Open GoogleCodeExporter opened 9 years ago
try this: reverted changed towny.war package
Original comment by zrenf...@gmail.com
on 7 Sep 2011 at 4:53
Attachments:
Applied and fixed. Will push to repo in the morning, after I finish the bit I'm
working on.
Original comment by Elg...@palmergames.com
on 7 Sep 2011 at 9:43
Issue 237 has been merged into this issue.
Original comment by Elg...@palmergames.com
on 13 Sep 2011 at 7:39
Waiting on the TODO's
Original comment by Elg...@palmergames.com
on 19 Sep 2011 at 11:38
On attack: if attacked nation is not enemies with attacking nation, they are
added. Otherwise the people online would have no way to retaliate.
Original comment by zrenf...@gmail.com
on 20 Sep 2011 at 7:23
New Lang:
msg_err_warzone_cannot_edit_material: '&cCannot build/destroy %s in warzone.'
msg_err_warzone_cannot_use_switches: '&cCannot use switches in warzone.'
msg_err_warzone_cannot_use_item: '&cCannot use this item in a warzones.'
ReTabbed:
- EntityListener
Modified:
- EntityListener.preventDamageCall()
- ".onEntityExplode() - The exploded block list is copied so that it's possible
to remove from the list.
- ".preventDamagePvP()
- BlockListener.onBurn()
- blockplace, blockdestroy in warzone.
- Item Use, switch, fire perms in warzone.
- TownyWar.callAttackCellEvent()
Added:
- You can attack anyone in warzones. Even if the world or town denies PvP.
- You can now attack a nation enemy in the enemy's towns.
- TownyUniverse.canAttackEnemy()
- TownyWarConfig stores the block list for the warzone after reading it.
- On attack: if attacked nation is not enemies with attacking nation, they are
added. Ignored when an admin without a nation attacks.
To test:
- TnT explosions in warzones.
- Attacking a player in a warzone in a town with pvp disabled.
- test fire, block perms, switches in warzone
War TODO:
- Nations pay enemy nations neutrality tax (but make it balanced somehow). Like
maybe a list of payed off nations?
- Flagbearer owns the plot after won?
- The code for regening blocks after explosion in warzone.
I have NOT done ANY testing on this patch. All I've done is an extra if
statement for if block is in warzone, but you might not want to apply it unless
you want dev to be not so stable.
Original comment by zrenf...@gmail.com
on 21 Sep 2011 at 4:36
Attachments:
Update:
- Copied Wild regen code for explosion regen in warzones.
- Fixed the transferring of plots when a cell is won.
Thoughts:
When a plot is won, should the flag owner own the plot (not just belong to his
town)? Should there be a global config option to toggle that functionality?
Should the be a different flag base (block) to trigger that functionality?
Should explosion regen have it's own regen speed or just use the wild regen
setting?
Should all nation residents have the ability to toggle nation neutrality (but
must be able to deposit neutrality cost into nation bank)?
Should a warzone be canceled if for god knows what reason, someone unclaims the
townblock, then someone else claims it? Personally I think the idiot should
lose it (it doesn't cancel). It also prevents the vulnerability that of someone
unclaiming it to prevent from losing it (to the attacker).
Original comment by zrenf...@gmail.com
on 22 Sep 2011 at 7:32
For plots to be claimed, I need to make PlotCommand similar to TownCommand so I
can call a static PlotCommand.plotClaim()
Original comment by zrenf...@gmail.com
on 22 Sep 2011 at 7:36
Original comment by zrenf...@gmail.com
on 25 Sep 2011 at 12:21
- Attacking a nation will make you their enemies.
- Require that both sides have min players online to attack (so that they can
retaliate) (still abusable, but we have moderation for that purpose).
- Plots will NOT be handed to the flagbearer. This way lets all his allies to
grief the plot before it gets retaken.
Submission of this patch will be done in moderation in order to let a final
comb through of the code to weed out bugs.
Milestones:
- Entity Attack Permissions: Always allow in Warzones and enemy towns.
