Inactive [SEC/FUN/INFO] Towny v0.59 - Resident/Town/Nation hierarchy + Grid Based Protection [531]

Discussion in 'Inactive/Unsupported Plugins' started by Shade, Feb 4, 2011.

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  1. Offline

    Shade

    Towny
    Towny is a plugin for Bukkit (originally from but discontinued from hMod) that allows players to create towns and nations, along with simple alliance controls. The world is broken up into a grid using 16x16 grid cells as default (for those familiar it's broken up into chunks). Each town is given a certain number of these cells and gains more as the town holds more players. These cells can be controlled by a town's mayor to set build/destroy permissions, define the town as PvP zone, and put plots up for sale using iConomy. Once a town joins a nation, it's residents can then start building in it's allied towns, but joining a nation makes you susceptible to losing your towns protection when the world is at war.

    Sec: Block permissions + Allies can't attack each other. Mob removal within towns. World PvP options.
    Chat: Town + Nation chat.
    Econ: Extension for iConomy that has a daily upkeep for towns and nations.
    Fun: War event.
    Info: Remembers when player last logged in as well as when they first registered.
    Tp: Town spawns and teleportation as well as onDeath that uses the town spawn.


    ~ News (Read this; it's usually of your interests)
    Add the node 'towny.town.claim' if you're using permissions. No one can expand their towns without it.

    March 24: I added a filtering system on names. Some people were getting some serious breakage when people used special characters for town names. If you installed one of the versions before 58, you will need to make sure this config value is correct name_check_regex=^[a-zA-Z0-9]+[a-zA-Z0-9._-]*$ or you'll get errors or worse for anything with underscores, dashes and periods. If you want to add to this, brush up on regular expressions or try this ^[^\s]+$ expression (1 character or more of any character but space). Be forwarned, I'm not sure that'll work as I'm rather new to them myself. You might want to make sure of this before updating, as your town names should be filtered accordingly. I also changed how world names were calculated, any worlds with / in it (to represent a subfolder) will probably have their world data reset (actually it's just starting a new file with a new name, so you could probably copy over you data in Towny/data/worlds).

    I also updated my website, so some links will probably break. Pretty much all them actually. In other news, the configuration page documentation is pretty!

    Old News: http://www.xshade.ca/towny/news-archives


    ~ Required Plugins
    This plugin isn't 100% required for Towny to run, but it eliminates gaping imbalance.
    • Questioner: link - Used to give confirmation to things like adding a player to a town, or asking the town's mayor/assistants to join a town. Towny will also use the polling feature to create elections, opt in wars, and other such things that require confirmation from both parties to not cause crazy imbalance. (Not all features in this description have been added as of yet).
    ~ Optional Plugin Extensibility


    These plugins are NOT required to be installed, and Towny should be 100% functional without them. If you notice a bug with them installed, post it.

    Mechanics:
    • Essentials: link - Used to check teleport cooldown and costs when using the /town spawn command. Requires EssentialsTele to be installed as well.
    Permissions:

    • Permissions: link - Used to decipher if a player is a towny admin using the node 'towny.admin'. Otherwise, only operators will have the ability to use the admin commands.
    • Permissions 2.1 by Niji:link - No longer compiled against, but probably will continue to work.
    • GroupManager:link - Alternative to Permissions. Requires "fake" Permissions. Rename the fake plugin to "Permissions".
    Permission Nodes (open)


    • towny.admin : User is able to use /townyadmin, as well as the ability to build/destroy anywhere. User can also able to make towns or nations when set to admin only.
    • towny.town.new : User is able to create a town (only is use when TOWN_CREATION_ADMIN_ONLY is on)
    • towny.town.claim : User is able to expand his town with /town claim
    • towny.nation.new : User is able to create a nation (only is use when NATION_CREATION_ADMIN_ONLY is on)
    • towny.wild.* : User is able to build/destroy in wild regardless if the config says no.
    • towny.wild.build
    • towny.wild.destroy
    • towny.wild.switch
    • towny.wild.item_use
    • towny.wild.block.[block id] : User is able to edit [block id] in the wild.
    • towny.spawntp : Use /town spawn when allow_town_spawn=false
    • towny.publicspawntp : Use "/town spawn [town]" (teleport to other towns) when allow_town_spawn_travel=false.



