User:OneDarkWolfy/sandbox: Difference between revisions

m Save point
mNo edit summary
Line 39: Line 39:
* Finance Manager
* Finance Manager


= Creating and Managing Your Town =
=Creating and Managing Your Town=
== Creating a Town ==
==Creating a Town==
To create a town, you must have 300⌾ in your personal bank, then head to spawn, <code>/spawn</code>.<br>
To create a town, you must have 300⌾ in your personal bank, then head to spawn, <code>/spawn</code>.<br>
1. Hire an '''Architect''' from '''Lord Crowley''' at spawn.
1. Hire an '''Architect''' from '''Lord Crowley''' at spawn.
Line 48: Line 48:
2. Lead the Architect to your desired location, it must be 128 blocks (8 chunks) away from another town.<br>
2. Lead the Architect to your desired location, it must be 128 blocks (8 chunks) away from another town.<br>
3. Right-click the Architect and select "Create Town".<br>
3. Right-click the Architect and select "Create Town".<br>
<div style="border: 1px solid #c6c6c6; display: inline-block; padding: 5px;">
[[File:Spawn Architect GUI.png|450px]]
</div>
4. The chunk you stand in becomes the '''homeblock''', and your exact position becomes the '''town spawn'''.<br>
4. The chunk you stand in becomes the '''homeblock''', and your exact position becomes the '''town spawn'''.<br>


Line 53: Line 56:
* Set spawn: <code>/t set spawn</code>
* Set spawn: <code>/t set spawn</code>
* Set homeblock: <code>/t set homeblock</code>
* Set homeblock: <code>/t set homeblock</code>
 
'''To rename, invite, leave, kick commands:
== Membership ==
* Rename town: <code>/t set name [new name]</code>
* Rename town: <code>/t set name [new name]</code>
* Invite: <code>/t add [username]</code>
* Invite: <code>/t add [username]</code>
Line 60: Line 62:
* Kick: <code>/t kick [username]</code>
* Kick: <code>/t kick [username]</code>


= Active Upkeep System =
=ActiveUpkeep System=
Instead of money, towns must remain active.
ActiveUpkeep replaces the default Towny upkeep. Instead of requiring money to sustain your town, players must now remain active to keep it thriving. A variety of in-game actions contribute to a player’s individual activity score.
 
==Activity Decay==
Every player has an activity score that fluctuates based on their daily engagement, players must reach the activity threshold to be considered an active member of a town.<br>


== Activity Decay ==
The maximum score you can achieve far exceeds the threshold, allowing you to “bank” activity for a period of time. However your score will decay over time and will decrease faster the longer you haven’t played but slower if you have been consistently active.
* Every player has an activity score
* Scores decrease over time if not playing
* High scores can be banked through consistent play


== Inactivity Effects ==
==Inactivity Effects==
{| class="wikitable"
Towns are sustained through the activity of their residents. If all members of a town become inactive, the town will begin an inactivity countdown.
! Days Inactive !! Effect
'''Inactivity Timeline:'''
|-
# When a town has no active residents, it is marked as '''inactive'''.
| 4 || Town removed from Nation
# If the town remains inactive for '''4 consecutive days''', it will be automatically removed from its nation.
|-
# This serves as a warning sign that the town is no longer active.
| 7 || Town enters ruin state
# If the town remains inactive for an additional '''3 days''', bringing the total to '''7 consecutive days''', it will enter into '''ruin'''.
|}


Check score: <code>/activity</code> or <code>/activity [username]</code>
'''Monitoring Inactivity:'''
Players can check their own or others' activity using: <code>/activity</code> or <code>/activity [username]</code>


= Claiming Land =
= Claiming Land =