- Three states for villages: Hunter, Neutral, Vampire
- Naturally generated villages are mostly neutral, but a small percentage (config) is already controlled
- Percentage could be dynamically calculated based on online players
- Village which are controlled by default could have some faction specific buildings
- Maybe an option in world gen menu to make assign all to one faction
- Effects of a village being controlled
- Spawn hunter/vampire randomly up to a certain threshold (only a handful, depending on village size)
- Give boosts to any creature of the controlling faction inside the boundaries
- Effect can be increased by fuelling a specific structure
- A small percentage of the villagers will become angry/vampire
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package de.maxgb.util.versionupload; | |
import it.atcetera.jgett.AuthenticationException; | |
import it.atcetera.jgett.FileInfo; | |
import it.atcetera.jgett.JGettClient; | |
import it.atcetera.jgett.ShareInfo; | |
import it.atcetera.jgett.UserInfo; | |
import java.io.File; | |
import java.io.IOException; |
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#!/bin/bash | |
#Arguments: 1:Githubowner 2:Github repository name. Same as in url 3:Changelog register url ("no" if no upload) | |
#Environment variable token:Github api token, pass:changelog add password | |
echo "" | |
echo "" | |
echo "VersionManagment: " | |
#Get commit message | |
commsg=$(git show -s --format=%s $(printenv GIT_COMMIT)) | |
echo "Commit message: " $commsg |
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<?php | |
$version=$_GET["version"]; | |
$link=$_GET["link"]; | |
$mcversion=$_GET["mcversion"]; | |
$recommend=(int)$_GET["recommend"]; | |
$pass=$_GET["pass"]; | |
$dev=$_GET["devlink"]; | |
if($pass!="<a custom password>"){ | |
return; |
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registerPlugin({ | |
name : 'Individual Welcome', | |
version : '1.0', | |
description : 'This plugin will let the bot greet everyone.', | |
author : 'Maxanier <dev@maxgb.de>', | |
vars : { | |
messages : { | |
title : 'The message that should be displayed. (%n = nickname)', | |
type : 'string' | |
}, |
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import org.apache.commons.cli.*; | |
import org.jsoup.Jsoup; | |
import org.jsoup.nodes.Document; | |
import org.jsoup.nodes.Element; | |
import org.xml.sax.SAXException; | |
import java.io.*; | |
import java.net.*; |
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import re | |
import sys, getopt | |
def convert(name): | |
s1 = re.sub('(.)([A-Z][a-z]+)', r'\1_\2', name) | |
return re.sub('([a-z0-9])([A-Z])', r'\1_\2', s1).lower() | |
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#Blood values for creatures from AncientWarfare | |
#List compiled by Tacusin | |
ancientwarfarenpc:bandit.archer=15 | |
ancientwarfarenpc:bandit.archer.elite=18 | |
ancientwarfarenpc:bandit.bard=15 | |
ancientwarfarenpc:bandit.cavalry=15 | |
ancientwarfarenpc:bandit.civilian.female=15 | |
ancientwarfarenpc:bandit.civilian.male=15 | |
ancientwarfarenpc:bandit.leader=20 |
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<?xml version="1.0" encoding="UTF-8"?> | |
<project version="4"> | |
<component name="GradleMigrationSettings" migrationVersion="1" /> | |
<component name="GradleSettings"> | |
<option name="linkedExternalProjectsSettings"> | |
<GradleProjectSettings> | |
<option name="createEmptyContentRootDirectories" value="true" /> | |
<option name="delegatedBuild" value="false" /> | |
<option name="testRunner" value="PLATFORM" /> | |
<option name="distributionType" value="DEFAULT_WRAPPED" /> |
- Player as to become a lord player first
- There are multiple lord levels (e.g. 5) and for each level the player may recruit an additional minion
- Once recruited the minion will never be "lossed", they can die, but can be respawned after a certain time
- The entire concept is supposed to be late game and therefore may include grinding, delays, difficult tasks
- Minions can be trained ("leveled up") to unlock more inventory space and better attributes (health, strength, ...)
- Training the minions is not really "necessary" as it adds no new feature, but just improves existing ones. Therefore, this can/should probably require a very long grind.
- Eventually, there might another last final objective of becoming the one and only "lord" (like in 1.7.10)
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