    Economy:
    • iConomy: link - Used for a large amount of functionality like taxes, cost to start a town or nation, and selling plots. Towns and nations have their own bank account, used to deposit and withdraw during the daily upkeep. War brings in a another addition with stealing a bit of gold when you kill an opponent, and bankrupting towns in order to kick them from the event.
    Read this if your using iConomy (open)


    Balance. The default install of Towny cannot and will not balance it perfectly for every single server. This is where you, the admin, comes in. Also, just because you can put a price on it, doesn't mean you should.

    USING_ICONOMY
    If you do not want to use iConomy with Towny, then turn this off.

    PRICE_NEW_TOWN
    PRICE_NEW_NATION
    These, a the building blocks towny. They are what separate a user from being a hobo in the street to a fine war vet puffing on a cigar in his manor's den. Set the town to be a reasonable price. Either set this price low, so anyone can start a town, or set it high forcing a band of players to group together the funds. Same with nation. If you desire each and every town to have it's own nation, then set it low. If you desire only two or three nations over the land, then set it high. Remember that nations are used to let people build in other cities, so it shouldn't be unreasonable. If you want only a set amount of nations, make the creation of nations admin only.

    PRICE_CLAIM_TOWNBLOCK
    Do not make this price unreasonable. It will prevent a town from expanding unreasonably, but in doing so, also makes towns a very hard thing to establish. Big areas, or projects because very hard for users to protect, and you shouldn't deterr people from big projects as they will make your server more interesting.
    This price should probably scale on the lower side if you plan for towns to claim very large areas (or lots of town plots). In fact, since there are other ways to limit the size of towns (max town blocks) you should even consider expanding to be free.

    PRICE_TOWN_UPKEEP
    PRICE_NATION_UPKEEP
    This is the server's own tax on the towns. It should kill off the inactive towns on your server.

    DEATH_PRICE
    WARTIME_DEATH_PRICE
    Makes dieing more fun, and more of a hassle even when your inventory is empty. The focus of the second, for during war, is to bankrupt a town. Since when a player runs out of funds, it's taken from his town, and when the town runs out of funds, the town is eliminated. Make the price zero if you do not wish for that.

    WARTIME_TOWN_BLOCK_LOSS_PRICE
    Same with the death price, but more direct towards the town.

    PRICE_NATION_NEUTRALITY
    Don't charge a fee for this unless you have to.



    ~ Useful Links
    New Website
    Old Website
    Other Links
    ~ FAQ (Read This If You Have Questions)

    I've answered some common questions in the second post of this thread. Be sure to check it out.


    ~ Bugs
    If you notice a bug. First make sure you are up to date with the latest version of Towny. You can find out the version with the command /version Towny.

    Before posting the bug, please check the last page or two to check for if others have posted it. If you have anything to add to it, then quote that particular post. Checking my posts is usually a good idea as I tend to answer 5+ posts at once.

    Also be sure to check my Known Bugs & To Do List.

    Things that are useful to add to you posts:
    • Describe what you did right before the bug appeared. Describe the situation.
    • Error in the console (ca.xshade.bukkit.towny...). Paste the entire thing, use code tags.
    • Most logic has debugging messages. If your skilled at problem solving, try turning on debug mode (/ta set debugmode on) and read the console output during the time of the bug. This might not always apply to every bug possible.
    • If you notice any bugs in block protection going awry. Post the cache messages shown in debug mode. They help tell what towny is thinking during.
    ~ Spread The Love

    Donate! Donating keeps me interested in the project and more susceptible to implementing your outrageous demands! I'll more 'n likely add them anyways though, but the love is appreciated!
    For those wonderful people donating 1 cent. Save your money. Paypal takes 5% of transactions, rounded up to the nearest cent. One cent of one cent is, well let Jayne give you the idea. Your thoughts are appreciated though.

    Awesome Peeps: Hawkheart, Nameless 1¢ donator, Dharrk! Cool guy from Germany. Legionarius. Another 1¢ donator... The Quezo Collective. Rockstar04! ShatteredBeam. KHobbits, ! Janb !

    ~ Latest Version - Download Here
    [Usually Tested with: http://ci.bukkit.org/job/dev-CraftBukkit/promotion/]
    • Install Notes:
      Place Towny.jar in the plugins folder that should be created when you launch the CraftBukkit server. Then run the server. If you're using permissions, be sure to add towny.town.claim or users will not be able to expand their towns. Check the other permission nodes as well. After getting Towny running, configure it. Towny has lots of options allowing it to run in many different ways. The default setup is doubtful to be perfect for your server.
    Remember, remember, to back up your members. (Make a backup when updating)

    Note: v0.17 onwards will automatically backup the data folder in "plugin/Towny/backup/" as the server boots, and each daily interval.