- Warzone: Block permissions.
- Warzone: Block regen.
- NationCommand: /nation toggle neutrality <- available to residents.
Original comment by zrenf...@gmail.com
on 25 Sep 2011 at 4:24
Issue 366 has been merged into this issue.
Original comment by Elg...@palmergames.com
on 18 Oct 2011 at 9:54
Todo:
- Warzone: Explosion block regen.
- Explosions don't follow editable materials.
- NationCommand: /nation toggle neutrality <- available to residents. The
resident toggling will pay the cost to become neutral from his own pockets.
Original comment by zrenf...@gmail.com
on 20 Oct 2011 at 4:05
Ideas for gameplay:
- Negative for townblock_won, so attacking another town could finance their
growth in another direction. Also might deter assholes. Defeating the homeblock
could then be a huge amount (bankrupting them).
war.economy.enemy.place_flag (pays server)
war.economy.enemy.defended_attack (attacker pays defender)
war.economy.townblock_won (defender pays attacker) (previously
war.wartime_town_block_loss_price)
war.economy.homeblock_won (defender pays attacker)
Original comment by zrenf...@gmail.com
on 2 Dec 2011 at 5:35
Todo:
- Check that neutral/invulnerable people can't break warflags.
New Langs:
msg_enemy_war_area_won_pillage: '%s pillaged %s from %s.'
msg_enemy_war_area_won_rebuilding: '%s payed %s to %s for rebuilding.'
msg_enemy_war_area_won_rebuilding_err: 'You don't have enough to pay %s %s to
aid in rebuilding.'
msg_enemy_war_area_won_rebuilding_err_global: '%s could not pay the rebuilding
cost. Attack at %s was canceled.'
Original comment by zrenf...@gmail.com
on 3 Dec 2011 at 9:13
New Langs:
msg_err_insuficient_funds_warflag: 'You require %s in order to place a warflag.'
msg_err_insuficient_funds_future: 'You require %s in the event you need to pay
for %s.'
name_defended_attack: 'defended attack'
name_rebuilding: 'rebuilding fine'
msg_enemy_war_area_defended_attacker: 'You were forced to pay %s %s for your
failed attack.'
msg_enemy_war_area_defended_defender: '%s payed you %s for the failed attack.'
msg_enemy_war_area_defended_greater_forces: 'Your failed attack costed you %s.'
msg_enemy_war_area_won_rebuilding_err_global: '%s could not pay the %s. Attack
at %s was canceled.'
Original comment by zrenf...@gmail.com
on 3 Dec 2011 at 11:59
Some money logs of successful stuff:
Feb 29 - 18:52:28,War - WarFlag Cost,[Resident] Shadeness,10.0,[Server]
Feb 29 - 18:52:38,War - Won Enemy Townblock (Pillage),[Town]
Eris,10.0,[Resident] Shadeness
New Lang:
msg_enemy_war_purchased_warflag: 'You payed %s in fees to attack'
@Idea of defender requiring control of the area to break the flag.
- onFlagBreakEvent -> Check all players nearby for enemies. Nearby being a
cylinder.
- 3 config values for cylinder [type (default)]: down (-1), up (4), hor-radius
(4)
- Possible complication of homeblock -> respawn causing it impossible to defeat
homeblock (due to spawn proximity).
- Pobbible Fix: What if a plot under attack would prevent all spawning to it?
Eg: bed spawns, outposts (?), townspawn.
Original comment by zrenf...@gmail.com
on 1 Mar 2012 at 1:09
Maybe a new attack mechanic, similar to fenceposts. Would nullify teleportation.
Perfectionists criticism.
[Towny] payed 10 to attack
[War] ___ is under attack by
[War] ___ won ____
[Towny] payed x to ____ for rebuilding
Idea:
Different pillage amounts per plot type (arena/shop/owned plot). Overkill.
Original comment by zrenf...@gmail.com
on 1 Mar 2012 at 1:49
Original issue reported on code.google.com by
zrenf...@gmail.com
on 7 Sep 2011 at 12:50Attachments: