War
War - Minecraft PVP Arenas (TDM, CTF & more!)
Version: v1.9
War lets you create warzones, arenas that host team deathmatch and capture-the-flag battles.
Features:
As a player, you get a fast-paced PVP experience in SMP.
- Join a battle by entering through the warzone lobby. There is one gate per team (team diamond, gold or iron): step in to join that team.
- Your inventory is saved when you join a battle, and restored when you exit.
- When you die inside a warzone, you get instantly teleported back to your spawn, and one life is taken from your team's life pool. When that pool runs out, the other teams score a point!
- Steal the enemy team flag to score for your team.
- Fight over monuments, control points that, when captured, restore health to your teammates.
- Return the cake home to score a point for your team and refill your life pool.
- Capture the bomb and run for your enemy's spawn to blow it up. Careful! If you get attacked at close range you'll blow up.
As a warzone maker, you have total control.
- Take advantage cool landscape features or existing player-build structures and incorporate them in new warzones.
- Tons of options: friendly-fire, auto-assign, turn off PVP outside warzones, define respawn loadouts specific to each zone, and more!
War lets you keep mayhem contained in the warzones.
- All the blocks in a zone are reset at the end of every battle.
- Players are prevented from entering or leaving a zone - except through the designated warzone lobby - by a magic glass wall.
- A warhub can be created to link all your zones together.
Development builds of this project can be acquired at the provided continuous integration server.
These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Test new features with our development builds.
Source - Fork the code.
Want to play war in your native language? Join the translation team and help bring the fun of War to non-English speakers. Translate for your localized server community or just to help out. Thanks for contributing.
This plugin uses Metrics to gather data. If you would like to opt-out, you may do so by editing plugins/PluginMetrics/config.yml and changing opt-out to true. It sends the information on this page to Hidendra's servers.
Keeping stats enabled allows the War team to find which features of War are most enjoyed by players so we can focus on improving certain areas of the plugin to make the experience of playing War the best it can be.
Also, you can look at the cool graphs it gives us!
Issues - Known bugs and planned features. Please read this. Submit an issue.
Find everything you need (release notes, instructions, forums, server list) at the official website: war.tommytony.com
To try out the plugin's gameplay, check out the warzones we set up at
The War Hub - tommytony's official War server @ warhub.tommytony.com (website) (minestatus)
How to install: Full instructions here
How to donate: Thanks for your help
How to play: List of player commands
How to create warzones: List of zone maker commands
Video tutorial:
tommytony shows you how to create a warzone
Video trailer:
@tommytony Don't know if I am a fan of either of these, but I see how they could be useful. Maybe offer a feature to turn them off?
@tommytony
Oh I know, I've created 6 since posting that comment. I'm just wondering where I can find some more inspiration. Maybe you should have a section on your website where we can save these schematics? (you can just use worldedit to make the schematic, don't see why it needs to be part of your plugin)
@Sayshal
The point is that War lets you create your own maps. However, I'm hoping to switch to .schematics file format down the road to make map sharing much easier. Right now world coordinates are hard-coded into the warzone files.
@srmorris2
The idea with the full hands is that you're more easily identifiable as flag carrier that way. Same with the potion effect (bomb carriers have a smoke trail as well). Let me know if it's too annoying or isn't working out for you.
Working much better, but I have two little questions...
1. When a user is capturing a flag, their inventory fills up with full stacks of said flag.
2. Users are hearing potions being thrown when they capture a flag.
Anyone have some maps for this?
@srmorris2
@GlabbichRulz
@fisherman77
@KodekPL
@Jobsti2
Please grab the new War v1.7 (Doolittle) release and let me know if any issues persist. Thanks, and sorry for your troubles!
No Github account.
Latest war 1.7 #32 and #30 with spout #721 or #730 http://pastebin.com/b2E6HpM8
War 1.7 #28 works!
Hey, I upload to my server latest dev build of War. I too use Multiverse, and I have a problem. So plugin converted area and it works, but PVP not. I change in server.properties Pvp to true and fakepvp in multiverse to true, but this doesn't help. If I change pvp to true in multiverse it's not working only in zone of War. Is this problem with dev only? It will works when stable version came out?
