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Master #2
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Points given for capturing townblocks, towns, and nations are correct. Nations do not fall when one town is captured (unless it is the capital). Not tested.
I pulled this manually into the WarRevamp branch. |
LlmDl
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Jan 22, 2017
Piston Head Issue Fix Attemps #2
LlmDl
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Oct 12, 2017
- Added nation/town/resident check for own Nation Town Resident
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LlmDl
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Jul 22, 2019
DungeonsXL moves offline players out of dungeon worlds.
amnrmain
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Jul 22, 2019
LlmDl
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Nov 28, 2020
- Adds a permission node to /town reclaim.
LlmDl
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Nov 29, 2020
- Remove unnecessary isRuined() tests in DailyTimerTask. - the town.hasUpkeep() is false for all NPC mayor'd towns.
LlmDl
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Nov 29, 2020
* Merges in the Ruined Town feature from Goosius' SiegeWar. - Only slight modifications made so far in the TownRuinUtil. * Cleanup pass #1 - Mostly formatting things. - Probably caught a 2nd bug with the mysql implementation of ruins' hours. * Clean up pass #2. - Adds a permission node to /town reclaim. * Polishing commit #1 - Adds TownReclaimedEvent & TownRuinedEvent. - Cleans up TownRuinUtil to use the API in places it did not. - Changes PlotCommand test to check the townblock's town and not the player running the command. - Maxes out the RemainingHours at 1000. * Polishing Commit #2 - Remove unnecessary isRuined() tests in DailyTimerTask. - the town.hasUpkeep() is false for all NPC mayor'd towns. * Final polishing commit #3 - Fix events running in async. - Add onLogin message warning of ruin status. - Fix ruined towns still paying upkeep. - Somehow they are not storing the hasUpkeep=false when their mayor is set to NPC. - Add some more language strings. - Move delete message to centralized removeTown() method. - Add remaining hours to the Town status screen. - Moved the config section to above the war section. - Town ruining is not dependant on war being used at all. * Actual final polishing commit #4 - Switchs out an int representing hours remaining for a ruined town, with a long representing the time the town went into ruin. - Allows for easier calculation of remaining hours in messages. - Means we aren't saving every ruined town with remaining hours on each newHour task. - Expanded messaging seen on town status screen to inlude how long until reclamation is possible. * Make sure reclamation only shows on the status screen if it is an option.
LlmDl
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Apr 26, 2021
* Trying out eclipse * Implement perm node for bypassing this * tweaks and adds limited commands * adds perm node to plugin.yml * try to get this to work * fix maven crying a river because nre was not caught * why are u crying about the javadocs * add fixes made by llmdl * adds checks that were missing * Change getTownLimitedCommands() to getPlayerOwnedPlotLimdCommands * remove unused import * add tests for owntown and townowned nodes * fix commands being blocked even if they shouldn't * limited cmds actually work now lol * requested changes (#1) * requested changes (#2) * fix bypass not checking for res township (req. changes) * remove repeated check left from older commits (req changes) * mvn exception not caught * Rebase off master and make a couple polishing changes. * Cleanup Commit & Requested Changes. - Requests from Warriorrrr are made. - Moves town-blocked commands above the personally-owned commands test to reduce the required returns later on. - Switches to the PermissionSource hasOwnTown and hasTownOwned permission tests. Co-authored-by: Llm Dl <LlmDlio@gmail.com>
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Points given for capturing townblocks, towns, and nations are correct.
Nations do not fall when one town is captured (unless it is the
capital).
Not tested.