Factions
Who fights whom: factions, relations, leaders, coalitions and per-faction settings.
The basics
A faction is a group of members: bots and real players. Everyone is in one faction at a time; joining another means leaving the old one.
/pvpbot faction create bandits
/pvpbot faction join bandits latest
/pvpbot faction join bandits Steve
/pvpbot faction join bandits range 20
/pvpbot faction leave Steve
/pvpbot faction info bandits
join takes a name, a selector or range <blocks>, which
adds every bot within that distance of you.
The "player" faction
Every real player who joins the server without a faction is put in the player faction. Anyone you put in
another faction (or made a leader) stays there after reconnecting. This lets you declare war or peace on every player in
one go:
/pvpbot faction hostile bandits player
Relations
| Relation | Command | Effect |
|---|---|---|
| Neutral | (none) | Normal behaviour: a bot with auto-target attacks anyone, as if there were no factions. |
| War | hostile <a> <b> | They attack each other on sight. Ends any alliance or peace. |
| Peace | peace <a> <b> | Neither side starts anything. Blasts and sweeps treat them as bystanders. A member who is hit still hits back, and the leader's call to arms still counts. |
| Alliance | ally <a> <b> | The same side in everything: they don't target each other, no revenge between them, orbital strikes hold fire near an ally. Each faction keeps its own settings. |
War and peace rule each other out. unally ends an alliance.
bandits and elite_bandits fight
together but with different skill.Leaders
/pvpbot faction leader bandits Boss
/pvpbot faction leader bandits clear
The leader (a bot or a real player) is always a member of the faction. The whole faction joins the leader's fights:
whoever the leader attacks, and whoever attacks the leader, becomes everyone's target. The hostility lasts
leader-call-seconds seconds (30 by default, 0 turns it off) and doesn't survive a restart. A leader who logs
out is still the leader when they come back.
Following as a group
/pvpbot faction follow bandits Boss circle
/pvpbot faction follow bandits stop
| Formation | Layout |
|---|---|
behind | Behind whoever they follow (default). |
circle | A ring all around. |
open_circle | A ring that leaves the front clear. |
The spacing is follow-distance. Followers fight when attacked, then fall back in.
Per-faction settings
Any setting can be changed for one faction only. Whatever the faction doesn't set comes
from the active preset or from config.yml.
/pvpbot faction set rookies skill 20
/pvpbot faction set rookies miss-chance 40
/pvpbot faction set veterans skill 90
/pvpbot faction set veterans elytra-mace true
Faction settings always beat the preset: if you change the server's preset, the factions you tuned by hand stay as you left them.
Random kits per faction
A faction can have a weighted table of kits. give rolls a random kit for each bot using those odds.
/pvpbot faction kit bandits set diamond 30
/pvpbot faction kit bandits set mace 50
/pvpbot faction kit bandits set crystal 20
/pvpbot faction kit bandits list
/pvpbot faction kit bandits give
Weights are relative (here 30%, 50%, 20%) and go from 0 to 1000. A weight of 0 removes the kit from the table, and
clear empties it.
Overfactions
An overfaction is a coalition of factions. Every faction inside is automatically allied with all the others: six
factions is one command, not fifteen ally calls.
/pvpbot overfaction create north
/pvpbot overfaction add north bandits
/pvpbot overfaction add north pirates
/pvpbot overfaction create south
/pvpbot overfaction add south guards
/pvpbot overfaction hostile north south
hostileandpeacetake two overfactions, or an overfaction and a single faction.overfaction <name>works as a selector everywhere: you can move, retreat or kit out a whole coalition with one command.leader,followandtpwork as they do for factions. An overfaction's leader doesn't join any faction and doesn't survive a restart.