    ~ Old Versions
    Show Spoiler



    ~ Change Log
    Change Log for past versions
    Code:
    v0.55:
    	Fixed reloading the towny config.
    	Added regex check for all names. Names must be alphanumeric with the exception of underscores in place of spaces. Old names with invalid characters will be filtered appropriately.
    	World names are now filtered like the other objects in the universe, worlds with / are no longer just using the last token.
    	Reworded errors when making new towns. "You" was hardcoded, and didn't take into account admins making towns for others. To clarify, money is taken from the new mayor's bank account.
    	Added new config option save_on_load. It's defaulted to off (which is opposite to what it was before). It will no longer to a giant save on startup which assured that what's in memory = saved in file. This should speed up startup of particular large db.
    	Files are deleted when the object is deleted. It will not delete existing files, so files deleted outside of towny's regular actions will remain.
    	Added allow_resident_plots to enable/disable plot commands, essentially freezing the plot system.
    	Fixed admin add command (you couldnt add if you werent a mayor/assistant of any town).
    	The admin set mayor command will now add the person to town if he/she isn't already. The npc part of this command now works as well.
    v0.56:
    	Fixed default setting for regex.
    v0.57:
    	Removed debug statements.
    v0.58:
    	Fixed default regex settings.
    
    ~ FAQ (Read this)

    What is a town?
    A town is a collection of residents (or just one resident) with one resident as the mayor. A town also has a bank which the mayor can withdraw from. A mayor can also have assistants who have the same powers as him/herself. Towns can have taxes that will be taken at the end of each day interval.

    How long is a day interval?
    Default is 24 hours. You can change this in the configuration.

    How do I start a town?
    Read the Brief Tutorial.

    Can someone belong to or own more than one town?
    No. You can claim outposts if you want to protect somewhere not connected to your borders.

    What is an outpost?
    An outpost is a type of claiming aspect that a town can do. Claiming an outpost will not limit you to your towns borders, allowing you to start a protected area some else, even another world.

    What is a nation?
    A nation is a collection of towns (or just one town) with one town as the capital. The mayor of that capital is the king. A nation can join the war event, as well as ally other nations. A nation also has it's own bank. It can also tax the towns that belong to it.

    Is MySql or another database format supported?
    No. Only flatfile, and loading flatfile-hmod is supported.

    How do I set up the maximum town blocks?
    http://towny.xshade.ca/help/setting-up-maximum-town-blocks

    Can I select a small cuboid, not attached to the grid for (my town/plot)?
    No. Towny is not cuboid, and depends on the grid system.

    Can I limit Town/Nation creation?
    Yes with town_creation_admin_only and similarly, nation_creation_admin_only.

    People can't build in the wild!
    The default for towny is to force a player to make a town before building, after gathering resources from the ignore item ids. You can turn this feature off with unclaimed_zone_ options in the config. You can also set specific permissions per world for the wild with the /townyworld command.

    What are the permissions?
    [​IMG]
    Each town and resident has his own permissions. For residents, the permissions are used for his/her residential plots. For towns, it affects all townblocks within the town that are unowned.
    • Switch permissions are for items like levers and buttons.
    • Item Use permissions are for letting people use items like buckets and lighters.
    • Resident plot permissions use the "resident" permission level a little different, as he/she doesn't control any residents. Instead, this permission is used for his/her friends list.
    Permissions are shown in your status with B=rao D=rao S=rao I=rao, where r = resident, a = ally, and o = outsider. The capital B= denotes the build permission. The minus symbol "-" is used to show that your are denying permission to the specific permission.


    To edit your permissions ingame, use the "/[res/town] set perm" command. Further examples of the commands can be found on the Master Command List.

    What are taxes?
    Taxes are an automatic method of keeping a town's economy, as well as slowly killing off town's that are inactive.

    Any player can view the taxing personal to them with /towny prices.

