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View Code? Open in Web Editor NEWThis plugin features Towns, where players can join forces on your server and groups of people can compete against each other.
Home Page: http://negafinity.com
This plugin features Towns, where players can join forces on your server and groups of people can compete against each other.
Home Page: http://negafinity.com
Hi There,
It would be really cool if you could customise the name of the group of players within the game... so a server admin can call them clans or factions if they wanted to.
Just a suggestion :D
ver 2.6.3 Create a town, deposit some currency, autoclaim some chunks (have a remaining balance), change name of town, try to claim or autoclaim and message comes back that the town does not have enough funds. Info command shows town with new name as having a balance. Add some funds to new town name, can claim again but only up to the amount of the newly added funds, old funds still show with info, but remain unavailable for claiming.
I think it could use some efficiency tweaks
https://timings.aikar.co/v2/?id=eb969917a6294eabbf6084c19403636c§ion=lag
Items within item frames can be removed, even in SafeZone.
Without an argument, the response is:
"Not enough arguments!"
create
^
And then the spew of the whole "Usage" string.
Wouldn't it be a little easier for the user to understand if the message concerning the misuse of the command was specific about what is missing?
Eg., the sub command was create
and the parameters it expected are missing so:
"Town name not specified\n"
"/polis create <town_name>"
EDIT: Actually, why isn't the creator of the town automatically made the Executive and a Member of the town?
My players can claim with $100 - however, this one player could not, even though she had funds in the polis bank - numbered at $9600. I gave her $5000, which she deposited. Then only it worked. Note, she only spent $100 which was normal.
There was no logs, no errors, just the standard 'Not enough funds!' message.
Recently i had lots of reports from my server users saying that pokemon(in pixelmon mod) are not dying in claimed areas when they reach 0HP(happens to both rival's and your pokemon), i was using version 2.6.2 when this started to happen, i wanted to know if this bug is fixed in heigher versions or if you're planning on fixing it in the future, i would really need that bug fixed as fast as posible :/ THX...
PD: Awesome plugin tho ;)
In the latest version of Polis, in 1.10.2, you cannot use /polis kick
. It gives a 'no values matching pattern {username} present for player!', even though /polis info
says that the player is in the Polis. Of course, the username is well-written.
You can see here that through console you get the same error - which means that it isn't a user error. Also that for some reason I would be able to kick people (when Console is not in polis??).
Polis: v2.6.8
SpongeForge: v1655
Forge: v2044
Players can grief Polis claims by killing farm animals inside them.
As the title implies, could we have a config option where Polis claims can be limited by the number of Residents within a same town? It would be pretty simple; each Resident is worth say 5 chunk-claims (a number which can also be configurable).
That way, Polis Leaders have an incentive to welcome more players, as it allows them to get more space. Note, that limiting the chunk claim is faulty in the later versions, so this would help resolve the issue.
I have an issue when doing /Polis unclaim unclaims the chunk but then doing /Polis info (town) the claim amount has NOT went down and does not allow me to claim anymore if it was max before unclaiming
This was when using /polis adminunclaim but both have the issue
(if that made sense)
/polis create <town name>
's feature should be expanded. First, it should claim automatically as the first chunk the one the player is standing in, so as to not have towns without claims. Second, it should set the HQ to be on the first claim of said town, therefore also automatically setting the HQ of the town on creation of the polis.
Of course, then it would simply give the leader of the town the option to move the HQ cost-free.
This way, no superfluous and un-teleportable towns.
Hello there,
I was wondering if it would be possible to toggle mob spawn, pvp and firespreads through a polis, rather than using a safezone. The server I am admin on has recently switched to polis from nations due to it's likeness to towny, and our network itself being deemed a 'towny' based network. I would love to see this plugin grow and develop to encompass all factors of a protection. That being said, for now I think it would be incredibly beneficial to allow the leader of a polis to toggle the above variables, to allow a more flexible experience. As of now, I can't find any way of doing this outside of safe zones, which are deemed for admin use only. Some suggestions for the commands could be:
Must the other person be online for it to work? I cannot make sense of the syntax - /polis setleader [townname] [username]
returns a whole string of arguments, saying "Too many arguments!"
If we could have it so they do not need to be online, would be swell. Alternatively, you could also allow for /p leave
to work even if you are the Leader of the town, simply by passing the leadership onto the next resident by alphabetical/rank order.
If the list of towns is zero (ie., no towns have been created), then this command:
/polis list
yields this error:
Error occured while executing command: fromIndex = -10
The epxected response should be a non-error or perhaps "No towns"
Would it be possible to only allow leaders/executives to claim? Currently on my server anyone belonging to a town can claim for that town, deposit and withdraw money. Thanks.
It taxes hundreds of players and i'm getting alot of complaints about this from players
http://pastebin.com/NRQig2qc
Seems the SafeZone i made and claimed for spawn is greifable by players also addzonemobs does not wotk at all.
On the latest version of Polis and Sponge:
http://pastebin.com/MQ5MikCr
It looks like the configuration for costs is something still in work?
Plans to make creating and claiming for towns cost in-game money?
Taxes collected by server? Per town, per chunk per town? Per chunk per town per member ? etc...
Taxes levied by town on members ?
Merging towns into one town entity?
Breaking a town up into two smaller towns?
Converting a Town into a FreeZone and vice versa?
Neutral Mobs (villagers, horses, tamed wolves, tamed ocelots, etc) take damage in the SafeZone.
When using Polis version 1.5
/polis help
yields this:
"Input command help was not a valid subcommand"
and then proceeds to dump the "Usage: /polis .... "
Bug? Maybe.
I have had many, many issues with players losing their claimed chunks. Could it be possible to have a backup option where all polis claims are listed in a config file? Or at least, to have the first chunk claimed listed? It would be of mighty help for those polis which do not have an HQ setup.
So, plot systems are pretty central to any town plugin. Basically, once you create a town, Polis Leaders normally want to dissect that entity into smaller 'parts' so that they can invite people and let them have their own 'part' of the town. These are called plots.
Before getting on with this ground-breaking, Polis-rejuvenating idea, let's define some terms:
Plots are rather simple. They can be chunks, so 16x16, that the town leader selects by doing (while standing in it) /polis setplot [normal/embassy/shop]
. That would then register the plot as whatever type it is, which would have different properties attached depending on said type.
Residents in a town could claim these plots, if the Polis Leader (or the Executives) do /polis setplot forsale/fs {price}
(if not precised, the price can defer to a default price set in the Polis config file). They could claim it via a simple /polis plotclaim
- if they have the money for it. Once claimed, the plot would confer all permissions to it's owner, and display (upon passing through its perimeter) the name of the owner.
That's mostly the gist of it. Of course, other commands should be added to make the system work, like /polis setplot notforsale/nfs
; that can be explained once I get your feedback.
Here's a list of other commands that would be useful;
/polis setplot trustee [username]
- would allow a plot owner to share the plot with another citizen, allowing the latter to break/switch within the perimeter of the plot.polis setplot perm [trustee/resident/outsider] [break/switch/place] [on/off]
- would allow to allow/disallow the permission to break, switch or place to whatever group (trustee would be the people trustee'd in the plot, residents the people in the same polis, and outsiders the people outside of the polis./polis setplot reset
- would reset the plot to a 'non-plot' stage; that is, unnamed, not for sale, and not dissected from the polis./polis settax plot [normal/embassy/shop] [price]
- would set the tax for a normal, embassy or shop plot type./polis setplot name [name]
- would alter the display name of a plot upon crossing the perimeter of a plot.There's probably more in this, I cannot remember - but that's the gist of it.
Polis: v2.6.8
SpongeForge: v1655
Forge: v2044
I've found a few items that will grief Polis claims. If they can't be fixed perhaps creating a list of grief items will help server owners know what to disable. I'm sure there's plenty I have missed.
Vanilla:
TNT - will grief if placed next to claim or if fired into claim
Tinkers' Construct:
EFLN - a throwable TNT, griefs in the same way as TNT
Botania:
Rod of the Shifting Crust - replaces items in a 7x7 area inside claims
Rod of the Terra Firma - flattens land inside claims
Hi! Add the lang file/class please. I wanna translate your plugin ^_^
As the title implies, is there a way to be able to spy into the polis chats? The command list does not show one. If indeed not, then it is needs to be a feature - or at least, coupled into Nucleus' /socialspy winks .
Could you please add a way of claiming an area of chunks?
It'd make it massively easier for claiming large areas as we wouldn't have to spam chat with "Claimed this chunk for $x"... And it also means it would be a lot quicker.
For example one could mark out the outline of the chunks (somehow) and then run a command to claim all chunks within the outline including the outline itself (this is just an example of how it could be).
For some reason, a town that has only one member will have a cap that is the double of the multiplier so because of that, towns with 2 members get no extra claims. For example, if I set the multiplier to 5, towns with only one member will have a cap of 10 (2 x 5) but towns with 2 members will also have a cap of 10 (2 members x 5) and only a town with 3 members will have a bigger cap, which will be 15 (3 members x 5). Same thing happens with a multiplier of 10, if the town has one member its cap is 20 and it will stay 20 even if the town get a second member. Also, the config "maximum number of claims a Polis may have" seems not to work because that config is set to 50 on my server and there is a town with a cap of 60.
This is, as it stands, the /polis info Memetopia
. What I propose, is revamping it - to show more useful and concise information. There would be two different commands - /polis info
and /polis admininfo
.
/polis info
would be used by non-Resident players wishing to learn more about a Polis. It would display the following information:
&6Polis: [Polis Category] &5[Polis Name]
&6Board: &e"[Message]"
&6Leader: &e[Polis Title] [Leader's Username]
&6Executives [Total Count]: &f[Username1], [Username2].
&6Residents [Total Count]: &f[Username1], [Username2].
&2Ally Polis [Total Count]: &a[Polis Name1]
&4Enemy Polis [Total Count]: &c[Polis Name1]
Example:
&6Polis: &5Memetopia
&6Board: &e"Memes can and will resolve world hunger!"
&6Leader: &ePepeGaming
&6Executives [5]: &fA lot of people.
&6Residents [9]: &fEven more people.
&2Ally Polis [0]: &a
&4Enemy Polis [0]: &c
/polis admininfo
would be used by Residents (for their own Polis) as well as Administrators to know more than the standard information on a given Polis. It would give the following information:
&6Polis: &5[Polis Name] &6| &f [Claimed Chunks]/[Claimable Chunks]
&6Board: &e"[Message]"
&6First Created: &f[Count]
&6Headquarter: &f[X, Y, Z] &6| &6Outposts [Count]: &f[Outpost Name1], [Outpost Name2].
&6Leader: &e[Leader's Username] &6| Balance: &e[Count]
&6Executives [Total Count]: &f[Username1], [Username2].
&6Residents [Total Count]: &f[Username1], [Username2].
&2Ally Polis [Total Count]: &a[Polis Name1], [Polis Name2].
&4Enemy Polis [Total Count]: &c[Polis Name1], [Polis Name2].
Example:
&6Polis: &5Memetopia &6| &f 20/35
&6Board: &e"Memes can and will resolve world hunger!"
&6First Created: &f64 days ago
&6Headquarter: &f[-37, 64, 100] &6| &6Outposts [2]: &fMesa, CarrotFarm.
&6Leader: &ePepeGaming &6| Balance: &e11000,45$
&6Executives [5]: &fA lot of people.
&6Residents [9]: &fEven more people.
&2Ally Polis [0]: &a
&4Enemy Polis [0]: &c
Of course, certain information here can only be added if the rest of the requests are, but you get the gist. It would be a much more user friendly info command, and actually help solving issues.
I have claimed a SafeZone but players still take damage.
I do /polis adminclaim spawn and it tells me name is unaplicable I've also tried that command with a side size and same thing. Doesn't matter what I do.
If I have a town named Seagrove , someone else can come along and make a town named seagrove.
Please add a config option to take money to make a town.
I have several requests for
I installed Polis but did not have my economy plugin fully configured for jobs so I was not ready to release to server, but wanted the players to have some protection. I set max claims to 6 and reduced costs to make a town and to claim to 0. A player claimed 34 chunks. It did not recognize claims when free.
Title implies it - claims should be adjacent to each other, otherwise makes little sense. Claims that need not be adjacent should be 'outposts' - you can see my other issue on it. This would make claims impossible to lose, and let us managers better control the craziness surrounding Polis activity.
When you try to remove your town with /polis disband, town is removed from config files but not in the game cache.
This problem is due to this function
Just remove the async task. This fix work proprely on my server ;)
public static void removeClaims(String teamName) { Configs.removeChild(claimsConfig, new Object[] { "claims" }, teamName); Sponge.getScheduler().createTaskBuilder().async().execute(new Runnable(){ @Override public void run() { ClaimCache.unclaimAll(teamName); } }); }
to
public static void removeClaims(String teamName) { Configs.removeChild(claimsConfig, new Object[] { "claims" }, teamName); ClaimCache.unclaimAll(teamName); }
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