2.0 ‐ Manage territories - Rosstail/Nodewar GitHub Wiki
Nodewar territories are based on Worldguard regions. So, if you want to create a territory, you will need Worldguard regions assigned to a territory. if you want to know how to manage regions in Worldguard, check the Worldguard Wiki.
Tips:
- The following situations can be easely fixed without restarting the server by using the
/nodewar admin territory reloadregions
command.-
You can create territories and regions in the order you want.
-
If a territory has regions that does not exist yet, the region will just be ignored.
-
If you happen to edit the shape of a region
-
- Naming the region
nw-<name>
is a great way to group all your regions used in a territory, at the same place. - If you want region flags to target the owning team of a territory, make the flag target the
group members
or all exceptgroup members
.
Territories are the main feature of Nodewar. Teams can claim them in order to get some advantages. Each territory can have an objective, it will be detailed in a dedicated page but it will follow the same pattern as here.
Territories can be set up in plugins/Nodewar/conquest/territories/
folder. You can put as many files and recursive folders inside to store your territories, and even multiple territories per file.
A little tip before showing the configuration: lots of values are optional and can even be pre-filled using the territory types.
# conquest/territories/anyFile.yml
<territory-name>:
type: <String>
type-display: <String>
prefix: <String>
suffix: <String>
world: <String>
description:
- <String>
- etc...
regions:
- <String>
- etc...
subterritories:
- <String>
- etc...
attack-requirements:
startpoint: <Boolean> (false)
targets:
- <String>
- etc...
objective:
type: <String>
ending-period: <integer>
grace-period: <integer>
rewards:
<reward-name>:
target: <String>
team-minimum-score: <integer>
player-minimum-score: <integer>
team-role: <String>
player-team-role: <String>
should-team-win: <boolean> (true)
team-positions:
- <integer>
- etc...
commands:
- <String>
- etc...
etc...
protected: <boolean> (true)
bossbar:
style: <String>
dynmap:
marker: <String>
x: <integer>
y: <integer>
z: <integer>
commands:
<command-identifier>:
target: <string>
target-offline-player: <boolean>
initial-delay: <integer>
delay: <integer>
commands:
- <String>
- etc...
etc...
-
type
: The type of territory: it will pre-fill the parameters of territory. The next section talks about territory types. -
type-display
: Formatted territory type (useful in the conquest/territory-types.yml file) -
prefix
: Is showed on the bossbar when inside the territory, before thedisplay
name. -
suffix
: Same as prefix but after thedisplay
name -
display
: The good looking name of the territory. Used in many places. -
world
: The world where the territory is (then where the regions are located). -
description
: A list-formatted description. Useful to describe the objective, the rewards/advantages of keeping the territory. -
regions
: list of regions the territory has access. -
subterritories
: list of territories that can be defended by owners of this territory (as long the territories are not protected) -
objective
: The objective data of the territory. Will be explained in depth in his own page.-
ending-period
: Once a battle reach its ending condition, it will enter an ending period, when the rewards are distributed. -
grace-period
: A period where the territory cannot be attacked again when the battle ends
-
-
protected
: On server startup, can the territory be attacked or not ? (Battlefield system can override this feature). -
bossbar
:-
style
: The amount of segments in the bossbar: SOLID (none), SEGMENTED_6 _10 _12 or _20 for the corresponding amount.
-
-
attack-requirements
:-
startpoint
: Can a team without territory attack this territory ? (Some exceptions can apply for teams with territories) -
targets
: All the territories the team owner can attack by owning this territory.
-
-
dynmap
: This section is explained in the Dynmap page. -
commands
:-
target
: PLAYER, TEAM or SERVER. Player means all players in the team. -
target-offline-player
: Enabling this iftarget
is set toPLAYER
makes the command target offline players in the owning team. -
initial-delay
anddelay
: The amount of time in seconds for the first time the command list must be executed (initial) then the delay before each repetition. -
commands
: The commands that must be executed by the console. Compatible with placeholders depending of thetarget
.
-
Territory types are a feature that will help the creation of territories by making some kind of blueprints that territories can be based on after. This step is optional but really advised if multiple territories share some common datas.
Territory types use the same structure as any territory configuration, but all of them will be stored in plugins/Nodewar/conquest/territory-types.yml
and nowhere else. To assign territory types datas to a territory, make the territory have the corresponding type
.
Tips:
- Do not assign a territory type to a territory if it does not exists yet.
- A territory type can get the data of another territory type by adding
type: <parent territory type identifier>
. You can then use complementary infos or overwrite them in the children territory type.- Example:
# conquest/territory-types.yml
cp:
prefix: "🞖"
world: "Greenfield"
type-display: "&aCapture Point"
description:
- " &rGet on this point until it goes to your colours !"
- " &rIt helps capturing a greater territory."
- " &cNo rewards"
objective:
type: control
attacker-ratio: 1
maximum-health: 10
neutralize: true
rewards:
winner-player-reward:
target: "player"
should-team-win: true
commands:
- "toast [player] -t:task -icon:light_blue_banner [territory_display] captured !"
protected: true
dynmap:
marker: "Target"
draw-line: false
cp-t1:
type: cp
protected: false
cp-t2:
type: cp
objective:
rewards:
everyone-is-rewarded:
target: "player"
should-team-win: false
commands:
- "give [player] emerald 1"
cp-t3:
type: cp-t2
In this example,
cp
is the base of all other territory types.cp-t1
Is just cp but without the territory protectioncp-t2
adds another reward to his objective.cp-t3
is justcp-t2
. But if used in the battlefield system, maybe separatingcp-t2
and cp-t3 can be useful.
- Territory types parent/child are better used if you just add informations.
Some parameters can be set on the config.yml which will affect every territories.
# plugins/Nodewar/config.yml
general:
can-counter-attack: <boolean> (false)
-
can-counter-attack
: If enabled, enable territories under attack (objective state: ONGOING) to attack its targets. False by default.