Relax! I bet he's updating it (99.9% sure) - he was on three days ago! If you're so desperate to get it working right now for 1.1, use one of the dev builds that came before the recommended build - they worked great with War!
EDIT: Read a few of the comment below me (by cmastudios) - he's already updated it, but hasn't released it on bukkitdev yet because he's making new features!
I did upgrade to dev build #15 and solved the problem...for now.
Seems to be broken on 1.1? Anyone else confirm this?
@RustyDagger I implemented the neutral flag as the Cake (/setcake <cake-name>), a new structure which you need to pick up and bring back to your spawn for a point and a lifepool refill. I also added the Bomb (/setbomb <bomb-name>), which you need to bring to your enemy's spawn. Don't get touched by an enemy though, cause you'll explode! :D
Just have a look at the new dev builds after making a few backups for safety. Be careful which version to choose depending on which Craftbukkit you are running as well.
@ktross Thank you for the 1-block-only structure (monument, flag, etc.) idea. I'll use it when making the warzone structures customizable. As for the warhub and lobby, I can only potentially make the floor and door block type configurable. Making them buildable would be a challenge since they change in size.
@AcidicTaco Interesting concept, but maybe too specific for what I'm aiming at in the short term. Long term I'd like to more easily support race-for-wool types of game (or gameplay like you suggest) by adding more arbitrary and configurable events and rules (like, "block kind that team x needs to collect for points/lives/money" or "redstone activation on this block causes team x to win/lose" or something). That would be exciting!
@Shooty_ Like @cmastudios said, you can try out the new dev builds linked above. :) I'll release down the road, but that should give you your fix.
@cmastudios Thanks for helping out while I neglect dev.bukkit! :/
@j2ther Glad you like em. Use "/teamcfg <team-name> -p". Then "/teamcfg <team-name> teamsize:3 maxscore:10" or change inventories with "/teamcfg <team-name> loadout:<default/loadout-name>". Delete a setting to restore inheritance to warzone level team configurations with "/teamcfg <team-name> delete:teamsize". Similarly, to clear a warzone level configuration and restore the war level default, use "/zonecfg delete:autoassign".
Complex but flexible and worth it in the end - I hope. :)
@kyle_will_eat_u Thanks! The instructions are a bit obscure but once you get the gist of it you'll be fine. I'm really open to suggestions. Some I borrow and integrate for real, so fire away!
Epic Plugin Love it please keep up the good work.
May have some suggests for you but need to fully explore the plugin thanks.
@cmastudios
Thanks :)
@j2ther
Nevermind just figured it out! Just ended up editing the yml and putting the loadouts I wanted under the individual team settings, great work so far and loving the updates! Keep up the good work.
I am curious though if there is a way to make the individual team loadouts with the ingame commands?
I see that in gh-6 you closed out Team Specific settings.
I'm curious if seperate loadouts per team was included? If it was how do I go about adding seperate loadouts per team?
I love the new layout of the config by the way! Very clean :D
@Shooty_
He has updated it, but not released it because lots of new features have been added that are still indev. You can look at the source at github.com/taoneill/war and download the newest builds at ci.tommytony.com. Bewarned, back up your world and war folder first.
Could you update your plugins for latest dev build ? :)
@RustyDagger
Yeah, MobArena for that buuut... It would be nice if War implemented it.
Ok this will probably be in the long run, but I've had this interesting idea inspired by some Minecraft fan art I saw a few days ago. http://minecrafters.deviantart.com/gallery/27101129#/d4l8e04
So basically the idea would be teams would have a generator they would have to keep running. There would be possibly three or more classes. Miners, Archers, and Warriors. Miners would mine redstone to continue to power their generator, though would be fairly weak. Archers are archers, they have a bow and arrows to defend miners and other teammates. Warriors are the class that are armed with a sword and provide the offensive side of the game and attack the enemy team. Another possible class might be the saboteur. He would be an offensive class that would effect the enemy team's generator. The winning objective could either be the generator essentially generates points and must either reach a goal or the generator has health and the enemy team must get it to zero power (health) to win. Also, all redstone blocks would probably regenerate after an amount of time. Due to enchantments, there could be a possible weapon upgrade system, however this could tip games to be unfair.
This is obviously extremely vague, so it's just a concept. If you're interested in the idea, I can dedicate a lot more time on a much more in depth detail of how it would work.