeted town is part of a nation, that nation's towns will also join the war to defend the target town.
  • Nation vs Nation - Two nations fight against each other.
  • Alliance vs Alliance - Two nations fight against each other, with both nations' allies able to join the fight.
  • World War - All nations with enemies will be thrown into war. Similar to the old EventWar.

Wars are begun by an admin using /ta war {wartype} ... or via town-purchased Declaration of War books.

Declarations of War are purchased via Tokens using /town redeem {wartype}.

Tokens are earned by every non-neutral town each Towny newday. If a town is part of a nation that nation must not be neutral either. Towns with an active war will also not receive war tokens.

EventWars can be configured to be just a simple game of PVP with no lasting consequences but hurt pride, or it can be configured to involve devastating griefing, and conquering of towns and nations. That's all up to the server.
 


Lore:
Event War is heavy in lore. Books are generated and given to players when wars start, when they end, and on every hour. They act as a permanent record for your players to store in their town libraries and museums.

Start-of-War books detail who is involved in the war, the rules by which they are fought and the consequences of victory and failure. Your warconfig.yml's settings determine what goes into the books.

Hourly update books show players who is still in the fight and where the scores stand.

End-of-War books finalize the outcomes of the war, informing players who has survived, providing for a historical document for the ages.

Declaration of War Books:
Declaration of War books are how players start wars. These books are purchased for Tokens using the /town redeem command.

By default riots DoW books cost the least, with the costs increasing as the scopes of the wars increase as well.

This means that riots and town wars will happen more often than civil wars, nation wars and world wars.

A town must be a part of a nation to redeem their tokens for civil war, nation war and world wars books.

Declaration of War books are used to rename the war which will be created by them. While holding their DOW book, a player can run the /declare setwarname {namehere} command. Using an empty name will cause the war name to be removed, making the war choose an automatically-generated name.

Declaration of War books are used by holding the book and using the /declare war [wartype] [arg] command, this is documented in the books themselves.

TownBlock HP Sytem:

When a war type has the TownBlockHP system enabled all of the townblocks in each warring town are given an HP amount. By default normal townblocks have 60 and homeblocks have 120 hp.

HP is lowered when attackers are stood in the townblock, and the attackers outnumber any allies of the town being attacked.

Optionally, townblock HPs can be healed when the allies outnumber the attackers.

Townblocks must be attacked from the edge of town, inwards towards the town's homeblock.

When townblocks are attacked, fireworks appear in the air above.

 

  • Attackable/Non-Attackable: Starting from the edge of town and working progressively inwards, plots that are Attackable can have their HP lowered.
  • TownBlock/HomeBlock: You will see if it is a normal townblock, or the town's vital homeblock.
  • HP remaining: The amount of HP remaining.
  • HP change: The amount that the HP has gone up or down by.

The boss bar is automatically shown when a player moves into a town with an active war, in which the TownBlockHP system is in use.

  • HP remaining: The amount of HP remaining.
  • A coloured wool block with three meanings:
    • Green wool: The townblock is attackable.
    • Yellow wool: The townblock is not attackable yet.
    • Red wool: The townblock has fallen and has no HP left.


If a jail plot has its HP dropped to zero, all of the prisoners of war will be unjailed in a prison break, and the jail will no longer be usable for the duration of the war.

If the War allows it, TownBlocks can switch Towns when they are dropped to 0hp. See the /eventwar guide [wartype] to learn if this is enabled on your server for TownWar, NationWar, AllianceWar or WorldWar. It is not available for Riots or CivilWars.

If the War allows it and TownBlocks-can-switch-Towns is true, TownBlocks which have switched sides can be re-conquered after a configurable period of time. See the /eventwar guide [wartype] to learn if this is enabled on your server for TownWar, NationWar, AllianceWar or WorldWar. It is not available for Riots or CivilWars.


BattleSessions: 

While the BattleSession is inactive, scoring points will not occur, townblocks cannot have their HP damaged, and PVP kills will not count against the warring residents' available lives.

Players can see when the the current BattleSession will end or when the next BattleSession will begin by using `/eventwar battlesession`.

Players can turn on/off the BattleSession bossbar using the `/eventwar battlesession bossbar` command.

Occupational Control:

This is a system available to TownWar, Nation vs Town War, NationWar, and AllianceWar.

It is meant to act as a half-way point between no-conquering and conquering.

When a town loses a TownWar or Nation vs Town War, their town becomes Occupationally Controlled.

When a nation loses a NationWar or AllianceWar, their nation becomes Occupationally Controlled.

While Occupational Control is in effect the leaders of the victorious town or nation has a number of (optional) available actions:

  • Altering residents - A town (or nation capital) can have residents added and removed.
  • Changing mayors - A town (or nation capital) can have the mayor (or nation leader) changed.

Occupational Control lasts for a configurable amount of time.

While conquering would destroy a vanquished town by merging the town into the winning town, (and destroy a nation when the last town is changed over to the winning nation,) Occupational Control leaves the losing town and nation intact, although under signficant control.

 


Surrendering:
When a war type allows surrendering, players are able to decide if they can give up.

For Riot, CivilWar, IndependenceWar, Nation vs Town War, and WorldWar types, the player uses /surrender.

Riots allow for anyone to surrender. CivilWar only allows a mayor to surrender their town. WorldWar only allows a king to surrender their nation.

If Riot wars have town conquering enabled, and the Mayor is the one surrendering, their Town will be taken over by the Rebel with the highest score.

If CivilWar has town conquering enabled, and the King is the one surrendering, the rebel Town with the highest score will become the new Capital.

If a Nation Leader surrenders a IndependenceWar, all of the rebelling towns will be freed from their nation.

For TownWar, NationWar and AllianceWar, it is more complicated. The town or nation that wishes to give in must create an offer.

This offer can be for a WhitePeace (nothing,) Money, Towns or Money & Towns combined. See '/surrender ?' for correct command syntax.

The offer is then sent to the mayor or king on the opposite side for their approval. If accepted the war is over and any money or towns is exchanged.

In TownWars, the surrendering Town can only offer itself in surrender, to be merged into the victorious Town.

In NationWars, the surrendering Nation can offer itself or any of its Towns in surrender, to be conquered by the victorious Nation.

In AllianceWars, the surrendering Nation can offer itself or any of its Towns in surrender, to be conquered by the opposing primary Nation. If the surrendering nation is one of the two primary nations in an AllianceWar, the war will end following the acceptance of the surrender offer.

Jails and Prisoners of War:
EventWar makes generous use of the Towny Jail plots, players killed in enemy territory will be transferred to the town's primary jail (falling back to other jails if the primary jail has lost its HP,) to live as a POW (prisoner-of-war.)

In riot wars, players are unjailed if they can leave the jail plot. In other war types they must exit the town's land.

Jailbreaks occur when a jail's HP is dropped to zero and all prisoners are freed.

While jailed, players are unable to score kills, lose their lives or damage townblock HP's.

End conditions:

Wars can be ended by the following conditions:

  • A Riot will be ended if:
    • All of the surviving rioters are in Jail.
    • All of the players on either side run out of lives
    • The mayor is killed and mayordeath is enabled for riots.
    • The mayor surrenders, or either side's remaining players surrender.
  • A town can be knocked out of a war in the following ways:
    • A town has its homeblock fall to 0hp (when the TownBlockHP system is enabled.)
    • A mayor runs out of lives and the mayordeath option is enabled for the wartype.
    • A towns' residents collectively lose all their lives.
    • A town cannot pay the death costs because their town bank has no money (when using_economy is true.)
    • A town makes a surrender offer which is accepted.
  • A nation can be knocked out of a war in the following ways:
    • A nation's king runs out of lives and mayordeath is enabled for the wartype.
    • A nation's capital city is knocked out of the war.
    • A nation's towns are all removed from the war.
    • A nation makes a surrender offer which is accepted.
  • A alliance war will end if:
    • All the nations on either side are removed from the war.
    • One of the primary nations makes a surrender offer which is accepted.
  • A civil war or independence war will end if:
    • The capital city is removed from the war.
    • All the towns on either side are removed from the war.
    • The king surrenders, or either side's remaining towns surrender.
  • A world war will end if:
    • There is only one Nation left, or all of the remaining Nations consider each other Allies.
  • Each war type has an optional, configurable max-duration, to keep wars from going on indefinitely.
  • Alternatively, each war type can end if there is a winning score configured:
    • When a town (or resident in Riots,) hits the winning score, the war will end and they will be declared the winner.
  • Alternatively, each war type can end if there is a maximum duration configured:
    • When the war's maximum duration is reached, the town (or resident in Riots,) with the highest score will be declared the winner.

