Townships
If you want players to be able to build outside of regions, then remove EffectWilderness.jar
I renamed HeroStronghold to Townships. It has a lot more features, so I'll be updating this page over time. For now, use the sample configs that come with the plugin as an example.
Townships is the best Town plugin out there because you can require players to have houses, forges, farms, inns, hospitals, etc before they can create a town!
If you dont think minecraft is addicting enough, what about minecraft tycoon? What if you could make structures that cost money, but give you items/money over time? That's exactly what this plugin does! I imagined using this plugin as a way to reward players for building certain strutures/shrines, but it has evolved so that you can configure it to include any structure/town you want!
For instance, if a player builds a bank using certain blocks (defined in your config.yml) and has enough money, that player can type /to create bank and it will turn the bank into a Townships that, if provided the correct raw materials (paper and gold for example), can give you a steady income! The possibilities are limitless because you define the types of structures players can create in regions.yml.
Also introducing Super-Regions! Basically, super-regions are regions that require regions instead of blocks. This way you can make a super-region called Town that requires regions such as Houses, Inns, Taverns, Farms, etc. Super-regions come with their own banks, chat channels, per-user permissions, taxes, and power.
Also, this plugin hooks into Heroes so you can grant buffs and debuffs to players near your structure. For example you can build a LightningRod that grants your Heroes class name LightningMage a passive health regen buff. Work in progress Effects List.
Installation: Installation Page
Alternative Preset Configs:
Features:
- Allows permitted players to create Townships using certain blocks/money defined in config.yml
- Townships grant money/items during every cycle (cycle length defined in config.yml)
- Townships cost items/money to maintain during every cycle
- Townships can be destroyed (and even explode!) if key blocks are broken
- Townships can also grant nearby Heroes passive buffs/debuffs
- Townships can also grant build protection
- Effect List work in progress
- Super-regions which require other regions instead of blocks. So you could create a super-Townships called "Town", which requires Townships like "Inn", "Farm", a few "House", etc.
- Banks for super-regions
- Separate chat channels for each super-region
- Taxes for super-regions
- Power for super-regions (if a member dies, then their super-regions lose 1 power each. If a super-region reaches 0 power, then it is destroyed).
- Per-user permissions, see Super-Region perms
- Wars!
- Limit the number of regions players can build with groups.yml
- Biome specific regions
Requirements: Vault
Optional Requirements: Heroes, an Econ plugin, a Permissions Plugin (see vault for supported plugins)
Permissions:
- townships.create.all lets you create any township
- townships.create.<type> lets you create a township of that type
- townships.admin lets you bypass townships ownership checks
- townships.join lets a player join a super-region
Commands: see Commands
Other Videos: Effect Gate EffectConveyor EffectEvolve
This project uses code from the Heroes SkillManager.java and credit for Townships external Effects system goes to the Heroes Development Team, which includes me
Source: https://github.com/Multitallented/Townships
Effects Source: https://github.com/Multitallented/Townships-Effects
@Kiak
How then do i restrict players to only be able to build for example 1 arrowturret per village, but 4 per town, 8 per city etc. so as the civilization advances they get access to more defensive measures.
If you have ever played an Age of Empires game, or similar city builder rts, you need to have certain buildings in place before you can upgrade your civilization. In HS, the player would have a hamlet, and be able to build 1 shack,1 breadmarket and a village, but could not build arrowturrets or landmines yet.
Once the player has 1 shack and 1 breadmarket built (the pre-reqs to creating a village) the player can then build a village. Which if there was a way to promote the player to group2 in the groups.yml automatically when the village is successfully created, would promote them (as leader of a village) to have permissions to build 4 shacks, 1 breadmarket, 1 tannery, 1 arrowturret, 1 landmine and a town.
This would allow the admin to start players at the bottom groups and as they upgrade their hamlet -> village -> town etc, they would unlock new buildings, and also be restricted in the defensive regions they can build. That way we don't have players with 1 shack surrounded by 15 arrowturrets.
@OrionEvermore
what you can already do is restrict certain regions to be built only in their needed superregions. so you can already get a tiered upgrading effect.
However I can see how this doesn't allow for you to simply have more of a certain region for example.
Hope it helps you a litte.
This may already have been answered, I couldn't find anything on it.
I want to set this up in a way so the players have the limits to build the required regions for the next super-region. For example peasants can build 1 shack and 1 breadmarket, thus allowing them to create a village from their hamlet.
Is there a way to promote a player to the next group after they have built the next tier super-region. So, once a peasant (priority 1) has reached the requirements, regions and money, to create a village, they are automatically promoted to Noble(priority 2 in the groups.yml) once the village is successfully created.
Which would allow them to build the necessary regions to satisfy the pre-reqs for the town super-region.
This would allow admins to limit the number of defensive regions players can build relative to their town size, and the players would be able to promote themselves essentially, by earning the promotion through advancing their civilization.
I personally use PermissionsEx, and having tiered ranks, with herostronghold.groups.(ascending hs groups) would promote the player in Pex, which promotes them in hs, allowing for the increased ability to advance the civ. Maybe an effect that pushes a /pex promote <player>, to the console, or something of that nature.
Just a thought, incomplete as it is.