    Town Collection
    The following are taxes that a town's mayor can set. The taxes are deposited into the town bank. The mayor himself, as well as his staff (assistants) are exempt from these taxes.
    • Resident tax: Each resident in the town has to pay this. Failure to do so will kick you from the town. Mayors can set with /town set taxes [$].
    • Residential plot tax: Each resident who owns a plot in town will be charged this amount for each plot they own in that town. Failure to do so will have the resident losing ownership over the plot. This is charged before residential taxes. Mayors can set with /town set plottax [$].
    Nation Collection


    The following are taxes that a nation's king can set. The taxes are deposited into the nation's bank.
    • Town tax: Each town in the nation has to pay this except for the capital town. Kings can set with /nation set taxes [$].
    Server Imposed Taxes


    The following are taxes that the administrator must set in the configuration. These are global taxes intended to slowly kill off inactive towns/nations.
    • Town tax: Each town in the world pays this. Failure to pay will destroy the town.
    • Nation tax: Each nation in the world pays this. Failure to pay will destroy the nation.
    How do I configure the wilderness?

    Towny has a few options for this. The default being that you cannot edit in the wild at all. Forcing players to make towns to begin construction. You can turn this option off globally in the configuration (unclaimed_zone_[permission]). You can also change it for a particular world with the /townyworld (/tw) command. Anything to do with the wild globally can be set per world.

    Towny also has the ability to ignore certain blocks in the wild. Such as logs and leaves (in the default). These block ids can be set with in the UNCLAIMED_ZONE_IGNORE variable in the config. The default has it so that you can edit ores, glowstone, ladders, torches and minetracks in the wild.

    You can also change the name of the wild that pops up when you leave a town. Setting this per world would make the "wilderness" be more personal to that specific world. Eg: Setting the name to "Hell" for a nether type world would create a nice note when transitioning world to world.

    What are the "modes" a player can have?
    Each player has the ability to change how Towny interacts with him/her. The most common are for popup displays that show up as the player moves around in the world. They can be set with the /resident set mode [mode] ... [mode]. The modes are as follows:
    • map: Equivalent to typing "/towny map" as you walk between townblocks.
    • townclaim: Equivalent to typing "/town claim" as you walk between townblocks.
    • townunclaim: Equivalent to typing "/town unclaim" as you walk between townblocks.
    • tc: Your main chat output is to the town channel.
    • nc: Your main chat output is to the nation channel.
    Why are the cells off by 1 in the negative planes? and why is the plots 15x16 or 15x15 near origin?
    Read this post here. It's a simple fix, however, it would shift 3/4 of existing plots on every server currently using Towny, so I'm not changing this.

    How can I make it so resident can only build in their own plots?
    If you want this as default for every town on your server, be sure to change the default permissions in the config with default_town_perm_ to false. Now only the mayor + assistants have permission for newly created towns. If you want this for existing towns, or you only want your town to act in this way, you need to use /town set perm off.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: May 8, 2016
  2. Offline

    unrivaledneo

    Yea i mentioned this a while back, he said it was hardcoded in and he would change it.
     
  3. Offline

    Legionarius

    Currently town members cannot use switches, but all people raiding their towns are able to. City level permissions are all right, and the switches are not in the wilderness. Any ideas?

    Also, I echo the desire to move to MySQL. Flat files are less than ideal.
     
  4. Offline

    Raspberry


    You have to deposit the money in the town bank... /town deposit <amount>
     
  5. Offline

    Waffletastic

    What is changed with version .43?
     
  6. Offline

    Schreckschraube

    Yes, please write Changelogs! :)
     
  7. Offline

    Shade

    Ah cool, and thank ye. I added it under FORCE_PVP_ON. Tell me if it's working unintentional.
    --- merged: Feb 28, 2011 2:08 PM ---
    Try the explanation in the news.
    --- merged: Feb 28, 2011 2:08 PM ---
    done
    --- merged: Feb 28, 2011 2:11 PM ---
    There is an option to turn that off in the config. ALLOW_TOWN_SPAWN and ALLOW_TOWN_SPAWN_TRAVEL. Admins and those with the permissions can override it when it's set to false.
    --- merged: Feb 28, 2011 2:12 PM ---
    Dude, we're on version 450s in Craftbukkit... and I always compile against the latest ( usually). Read the OP for some links to working versions.
     
  8. Offline

    Legionarius

    It works wonderfully. As does the switch fix that was bugging my residents. A tip of the hat to you, sir. Keep up the good work and I'll gladly keep through donations your way, as should everyone else :)
     
  9. Offline

    Machete.Panda

    I'm having so much trouble with the permissions. I am trying to make it so no one can build/gather with out being a resident and in their terratory. So I go into the config.properties and everything looks good:
    Code:
    unclaimed_plot_name=Unowned
    unclaimed_zone_build=false
    unclaimed_zone_destroy=false
    unclaimed_zone_ignore=0
    unclaimed_zone_item_use=false
    unclaimed_zone_name=Wilderness
    unclaimed_zone_switch=true
    However people can still gather/build. I have no permissions based plugins. I'm really lost on this. Are there any other values that could be overwriting these?
     
  10. Offline

    Legionarius

    @Shade unless I'm missing something there is no way for me to stop members of a town from spawning at their town spawn. This leaves me in a bind since new players don't spawn precisely where I want them to, and it leaves established players with /home to use exclusively for raiding. How can I disable town spawn on death altogether?
     
  11. Offline

    M1sT3rM4n

    I've also noticed that the town spawn sometimes suffocates players to death. Maybe it's a CB bug with chunk loading.
     
  12. Offline

    Schreckschraube

     
  13. Offline

    Shade

    There's the number 17 staring right at you...
    --- merged: Feb 28, 2011 8:25 PM ---
    Are you absolutely certain the permissions are in the admin group? (IE not temp perms in groupmanager)
    You might be op, while the others depend on the permissions.
    --- merged: Feb 28, 2011 8:28 PM ---
    After loading, everything is in memory. Whenever something changes, it'll rewrite the file.
    But, probably. Eventually.
    --- merged: Feb 28, 2011 8:29 PM ---
    are you admin? do you have the towny.spawn permission?
    --- merged: Feb 28, 2011 8:30 PM ---
    Nice yes. Related to Towny? No. Ask in the plugin request forum.
    --- merged: Feb 28, 2011 8:32 PM ---
    First off. Do NOT bump or double post. Next time I will ignore you.

    1. kicked from town
    2. loses plot
    3. read the permissions spoiler in OP
    Edit: Also, I'm not 100% sure if the override works with towny.wild.block.123 etc.
    --- merged: Feb 28, 2011 8:40 PM ---
    What are their status's (go into debug mode). There should be no difference between them (aka both = WARZONE)
    Edit nevermind
    --- merged: Feb 28, 2011 8:42 PM ---
    Check /tw. All worlds should be at default . . .
    --- merged: Feb 28, 2011 8:50 PM ---
    From the next changelog:
    v0.45 : Stopped forcing respawn events to use world spawn if town spawn isnt found.

    I'll also add an option to ignore the event altogether.
    --- merged: Feb 28, 2011 8:52 PM ---
    Yea. dieing in one world use to/still is respawn you at the x,y,z of where your town spawn is, in the world you died in. Not sure if anyone actually added the fix to CB.
     
    M1sT3rM4n likes this.
  14. Offline

    OddsAgainst

    There is a glitch where you can deposit a negative amount. By typing /t deposit -#, any resident can take out any amount they want. This subtracts from the town's bank and adds to the players inventory. While this was fun using to buy up all the towns land, it is cheating nonetheless. A fix is needed.
     
  15. Offline

    Shade

    Updating your version is needed. *points to changelog*
     
  16. Offline

    Charles Harvey

    So we run a pretty large server upwards of 800 flat files so far for towny. What you're saying is the files stay in use until a server reset is done... is that correct? I've been trying to find the root cause for lag on the server after its been up for a while. We see memory use increase to 80% of 6Gb which would make sense if those files aren't closed. Any advice would be welcome. Thanks.

    Edit: Looks like it might be McMMO causing our memory woes. False alarm here. Still would like to see SQL implemented but either way thanks for the great plugin.
     
  17. Offline

    Mydnyte

    I'm having this same issue.
    If a user warps into a town, they do not receive the ~Town message.
    They are able to build / destroy regardless of permissions.

    If they leave the town and get to ~wilderness, and then walk back into the town, they will then get the ~Town message.

    Using CB 453 / Essentials / Permissions 2.4

    Edit:
    It doesn't seem to be related to warping.
    I have logged out in the wilderness and logged back in.
    When I enter a town, I do not get the ~Town message.
    If I go back into the wilderness I am not getting the ~wilderness message.

    It seems to happen randomly. When I check the console, I'm not noticing any errors.

    If I re-create a town, it will work for a while, but then I will get the same problem.

    2x Edit:

    Looks like it may have been a problem with my
    town-block-size=
    town-block-ratio=

    I had them both set to 32, when I changed them back to 16 I was able to get Towny to recognize when I transitioned.

