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This repository has been archived by the owner on Jun 5, 2022. It is now read-only.
Factions X: There shall be a flatland world, with an increased chance to spawn villages and forests. Players can use their /f faction for this too. You choose from four classes by /war class (name) and can be changed every 24000 ticks. These classes are the soldier, the leader, the engineer, and the civilian. This shall be explained later. This shall conbine dynmap with factions and economy for leaders to make an outrageous clash with war. Dynmap commands are: /war assign (player) after clicking on a location. This tells them to go to a place, and highlights it on their dynmap. There is /war airstrike which costs 1000$, and bombs an 8x8 area. There is also /war claim which claims that spot clicked. Of course, two points must be clicked. Every 1x1 spot is 6$. There is also /war soldier (mob) (number) to spawn a mod for your faction, which attacks enemies and neutrals, but protects allies and your faction members. Zombies/Spiders/Skeletons are 10$, Silver Fish/Pigzombies/Ghasts/Cavespiders/Giants are 20$, Endermen, Blazes are 30$, withers are 100$, and ender dragons are 300$. There is also /war package, which drops a random item from the sky to that location.
Not just that, but there's also /war supplies (money willing to pay) which gives random items. Basically it works like looting enchantment, but bought. Every 10$ counts as a level. You can also do /war mob list, which lists all NPC soldiers, their health, their protection, their status, and their offense, along with their speed and jump amount. You can also do /war order mob (order) (group/mob enlisting number) which orders a mob to do something. It can either be told to go somewhere, by have the coordinites (00,00,00 kind of thing) it can be told to teleport to a faction member, or you. It can also be told to return to base, which is from /war setbase, which sets a warp, like /f sethome. Mobs can also stay there, roam, or patrol a set of coordinites, like this: 000,000,000:(circle/rigid) which mobs basically constantly move around that spot, and shoots enemies as always.
But wait, there's more! There's also /war invest ($) which basically gives money in the bank, sort of. For every 100$ in the bank, there is a 1% increase of converting rare items, and if a faction is enemies with another faction and /war claim's one of their spots (12$ per 1x1) the bank gets instant interest of 1%. Speaking of enemies, you can do /war ally (faction), and then accept an ally request by /war ally (faction). However, if you want to be enemies, then do /war declare (faction). Admins can also make events. Basically, the events are Hurricane, which randomly destroys blocks, Kraken, which summons 10 squids that attack the spot, Gold Spree, which turns all coal into other ore for a certain amount of time and Hail, which hurts players by 1 heart every 5 ticks, and causes snow to fill the ground.
There is a feature called morality. Basically, all players start out with 0. Positive morality gains damage, negative morality negates damage. If you kill a civilian, it's -1 morality. If you kill a soldier, then it's +1 morality, if you kill a leader, then it's +3 morality, and if you kill an engineer, it's +1 morality.
There is another feature concerning resources. All resources shall be converted after 1000 ticks. Civilians shall convert resources after 800 ticks in their inventory. Lastly, before listing the resource conversions, only leaders can do dynmap things, engineers can convert redstone, iron is bomb proof, black wool generates a resource after 300 ticks, and for every 8x8 plot, a faction gets 20$ in their bank every 1100 ticks.
