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Contents

WARGEAR RULESET

Combat Rules

1. The fight

1.1 Preface

Even though WarGear fights should be about having fun, each team is obliged to take their fight seriously and to pursue the goal of winning the fight with all available means at all times. If the referee has the impression that this is not the case, he is allowed to end the fight immediately and award the victory to the opposing team. In the case of an event, competition, tournament or similar, a disqualification may also be pronounced.

1.2 The time frame

Once both WarGears and both teams are in the arena, the pre-fight phase begins and the two team leaders have items with different options in their inventory bar. They can declare themselves ready for the fight with the “Ready” item or cancel it with the “Cancel” item. You can also use the “Re-paste” item to re-paste your WarGear up to three times (recommended to prevent paste bugs!). In this pre-fight phase, the WarGear is accessible and can be prepared for the fight, but point 2.1 (Anti-Lag rule) of the rulebook must be observed.
As soon as both team leaders declare themselves ready, the battle starts and all players are teleported in front of their own WarGear. If the preload of automatic cannons is installed in the form of obsidian, this is simultaneously
replaced with TNT so that automatic TNT cannons are fully functional.All players then have 60 seconds to take their position in their WarGear. During this time, further adjustments may be made. Fully automatic cannons may be activated before the start of the fightif there is clearly a specific, tactical background idea and no circumvention of the rules (point 5.4). Sollten Feuerbälle, Pfeile und Windcharges während dieser Phase die Ausbreitmaße überschreiten, werden sie entfernt. Nach Ablauf des 60 Sekunden Countdowns können alle Teammitglieder Kanonen beladen, mit ihren Bögen schießen und Feuerbälle können die Ausbreitmaße verlassen, ohne entfernt zu werden. Der Kampf ist zeitlich begrenzt und endet bei folgenden Ereignissen:

  • All members of one team are dead
  • All cannons of one team are destroyed (technical K.O.)
  • The time has run out:
  • Tier I: 10 min
  • Tier II: 15 min
  • Tier III: 20 min
  • One of the teams is giving up
  • Both teams agree to end the fight (Only possible with referee)
  • A referee ends the fight prematurely (reasons for this can be rule violations)

If the time runs out without another event ending the fight, the fight ends in a draw. The winner can then be determined according to the points system (point 1.6.)

It will be played in "Game Mode Survival" with the difficulty "Normal" and the gamerule "naturalRegeneration"= false. (Note: This disables the regeneration of life even at full hunger bar.) Depending on the format of the match (e.g. WarGear League), a referee should oversee the fight. The referee is above every player in the arena and the Auto-WGK plugin and has absolute veto power. Their descisions have to be accepted!

1.3 The teams

There are always two teams in a WarGear fight. The number of team members varies according to the rules:

  • Tier I: 1-3 Players
  • Tier II: 1-5 Players
  • Tier III: 1-6 Players

If both teams do not have the same number of players, it is not necessary to adjust the number of players, but it is still encouraged.

1.4 The equipment

Each player starts a fight with a full health and hunger bar. You have the option of specifying your own equipment in the “Kit area” of the arena lobby. If you do not have your own kit, you will receive a balanced standard kit. You can create your own kit with the help of a creative inventory, which you receive in the kit area. Here you can drag all items into your inventory that are not in this list . In addition to the normal items, each player can choose an enchanted item, which they can equip by right-clicking on the item frame. To save the inventory, simply leave the kit area with the desired equipment inventory. This is then automatically saved and can be used in the next fight. No items may be crafted or worn during a fight. Consuming food and potions is also prohibited.

1.5 The arena

The place where WarGear fights take place is usually an arena, which must fulfill certain criteria. The WarGears must be placed on a field of solid blocks with the standard block height of "1.0" (One can find a list of the height of solid blocks here), which allow the use of redstone and defense techniques. The rest of the arena must be structurally fenced off so that no spectators can enter the court. There must be an open fighting area without obstructing blocks with the following dimensions:

Tier I:

  • depth: 130* (50+23+23+17+17)
  • width: 57* (23+17+17)
  • height 37* (23+14)

Tier II:

  • depth: 162* (50+35+35+21+21)
  • width: 87* (45+21+21)
  • height: 52* (32+20)

Tier III:

  • depth: 194 (50+47+47+25+25)
  • width: 117 (67+25+25)
  • height: 66 (41+25)

*This is a minimum size, which can also be larger!

1.6 The point system

After the end of a fight, it can be scored. This should be done by an impartial player or the referee in charge of the fight.

See: Point Calculator

  • Offense
= 0,385 * (Anzahl funktionsfähiger Kanonen/ Gesamtanzahl der Kanonen) Eine Kanone gilt als zerstört, wenn sie nicht mehr in der Lage ist, Projektile (mind. 1) auf die gegnerische Spielfeldhälfte zu schießen, ohne sich selbst dabei zu zerstören.
  • Defense
= 0.215 * (Number of blocks left/total of blocks at the start)
  • Infrastructure
= 0,1 * (Brücke intakt: Ja =1; Nein = 0) Eine Brücke wird als intakt gezählt, wenn sie alle Voraussetzungen erfüllt (Punkt 2.3 des entsprechenden WarGear-Regelwerks). Der Sensor eines Alarmes muss selbstverständlich nicht mehr intakt sein.
  • Surviving team members
= 0.225 * (Number of survivors/Number of team members at the start)
  • Player health
= 0.075 * (Number of hearts left/total of hearts at the start)

2. Miscellaneous

2.1 Anti-Lag-Rule

Everything that could cause lag for the opponent must be activated before the start of the actual fight and must have stopped working before the fight begins. It is also permitted to leave the above items off completely. The exception to this rule is automatic TNT cannons, as these would not be able to fulfill their purpose. In the event of a dispute, the referee is the deciding authority. All redstone clocks must deactivate themselves immediately after fulfilling their function.

2.2 Anti-Mod-Rule

The following mods are allowed to be used during a fight: Permitted modifications

2.3 Anti-Bug-Rule

Minecraft has a lot of bugs. It is forbidden to include any bugs when building the WarGear. Examples would be bugs that allow you to see through walls or bugs that prevent damage.

2.3 Circumventions of rules/Plugin exploitation

Jeder Versuch, die Regeln zu umgehen, wird geahndet. Als Versuch wird alles gewertet, bei dem etwas zweckentfremdet wird, um einen anderen Zweck als in diesem Regelwerk zugedacht zu erfüllen. Ein Beispiel wäre eine automatische Kanone, die primär Laggs und nicht Blockschaden verursacht. Regelumgehung wird geahndet und bestraft. Die Bestrafung kann unterschiedlich ausfallen und reicht von einer mündlichen Ermahnung bis hin zum permanenten Bann sowie einem Eintrag auf die WarGear-Liga Blacklist. Eine Plugin-Ausnutzung ist das Missbrauchen der Auswirkungen eines Plugins. Hierzu gilt: Durch WorldFuscator gehidete Blöcke dürfen verwendet werden, sofern deren Eigenschaften dazu dienen, die Funktionen oder Mechanismen einer Kanone aufrechtzuerhalten. Läufe sind freizuhalten, sofern Kanonen und Mechanismen technisch hiervon unabhängig sind. Alle ausgeblendeten Blöcke können hier eingesehen werden.

2.5 Anti Autoclicker

Holding the mouse button down is permitted as long as the number of clicks does not exceed 5 per second.

If the number of clicks is more than 5 clicks per second, each in-game button press must be caused by the activation of a physical button by contracting a muscle.

A button is a mechanism that can only be pressed, held and released by human-induced physical influences.

"Butterflying" and "jittering" are permitted on the network.

The use of autoclickers, macros, putting a button on the mouse wheel (not spatially), using multiple mice or using a mouse that triggers multiple button presses, pressing with multiple people or putting the same function on multiple buttons is prohibited.

It is also forbidden to modify the click function of your mouse in any way through software (except native Minecraft) or hardware.

2.6 Fair play rule

Even though WarGear fights should be about having fun, each team is obliged to take their fight seriously and to pursue the goal of winning the fight with all available means at all times. If the referee has the impression that this is not the case, he is allowed to end the fight immediately and award the victory to the opposing team. In the case of an event, competition, tournament or similar, disqualification may also be pronounced.

2.7 Scheduling rule (events)

If a team is unable to attend the scheduled date, the team is obliged to inform the event management as soon as possible (events may make different arrangements).
In the event of an unexcused absence from the fight, a warning will be issued for the respective team (in special cases, disqualification may follow). In the event of a second warning, the team will be excluded from the event.


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!