    Edit x3: Still not fixed. If users warp around the area, or into it they are able to build / destroy.
     
  18. Offline

    smartaleq

    Just weighing in to say this plugin is incredible. Shade, you should stop by the private DwarfCraft development server to see optimal interactions.
     
  19. Offline

    fallarnon

    Feel free to shoot me down if this is a problem you have encountered and solved already but...

    I encountered a problem recently where a series of plots mysteriously resized themselves to being 15 blocks wide by (I think) 16 long or vice versa. For example a particular 3x3 set of plots were measured at one point and verified as 48 wide, but now mysteriously only measure 47 across now. The opposite dimension going the other way appears unaffected. I think I am running version v0.39 with CB440 and Permissions 2.1

    Please realize that I do understand that I should update and am in the process of doing so, I merely wanted to bring up the issue in case you had not encountered it as yet.

    Also I just want to check as I think I am going to rebuild plugin by plugin tonight and yours is easily the most vital to our server after permissions. Would this be a recommended setup? CB440, Towny v0.44, iConomy4 as linked in your post, Permissions 2.1?
     
  20. Offline

    NotYetRated

    MASSIVE fail on my end. I apologize for cluttering the forum with awful questions. :)
     
  21. Offline

    ydido

    how can i make it so that if your a resident of any town you can distroy blocks in the wilderness.
     
  22. Offline

    Mydnyte

    May be a dumb question, but I haven't found the answer anywhere.

    How do you turn the Daily tax collection / etc off?
    I tried setting the daily interval to 0 and it gave me a console error.
     
  23. Offline

    M1sT3rM4n

    Some of my users are reporting issues where the server fail to register them upon first login.
     
  24. Offline

    Machete.Panda

    Thanks for the reply. After running the '/tw' command it says:
    It says its at default. But Wilderness has the words Build, and Destroy in it(both in red). I'm not sure if that means its running outside of default suggestions or if red is off. Either way they can still build/gather/destroy.
    Thoughts?
     
  25. Offline

    Raspberry


    Don't worry -- It's not intuitive... The permissions and more functions need to be documented regarding this plugin.

    I love the plugin, but with all the permission issues and iConomy update issues this has been a complete pain to implement.
    --- merged: Mar 1, 2011 5:35 AM ---
    What are you using for permissions? Check your permissions files.
    The way I troubleshot these issues was to remove any permissions plugins (and GroupManager) and then see if it works right without any permissions... if it does, great. (check your Towny/settings/config.properties file to see how it should behave without permissions plugins)

    After you have it behaving properly by default... then re-add a permissions plugin and start with a default config file and start adding in permissions one by one (or taking them away) until you get the desired control.
     
  26. Offline

    Lock

    Hey, wondering if there is a way to limit the distance between towns, when forming a nation. Maybe a configurable maximum eg 250 blocks between towns or something. Dont want to have nations spread out all over the map.

    Apologies if its already implemented.
     
  27. Offline

    ProjectInfinity

    Is it possible to disable PvP in wilderness when wartime is not enabled?
     
  28. Offline

    Shade

    go into debug mode. Are you getting the onplayermovechunk? if so, what does it say when this happens.
    Does this persist on the reccomended build (440)?
    --- merged: Mar 1, 2011 8:39 AM ---
    is the townblock near the 0 coordinate axis anywhere?
    --- merged: Mar 1, 2011 8:40 AM ---
    check v45
    --- merged: Mar 1, 2011 8:40 AM ---
    no errors in console?
     
  29. Offline

    M1sT3rM4n

    Are prefixes fixed or still hardcoded?
    --- merged: Mar 1, 2011 8:40 AM ---
    And no errors...
     
  30. Offline

    Shade

    I'd tell you to go into debug mode, but im not too sure you'd understand it all. Pm me your server ip, and turn devmode on in the config (it lets me see townys console output, nothing else).
    --- merged: Mar 1, 2011 8:43 AM ---
    nope
    --- merged: Mar 1, 2011 8:44 AM ---
    you have to manually change it. but you have to manually turn on war sooo...
    /tw set pvp off
    --- merged: Mar 1, 2011 8:46 AM ---
    If you mean in the status during /resident
    Town: asdfsa
    Then yes.

    If you mean
    shakura town
    or
    Mayor quimby

    then yes they should work.
     
  31. Offline

    Schreckschraube

    Can you give me an example? Please?
     
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