EventWar Commands

 

General Commands

CommandDescription
/eventwarBase command for the plugin.
/eventwar guideOpens a book for the player, explaining how EventWar works, based on your server's config settings.

EventWar Guides

CommandDescription
/eventwar guide riotOpens a book for the player, explaining riots.
/eventwar guide townwarOpens a book for the player, explaining town vs town wars.
/eventwar guide civilwarOpens a book for the player, explaining civil wars.
/eventwar guide independencewarOpens a book for the player, explaining independence wars.
/eventwar guide nationvstownwarOpens a book for the player, explaining nation vs town wars.
/eventwar guide nationwarOpens a book for the player, explaining nation wars.
/eventwar guide alliancewarOpens a book for the player, explaining alliance wars.
/eventwar guide worldwarOpens a book for the player, explaining world wars.
/eventwar guide conqueringOpens a book for the player, explaining how conquering works.
/eventwar guide occupationalcontrolOpens a book for the player, explaining how occupational control works.
/eventwar guide townblocksOpens a book for the player, explaining how the TownBlock HP system works.
/eventwar guide moneyOpens a book for the player, explaining how money affects wars.
/eventwar guide winningOpens a book for the player, explaining how to win wars.
/eventwar guide battlesessionOpens a book for the player, explaining how battle sessions work.
/eventwar guide pointsOpens a book for the player, explaining how points are scored.
/eventwar guide jailsOpens a book for the player, explaining how jails and PoWs work.

Battle Session Commands

CommandDescription
/eventwar battlesessionShows players information about the current or next-scheduled battle session.
/eventwar battlesession bossbarAllows the player to turn on or off the battle session boss bar.

Towny War Commands

CommandDescription
/towny warBase command for Towny wars.
/towny war hudOpens a scoreboard for the player, detailing points, top scores, and recent scores.
/towny war participants {page #}Lists towns and nations participating in ongoing wars, highlighting enemies, allies, and capitals.
/towny war statsShows stats for the player's current war.
/towny war scoresDisplays scores for the player's current war.
/towny war typesShows settings for various war types (mainly for debugging).

Town Commands

CommandDescription
/town list by wartokensDisplays a list of towns sorted by their war tokens.
/town redeem {wartype}Used to purchase a Declaration of War of the given war type.
/town occupationShows players who occupy their town and for how long, or opens /town occupation help.
/town occupation listDisplays a list of towns your town occupies.
/town occupation {townname} infoShows information about an occupied town.
/town occupation {townname} setmayor {playername}Sets the occupied town's mayor.
/town occupation {townname} resident add {playername}Adds a resident to the occupied town.
/town occupation {townname} resident remove {playername}Removes a resident from the occupied town.

Nation Commands

CommandDescription
/nation alliancewar request {allyname}The primary nations in an Alliance War can request allies to join.
/nation occupationShows players who occupy their nation and for how long, or opens /nation occupation help.
/nation occupation listDisplays a list of occupied nations.
/nation occupation {nationname} infoShows information about an occupied nation.
/nation occupation {nationname} setking {playername}Sets the occupied nation's capital mayor.
/nation occupation {nationname} resident add {playername}Adds a resident to the occupied nation capital.
/nation occupation {nationname} resident remove {playername}Removes a resident from the occupied nation capital.

Declaration Commands

CommandDescription
/declare rebelSides with rioters/rebels in Riot, Civil, and Independence Wars.
/declare governmentSides with the city/capital in Riot, Civil, and Independence Wars.
/declare war {wartype} {args}Used while holding a Declaration of War book to start a war.
/declare setwarname {name}Used while holding a Declaration of War book to set a custom war name.

Surrender Commands

CommandDescription
/surrenderUsed to surrender in Riots, Civil Wars, Independence Wars, Nation vs Town Wars, and World Wars.
/surrender money {amount}Used in Town, Nation, and Alliance Wars to surrender for money.
/surrender towns {town1 town2 town3}Used in Town, Nation, and Alliance Wars to surrender for towns.
/surrender money {amount} towns {town1 town2 town3}Used in Town, Nation, and Alliance Wars to surrender for money and towns.

Última actualización: 1 de abr. de 2025 21:08

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