PvpBot Wiki
Features

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

RelationCommandEffect
Neutral(none)Normal behaviour: a bot with auto-target attacks anyone, as if there were no factions.
Warhostile <a> <b>They attack each other on sight. Ends any alliance or peace.
Peacepeace <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.
Allianceally <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.

An alliance or one faction? An alliance puts bots of different calibre on the same side: 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
FormationLayout
behindBehind whoever they follow (default).
circleA ring all around.
open_circleA 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
  • hostile and peace take 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, follow and tp work as they do for factions. An overfaction's leader doesn't join any faction and doesn't survive a restart.
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