War Modes and Goals
War Modes and Goals
War modes and goals are configured in Modules/Wars/modes.yml. The rest of the war system (declaration rules, capture flags, in-war permissions, shields) is in wars.yml - see Wars.
A war mode decides how a war is scored and won (points sources, points-to-win, timeout).
A war goal decides what the winner/loser get when the war resolves.
When declaring, the attacker picks one mode and one goal in a menu. Every mode and goal is built into the plugin; modes.yml only holds each one's settings and marks which are enabled and which is the default.
Two toggles per entry.
enabled: true/falseturns an entry on or off entirely (a disabled entry is never offered and is never chosen as the default).default: truemarks the single mode/goal used for a war where the player didn't (or couldn't) pick one. Make sure the entry you markdefaultis alsoenabled, and don't mark more than one default per section - the first enabled default wins, and if none is usable the plugin falls back to its built-in default.
You may add extra properties to any entry; they're ignored unless that mode/goal reads them.
War Modes
skirmish - the classic war
Score from kills and capture flags; first to points.towin wins, or the higher score at timeout (a draw if tied).
modes:
skirmish:
enabled: true
default: true
add-goals: [] # extra goals applied on top of the chosen goal (e.g. [raid])
timeout: 36h # 0 = no time limit
points:
kill: 1
capture-flag: # points for the wars.yml capture-flag mechanic
capture: 5
break: 3
explode: 5
towin:
per-player: 5 # (smallest team's player count) * per-player ...
min: 100 # ... but never less than thisadd-goals applies extra goals to every war of this mode, on top of the war's chosen primary goal - e.g. add raid so the winner can also raid the loser afterwards.
koth - King of the Hill (server arena)
Fought over a neutral, admin-built arena (see below). Kills score nothing; instead, whichever team controls the arena point earns hold-reward.amount points every hold-reward.interval. First to points.towin wins, or the leader at timeout.
Only offered when at least one fully set-up arena exists. Tune
hold-rewardagainsttowinso a war lasts a reasonable number of holds rather than ending in one.
koth_land - King of the Hill (player lands)
A two-front variant that needs no admin arena. During preparation each team places one re-arming point in its own land (/lands war koth set), and scores by holding the enemy's point. Both lands become battlegrounds. Same scoring keys as koth.
Caveats worth knowing:
A team only scores by holding the enemy's point, never its own - camping your own point only denies the enemy, it earns nothing. (This is why two passive teams end 0-0.)
Attackers get limited block-break/place in the contested lands so they can reach the enemy point; which blocks come from
wars.yml(in-land.actions).If both points aren't placed by war start, the war falls back to a free server arena; if arenas exist but all are busy it waits for one; if no arena exists at all, the side that placed wins (a draw if neither placed).
The player-land points reuse the
capture.radius/capture.y-limit/capture.recapturesettings fromwars.yml.
King of the Hill Server Arenas
An arena is a designated sub-area of any land (player or server) that a koth war is fought in. Manage arenas with /lands admin war koth ... (permission base lands.admin.command.war.koth):
/lands admin war koth create
Designate the sub-area you're standing in as a KoTH arena.
lands.admin.command.war.koth.create
/lands admin war koth setflag
Place the arena's control point at your position.
lands.admin.command.war.koth.setflag
/lands admin war koth setspawn <attacker|defender>
Set a team's spawn point at your position.
lands.admin.command.war.koth.setspawn
/lands admin war koth remove
Remove the arena you're standing in.
lands.admin.command.war.koth.remove
/lands admin war koth list
List existing arenas.
lands.admin.command.war.koth.list
Setting up an arena:
Create the sub-area you want to use (a normal Lands sub-area), stand in it, and run
/lands admin war koth create.Stand where the control point should be and run
/lands admin war koth setflag. The flag is placed instantly and you're teleported on top of it.Set both team spawns with
/lands admin war koth setspawn attackerand/lands admin war koth setspawn defender, standing where each team should spawn.
Caveats:
An arena is complete (and only then selectable for a war) once its control-point block exists and both spawns are set. Steps 2 and 3 can be done in any order.
The control point is a normal land block. If it's later broken or the area removed, the arena becomes incomplete and won't be offered until you place it again.
One war per arena. A
kothwar reserves a random free arena; while it's in use no other war can take it. If all arenas are busy, a newkothwar waits (both teams are notified) until one frees.A designated arena's land/area is protected from player deletion - a player can't
unclaimor delete a land or sub-area covering an arena. Internal removal (inactivity, upkeep, admin deletion) still removes it and cleans up the arena.
War Goals
Every goal configures its outcome per war-state, so a conceded war can be milder than a fought one:
end- a fought win/loss.surrender- a side conceded (during preparation or an active war). Usually less punishing.draw- no decisive winner. A draw has no winner/loser, so commands and shields do nothing and aren't listed by default; add them if you want a draw to still grant a shield or run a command.
Every state takes the same options:
cmds.winner / cmds.loser
Console commands run once per winner/loser land when the war resolves. Placeholders: {winner}/{loser} (parameter-safe name), {winner_name}/{loser_name} (display name), {winner_owner}/{loser_owner} (owner). [] = none.
shield.winner / shield.loser
War shield granted to the winner/loser afterwards (0 = none).
Individual goals add their own options on top, described below.
skirmish - rob money (low stakes)
The winner robs money from the loser's bank; no one loses claims. robbery accepts a trailing % (a percentage of the loser's balance) or a plain number (a flat amount, capped at what the loser has).
annex - unclaim the loser's lands
The winner unclaims all of the loser's war lands (the loser gets the usual unclaim cash-back). No ownership transfer.
vassal - subjugate the loser (nations only)
The winning nation absorbs the loser as restricted VASSAL members. Only usable when the attacker is a nation. seize-treasury: true also transfers the loser's bank balance to the winner's nation bank.
independence - a vassal secedes
Applied only via /lands war independence (run by the vassal) - a vassal wages war to leave its overlord. If the vassal wins it stays free; if the overlord wins or the war draws, the vassal is re-subjugated and can't declare independence again until cooldown passes.
independenceis never shown in the declaration goal picker - it's chosen automatically by the independence command. Itsenabledtoggle gates that command directly.
raid - post-war raid window
The winner's members may act on the loser's lands for duration after the war, limited to the actions in actions. Can also be added on top of another goal via modes.<mode>.add-goals.
raid.actionsvswars.yml'sin-land.actions.in-land.actionsgoverns what enemies may do during the war;raid.actionsgoverns the post-war raid window. They're separate lists.role-flagsgrants a flag outright;block-break/block-placeallow only the listed materials when the corresponding flag isn't granted, so raiders can breach and loot without destroying the whole base. Materials your server version doesn't have are ignored. Flag names: see Roles and Role Flags.
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