As the list follows for resources:
Wood Items
Common, 60%
Wood Sword
Wood Pickaxe
Wood Claymore (sword with +1 power)
Wood Axe
Wood Battle Axe (Axe with +1 power)
Wood Boots (Creamy Color of leather)
Uncommon, 25%
Wood Scythe (Wood hoe with +3 power)
Lumber (10 wood)
Wood Goggles (Protection against projectiles +1, fire -1)
Wood Knuckles (Stick with +2 power)
Rare, 10%
Frosted Wood Axe (Inflicts slow 1, +3 power)
Charcoal Blade (Fire Aspect 1, +2 power)
Wood Mail (Gives slow 2, but protection 5)
Wooden Ball & Chain (Pickaxe that inflicts nausea 2 for 1 second, +2 power)
Super Rare, 5%
Gold Ball n' Chain (Gold Pickaxe with knockback 2)
Gold Helmet
Gold Boots
Gold Axe
Uncommon 40%
Gilded Chainmail (Chainmail Chestplate with anti-knockback 1)
Gilded Socks (Chainmail Boots with anti-knockback 1)
Gilded Hat (Chainmail Helmet with anti-knockback 1)
Gilded Pants (Chainmail Leggings with anti-knockback 1)
Rare 8%
Diver Helm (Gold Helmet with aqua affinity 6)
Diver Chestplate (Projectile Protection 5, Night Vision enhancing 2)
Motor Rails (5 Powered Rails)
Super Rare 2%
That's it, you're rich. (576 gold nuggets)
Excalibur (Gold Sword, power 20, knockback 10, fire aspect 10, inflicts wither 2 for 3 seconds)
Diamond Items
Common, 40%
Diamond Sword
Diamond Boots
Diamond Helmet
Diamond Axe
Diamond Scythe (damage 1)
Uncommon, 35%
Diamond Spear (Stick with power 3)
Diamond Jewel (If you hold it, you get speed 1)
Diamond Anchor (Diamond Pickaxe with knockback 2 and inflicts nausea 1 for 2 seconds)
Rare, 15%
Heavy Sheet Chestplate (Diamond Chestplate, slow 2, protection 15)
Anti-Bomb Helmet (Fire, Explosion protection 10)
Hermes Boots (Boots that give jump/speed boost 5)
Rage Boner (Right Click to have strength 5 for 15 seconds, 30 second cooldown)
Cursed Jewel (If it is in your inventory, you get nausea 3, slow 3, and weakness 3 after 40 ticks, it shall appear as "Diamond Jewel at first but as red.)
Super Rare, 5%
Feather Sword (Knockback 20, Power 20, right click to shoot a fire ball, 3 second cooldown. Diamond Sword)
Payload (10 Diamond Blocks)
Redstone Items
Rails
Powered Rails
Dispenser
Hopper
Dropper
Minecart
Apple
Button
Iron Door
Trap Door
Pressure Plate
Solar Panel
Sign (For boats/planes)
Coal
Furnace
Ender Pearl
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Not just that, but there's also /war supplies (money willing to pay) which gives random items. Basically it works like looting enchantment, but bought. Every 10$ counts as a level. You can also do /war mob list, which lists all NPC soldiers, their health, their protection, their status, and their offense, along with their speed and jump amount. You can also do /war order mob (order) (group/mob enlisting number) which orders a mob to do something. It can either be told to go somewhere, by have the coordinites (00,00,00 kind of thing) it can be told to teleport to a faction member, or you. It can also be told to return to base, which is from /war setbase, which sets a warp, like /f sethome. Mobs can also stay there, roam, or patrol a set of coordinites, like this: 000,000,000:(circle/rigid) which mobs basically constantly move around that spot, and shoots enemies as always.
But wait, there's more! There's also /war invest (
There is a feature called morality. Basically, all players start out with 0. Positive morality gains damage, negative morality negates damage. If you kill a civilian, it's -1 morality. If you kill a soldier, then it's +1 morality, if you kill a leader, then it's +3 morality, and if you kill an engineer, it's +1 morality.
There is another feature concerning resources. All resources shall be converted after 1000 ticks. Civilians shall convert resources after 800 ticks in their inventory. Lastly, before listing the resource conversions, only leaders can do dynmap things, engineers can convert redstone, iron is bomb proof, black wool generates a resource after 300 ticks, and for every 8x8 plot, a faction gets 20$ in their bank every 1100 ticks.
As the list follows for resources:
Wood Items
Stone items (as well mossy cobble, cobble, stonebrick, mossy stonebrick etc)
Iron Items
Gold Items
Diamond Items
Redstone Items
The text was updated successfully, but these errors were encountered: