WARGEAR RULESET
TIER III
TIER III
1. Preface
This is the official Tier III ruleset for battles on MyPlayPlanet. This ruleset is intended for experts in the WarGear scene and contains only a few restrictions. Here you will find everything you need to know to build a WarGear with which you can participate in the many battles that take place on the servers every day.
1.1 What are WarGears
2. Building Regulations
WarGears are subject to a number of rules to ensure fair battles under the same basic conditions.
These rules are all kept as simple as possible and can be run through like a checklist. It is forbidden to use any bugs in the construction of the WarGear.. Des Weiteren ist darauf zu achten, dass die Limits von z.B. Items, Entities, sowie Block-Entities weder verlassen noch von den default Limits von Vanilla abweichen dürfen.
2.1 Dimensions
A Tier IIIWarGear may have the following maximum dimensions before the pre-fight phase:
- 65 blocks in width
- 40 blocks in height
- 45 blocks to the rear
Furthermore, the fronts, both sides, the rear and the roof may each have a 1 block wide layer of blocks with a blast resistance of 6 or less (cladding layer). A fully clad Tier III WarGear therefore has the following dimensions:
- 67 blocks in width
- 41 blocks in height
- 47 blocks to the rear
A Tier III WarGear may expand or move a maximum of 16 blocks in all directions except downwards during the pre-fight phase and during the fight.
2.2 Building materials
The materials that can be used to build a WarGear are limited. This can have different reasons. The most common reasons why blocks are forbidden are:
- They allow a rule to be circumvented
- They cannot be destroyed with TNT or prevent TNT destruction
- Diese haben eine höhere Explosionsresistenz als 9,
- They cause severe lag for players with weaker computers
The following is a list of all banned blocks, sorted by ID:
Amboss (anvil), Antiker Schutt (ancient_debris), Barriere (barrier), Bedrock (bedrock), Befehlsblock (command_block), Brüchiges Eis (blue_ice), Eis (ice), End Gateway (end_gateway), Endportal (end_portal), Endportalrahmen (end_portal_frame), Endertruhe (ender_chest), Konstruktionsblock (structure_block), Konstruktionsleere (structure_void), Kolben – bewegend (moving_piston), Monster-Spawner (spawner), Netherit-Block (netherite_block), Netherportal (nether_portal), Obsidian (obsidian), Seelenanker (respawn_anchor), TNT – darf erst im Kampf gesetzt werden (tnt), Verstärkter Tiefenschiefer (reinforced_deepslate), Weinender Obsidian (crying_obsidian), Zaubertisch (enchanting_table) All Entities & Mobs
Special blocks: Flowing Water/Lava & Still Water/Lava (see 2.4 Water), Dispenser (maximum 60 Stück), alle Shulker-Kisten (maximal 100 Stück), Cobwebs & Powdered-Snow (siehe 2.5 Cobweb & Powder Snow), Kürbislaterne (siehe 3.1 Definition Kanone)
2.3 Bridge
Each WarGear requires a bridge, which is a single room and must be at least 60 blocks² in size. It must be clearly separated from the WarGear by mechanisms or doors. Consequently, it must no longer be possible to enter or leave the bridge if all mechanisms and doors are active/closed. Furthermore, the bridge must be able to be walked in upright. Cannons must not be accessible from the bridge. The bridge must contain the following:
- At least 18 blocks, that serve as headlights. The headlight blocks (permitted blocks: redstone_lamp, copper_bulb) must be able to be activated and deactivated from the bridge and be visible to the enemy WarGear.
- All mechanisms that may be deployed for inspection must be centrally controllable/activatable in the bridge. Each shield must be fully extended by pressing a single button/lever once. Additional control options for the same mechanisms may be installed at other points in the WarGear, provided they do not interfere with each other. Furthermore, particular attention must be paid to point 2.6 Infrastructure!
- At least 4 sensors. These sensors must react to damage and each activate an alarm that has a visible and continuously audible component in the bridge in the form of a note block or a bell.
2.4 Water
Wasser/Lava darf sich primär in einer Kanone befinden, um zu verhindern, dass sich die Kanone durch die eigene Treib-, Vorschuss- & Komprimierungsladung zerstört. Sekundär ist es erlaubt für die Positionierung von Projektil-, Treib- & Komprimierungsladungen Wasser ohne den primären Zweck zu verwenden. Der Fluss des Wassers ist so zu kontrollieren, dass das Wasser die Kanone nicht verlässt und/oder im intakten Zustand Wasserschilde bildet. Ein Beispiel wäre das Detonieren von Projektilen im Wasser innerhalb der eigenen Kanone.
2.5 Cobweb & Powder Snow:
Cobweb und Powder Snow dürfen sich in einer Kanone befinden, wenn sie Einfluss auf die Funktion der Kanone haben. Ein Beispiel wäre die Verwendung von Powder Snow für Höhen oder breiten Modis einer Kanone.
2.6 TNT-Kanonen
Of course, every WarGear needs a weapon with which it can ruin the opponent's day. The main armament of a Tier III WarGear comes in the form of up to 14 TNT cannons.
2.7 Sonstige Anforderungen
Here are additional rules to prevent a WarGear from simply being a large end stone block with cannons.
Infrastructure
Every mechanism that has an influence on the inspection must be clearly described on its control/activation using a sign. This includes in particular levers and/or buttons of defense contraptions. Self-explanatory mechanisms and functions of a WarGear, such as the ignition and settings of a cannon, are not affected by this requirement.
It is desirable that a WarGear is clearly structured so that it is easy to find your way around.
Apperance
Each WarGear must look as if it is able to exist without breaking apart. A WarGear should not look like a box, which is why clearly recognizable 3D structures are predominantly required on the front of the WarGear. The 3D structures must be at least 2 blocks deep and consist of two different blocks. It is desirable that a WarGear looks like a realistic fighting machine.
Inventory of blocks
With the exception of dispensers, only TNT, horse armor, snowballs, music discs, books, shulker boxes and flowers may be stored in blocks with inventory. Fire charges, powder snow buckets, buckets, wind charges and arrows may be stored in dispensers as the only block with inventory (maximum 128 items in total, the limit for windcharges is 64 items). TNT may not enter dispensers in any way. Should it get into dispensers at any time, this will result in an immediate disqualification of the WarGear/team concerned.
3. Cannons
As mentioned above, cannons are the primary armament of every WarGear. Their task is to cause the destruction of blocks by firing at the enemy. A Tier III WarGear may contain manual and semi-automatic cannons.
3.1 Definition Cannon
A cannon is a redstone device that shoots. What belongs to a cannon is defined by the points at which TNT is ignited in a single, fully loaded shot. A TNT cannon works with TNT, which can differ in its function.
Projectiles Propellant charges – diese werden von der Treibladung oder Mechanismen aus der Kanone beschleunigt, um das gegnerische WarGear zu beschädigen. Stepladungen – diese werden von der Treibladung oder Mechanismen aus der Kanone beschleunigt, um die Projektile in Richtung des Gegners zu beschleunigen.
Propellant charges Propellant charges – these accelerate the projectiles and step charges from the cannon. Compression charges – these compress or position the propellant charges after ignition, thus changing the influence of the propellant charges on the Propellant charges. Advance propelling charges - these are accelerated by the propellant charges or mechanisms from the cannon to accelerate the projectiles towards the opponent's half (see 2.4 Water).A cannon may contain water/lava under the conditions of point 2.4. It is forbidden to present a multitude of cannons as a single one. A cannon of a Tier III WarGear may contain an unlimited number of projectiles when loaded. Each cannon requires a jack o'lantern (minecraft:jack_o_lantern). This must be placed in such a way that if the jack o'lantern is destroyed, it can be assumed that the cannon ist no longer functional.
3.2 Definition Shot
A shot is a process in which ignited TNT is accelerated by exploding TNT. The entire exploding TNT is called propellant charge, the ignited TNT projectile/step chage. The shot is complete as soon as no more explosionsaffect the projectiles. The intention of a shot is to cause damage to the opponent. TNT may only be accelerated by wind charges if it then comes to a standstill within the expansion dimensions.
3.3 Manual TNT Cannons
Manual TNT cannons are cannons that are loaded and fired by hand.
3.4 Semi-automatic TNT Cannons
Semi-automatic TNT cannons are manual cannons that have a semi-automatic influence on the loading and firing process. This includes, among other things, moving unfired TNT, moving the player loading the cannon and firing the loaded cannon. Semi-automatic cannons must not be loaded before combat.
Author: TheDark_Beat (MyPlayPlanet)
Plugin: Auto-WGK (MyPlayPlanet)
Every user is allowed to fight WarGear battles according to these rules. Editing, modification and publication is prohibited without the written consent of the author!
TIER III +
1. Preface
This is the official Tier III+ ruleset for battles on MyPlayPlanet. This ruleset is intended for experts in the WarGear scene and contains only a few restrictions. Here you will find everything you need to know to build a WarGear with which you can participate in the many battles that take place on the servers every day.
1.1 What are WarGears
WarGears are battle machines that are built in Minecraft. They consist of TNT cannons, heaps of redstone technology and, of course, strong armor. Each player can build these WarGears alone or in a team. Once the WarGear has been built, it is possible to compete against other WarGears. These battles determine who has planned and built their WarGear better and spent more time developing TNT cannons. The battles are held using the Auto-WGK plugin. The combat rules can also be found on the MyPlayPlanet website.
2. Building Regulations
WarGears are subject to a number of rules to ensure fair battles under the same basic conditions.
These rules are all kept as simple as possible and can be run through like a checklist. It is forbidden to use any bugs in the construction of the WarGear.. Des Weiteren ist darauf zu achten, dass die Limits von z.B. Items, Entities, sowie Block-Entities weder verlassen noch von den default Limits von Vanilla abweichen dürfen.
2.1 Dimensions
A Tier III+ WarGear may have the following maximum dimensions before the pre-fight phase:
- 65 blocks in width
- 40 blocks in height
- 45 blocks to the rear
Furthermore, the fronts, both sides, the rear and the roof may each have a 1 block wide layer of blocks with a blast resistance of 6 or less (cladding layer). A fully clad Tier III+ WarGear therefore has the following dimensions:
- 67 blocks in width
- 41 blocks in height
- 47 blocks to the rear
A Tier III+ WarGear may expand or move a maximum of 16 blocks in all directions except downwards during the pre-fight phase and during the fight.
2.2 Building materials
The materials that can be used to build a WarGear are limited. This can have different reasons. The most common reasons why blocks are forbidden are:
- They allow a rule to be circumvented
- They cannot be destroyed with TNT or prevent TNT destruction
- Diese haben eine höhere Explosionsresistenz als 9,
- They cause severe lag for players with weaker computers
The following is a list of all banned blocks, sorted by ID:
Amboss (anvil), Antiker Schutt (ancient_debris), Barriere (barrier), Bedrock (bedrock), Befehlsblock (command_block), Brüchiges Eis (blue_ice), Eis (ice), End Gateway (end_gateway), Endportal (end_portal), Endportalrahmen (end_portal_frame), Endertruhe (ender_chest), Konstruktionsblock (structure_block), Konstruktionsleere (structure_void), Kolben – bewegend (moving_piston), Monster-Spawner (spawner), Netherit-Block (netherite_block), Netherportal (nether_portal), Obsidian (obsidian), Seelenanker (respawn_anchor), TNT – darf erst im Kampf gesetzt werden (tnt), Verstärkter Tiefenschiefer (reinforced_deepslate), Weinender Obsidian (crying_obsidian), Zaubertisch (enchanting_table) All Entities & Mobs
Special blocks: Flowing Water/Lava & Still Water/Lava (see 2.4 Water), Dispenser (maximum 60 Stück), alle Shulker-Kisten (maximal 100 Stück), Cobwebs & Powdered-Snow (siehe 2.5 Cobweb & Powder Snow), Kürbislaterne (siehe 3.1 Definition Kanone)
2.3 Bridge
Each WarGear requires a bridge, which is a single room and must be at least 60 blocks² in size. It must be clearly separated from the WarGear by mechanisms or doors. Consequently, it must no longer be possible to enter or leave the bridge if all mechanisms and doors are active/closed. Furthermore, the bridge must be able to be walked in upright. Cannons must not be accessible from the bridge. The bridge must contain the following:
- At least 18 blocks, that serve as headlights. The headlight blocks (permitted blocks: redstone_lamp, copper_bulb) must be able to be activated and deactivated from the bridge and be visible to the enemy WarGear.
- All mechanisms that may be deployed for inspection as well as automatic cannons must be centrally controllable/activatable in the bridge. Each shield must be fully extended by pressing a single button/lever once. Additional control options for the same mechanisms as well as automatic cannons may be installed at other points in the WarGear, provided they do not interfere with each other. Furthermore, particular attention must be paid to point 2.6 Infrastructure!
- At least 4 sensors. These sensors must react to damage and each activate an alarm that has a visible and continuously audible component in the bridge in the form of a note block or a bell.
2.4 Water
Wasser/Lava darf sich primär in einer Kanone befinden, um zu verhindern, dass sich die Kanone durch die eigene Treib-, Vorschuss- & Komprimierungsladung zerstört. Sekundär ist es erlaubt für die Positionierung von Projektil-, Treib- & Komprimierungsladungen Wasser ohne den primären Zweck zu verwenden. Der Fluss des Wassers ist so zu kontrollieren, dass das Wasser die Kanone nicht verlässt und/oder im intakten Zustand Wasserschilde bildet. Ein Beispiel wäre das Detonieren von Projektilen im Wasser innerhalb der eigenen Kanone.
2.5 Cobweb & Powder Snow
Cobweb und Powder Snow dürfen sich in einer Kanone befinden, wenn sie Einfluss auf die Funktion der Kanone haben. Ein Beispiel wäre die Verwendung von Powder Snow für Höhen oder breiten Modis einer Kanone.
2.6 TNT-Kanonen
Of course, every WarGear needs a weapon with which it can ruin the opponent's day. The main armament of a Tier III+ WarGear comes in the form of up to 14 TNT cannons.
2.7 Sonstige Anforderungen
Here are additional rules to prevent a WarGear from simply being a large end stone block with cannons.
Infrastructure
Every mechanism that has an influence on the inspection must be clearly described on its control/activation using a sign. This includes in particular levers and/or buttons of defense contraptions. Self-explanatory mechanisms and functions of a WarGear, such as the ignition and settings of a cannon, are not affected by this requirement.
It is desirable that a WarGear is clearly structured so that it is easy to find your way around.
Apperance
Each WarGear must look as if it is able to exist without breaking apart. A WarGear should not look like a box, which is why clearly recognizable 3D structures are predominantly required on the front of the WarGear. The 3D structures must be at least 2 blocks deep and consist of two different blocks. It is desirable that a WarGear looks like a realistic fighting machine.
Inventory of blocks
With the exception of dispensers, only TNT, horse armor, snowballs, music discs, books, shulker boxes and flowers may be stored in blocks with inventory. Fire charges, powder snow buckets, buckets, wind charges and arrows may be stored in dispensers as the only block with inventory (maximum 128 items in total, the limit for windcharges is 64 items). TNT may not enter dispensers in any way. Should it get into dispensers at any time, this will result in an immediate disqualification of the WarGear/team concerned.
3. Cannons
As mentioned above, cannons are the primary armament of every WarGear. Their task is to cause the destruction of blocks by firing at the enemy. A Tier III+ WarGear may contain manual, semi-automatic and automatic cannons.
3.1 Definition Cannon
A cannon is a redstone device that shoots. What belongs to a cannon is defined by the points at which TNT is ignited in a single, fully loaded shot. A TNT cannon works with TNT, which can differ in its function.
Projectiles Propellant charges – diese werden von der Treibladung oder Mechanismen aus der Kanone beschleunigt, um das gegnerische WarGear zu beschädigen. Stepladungen – diese werden von der Treibladung oder Mechanismen aus der Kanone beschleunigt, um die Projektile in Richtung des Gegners zu beschleunigen.
Propellant charges Propellant charges – these accelerate the projectiles and step charges from the cannon. Compression charges – these compress or position the propellant charges after ignition, thus changing the influence of the propellant charges on the Propellant charges. Advance propelling charges - these are accelerated by the propellant charges or mechanisms from the cannon to accelerate the projectiles towards the opponent's half (see 2.4 Water).A cannon may contain water/lava under the conditions of point 2.4. It is forbidden to present a multitude of cannons as a single one. A cannon of a Tier III+ WarGear may contain an unlimited number of projectiles when loaded. Each cannon requires a jack o'lantern (minecraft:jack_o_lantern). This must be placed in such a way that if the jack o'lantern is destroyed, it can be assumed that the cannon ist no longer functional.
3.2 Definition Shot
A shot is a process in which ignited TNT is accelerated by exploding TNT. The entire exploding TNT is called propellant charge, the ignited TNT projectile/step chage. The shot is complete as soon as no more explosionsaffect the projectiles. The intention of a shot is to cause damage to the opponent. TNT may only be accelerated by wind charges if it then comes to a standstill within the expansion dimensions.
3.3 Manual TNT Cannons
Manual TNT cannons are cannons that are loaded and fired by hand.
3.4 Semi-automatic TNT Cannons
3.5 Automatic Cannons
Author: TheDark_Beat (MyPlayPlanet)
Plugin: Auto-WGK (MyPlayPlanet)
Every user is allowed to fight WarGear battles according to these rules. Editing, modification and publication is prohibited without the written consent of the author!