@Typical_Name
Your idea is not too RAM intensive. I could easily make that.
@Krglok
It worked on my server. Perhaps something broke since then. I'll test it asap.
Apparently powershield is broken.
@Typical_Name
All my test on powershield have no positive result. so i think this effect never work .
@Multitallented
I set my test region to not require any money, so I don't think that's the issue. EDIT: Tried putting money in the superregion's bank. Didn't have an impact. Is it important that I'm an OP and the owner of the town (ie, does it somehow recognize that I'm the one lighting the tnt and let me bypass the powershield)? EDIT2: Tried removing myself from the town and de-opping. No change.
Yes, an effect that blocks all explosions and reduces power would be nice to have. The reason I'm wanting this is so that sieges can be done by cannons (from the Cannons plugin). The idea behind my using this mechanism is so that sieges have to be maintained over several days (as opposed to raiding a town at night when no one is online). Tnt alone is insufficient because of the Slimepunk Revolution coming in 1.8 (one of the new mechanisms using the improved slime blocks is a tnt cannon that can shoot roughly 1200 rounds a minute). So my idea to fix this was to set the base power level to a level that no one would be able to afford taking it down with just tnt.
As another feature idea, if it's not any trouble to implement, perhaps an effect similar to powershield that didn't block the explosions and deducted power from the superregion based on how many blocks are destroyed by the explosion (or just per explosion, if calculating the number of blocks is impossible or too RAM-intensive)? This could result in a war system where sieging both did physical damage to the enemy town and contributed to the war effort directly. Perhaps, in this scenario, players could protect their land from tnt with either another region (ie, they can build tnt shields separately) or through another plugin (ie, it might be interesting to combine this system with a plugin like Citadel).
@Typical_Name
It's just "powershield". Super regions never have numbers on their effects (only regions do that). Did you have money deposited in the bank?
Powershield currently only blocks tnt and it only works if the tnt isn't already blocked by denyexplosion. I could easily make an effect that blocks all explosions and reduces power. I could also make powershield trump denyexplosion so that creepers are still blocked, but don't reduce power.
@Multitallented
I was unable to get powershield to work. I tried both just "powershield" and "powershield.1" under the superregion effects, but neither seemed to have an effect.
http://pastebin.com/wJHybdzW
(I'm just trying to make a quick test superregion I can throw up to see if non-tnt explosions are noticed by the powershield, which they need to be for my purposes.)
EDIT: It seems that denyexplosion also does not work. Siegeweapon seems to work though.
@Typical_Name
Warehouse is not included because it is currently broken. There's a duplication bug that I need to sort out sometime...
PowerCapacitor and DrainPower are not effects-or at least not yet. I think I wanted to build them, but never got around to it.
DenyCommand was never built, but I would love to make that one.
I'll look into EffectWilderness. I remember using that one to prevent people from building in the wild. They would have to make a town or shelter in order to build. It was an interesting setup...
It appears that several of the effects included in the source code are not actually included in the plugin's files when I download the plugin, including DenyCommand, DrainPower, PowerCapacitor, PowerShield, Warehouse, and Wilderness.
Some of these are also not included on the Effects List, http://dev.bukkit.org/bukkit-plugins/project-34212/pages/effects-list/.
Is problem.
@N1T3SLAY3R
Variable triggers would also let you do the auto building thing you asked about in an earlier post.
combined with World edit or Citizens2 Builder npc, you could simply type
/somenewbuildcommandyouinvented House and it would gradually or instantly appear.
could also configure it to check your inventory and subtract the blocks required for construction.
@N1T3SLAY3R
I once made a script for Variable triggers that made this happen.
It is doable with the addition of that other plugin, but it's a lot of work to mark out how each building should be placed and allowing for 90' rotations of the standard.
If you would like to attempt doing this I could help you.
The added bonus is it becomes commandless. You place your buildings down in the right configuration and you can make it run the "HS Create" command automagically.
@MaybeOneDayiCan
I've been thinking about this, but it's a lower priority. I'm working on an RPG plugin currently that would have language support, so I'll see how that works out before doing it on HeroStronghold
could you add lang config?
@N1T3SLAY3R
I'm not interested. If another developer wants to make this, then I would be willing to help them integrate it with HS.
@erdrickk
I uploaded 1.2.4 and it's pending approval. When you download it, be sure to replace your effects with the new effects. If you didn't do this with 1.2.3, then your problem might be fixed already.
@Multitallented
for the block placement in a specific pattern, wouldn't something like bo2/3 object saves work?
http://dev.bukkit.org/bukkit-plugins/bo3tools/
or another example world edits copy/pasting of blocks. I don't know how to properly use java other wise i would make a plugin to do this :/ As for the auto-building i can understand but could you please look into that kind of a pattern?
@N1T3SLAY3R
Auto building regions is a whole other can of worms. It could be a separate plugin entirely. I'm not interested in building it. I don't want to deal with block placement in a specific pattern. If you can figure out how to do that, it would be a simple matter to create the hs region. You could deny all players permission to build the region, then when the auto builder is done, it could execute an op command to create the region.
@AlmostLuckyDucky
group priorities should be different, but if it's saying the yml is unreadable you may want to run it through a yaml validator. You probably have a spacing issue?