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Gangland Warfare – GTA-Style Crime

Gangland Warfare – GTA-Style Crime

Turn your server into a living crime world with gangs, guns, bounties, and progression

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Cops N Crooks – Part 3

release22 апреля 2026 г.

🚨 Case Closed — v0.7.5-DEV Changelog

Traders open their doors, Bankers start taking deposits, and the cuffs finally come off — for a price. Welcome to Part 3 of Cops N Crooks, the release that closes out the module.


Overview

Three systems land and Cops N Crooks ships as feature-complete. A stationary Trader NPC brings a full buy / barter / sell / tip economy to the street, built on a new shared shop-api framework. A Banker NPC takes deposits, issues withdrawals, and gates a tier ladder that controls your max balance, daily cap, interest, and weekly / monthly loans. And bail finally closes the arrest loop — handcuff → jail → pay-your-way-out (or serve your time and walk).

Alongside those, the release ships a real YAML validation layer, a debug logging block, Vault permissions integration, loot-chest polish, and a wave of command ergonomics (tab-completion fixes, a /gangland alias, optional player targets on bank commands). One feature shipped and was rolled back inside the cycle — see the Ambiguous list.


📄 Configuration Changes

Upgrading from 0.7.4? You'll need to merge in new files and new settings.yml sections — or regenerate them by bumping Config_Version.

New files shipped in this version:

FilePurpose
npc/trader_traits.ymlTrader personality catalogue (mood rates, barter rules, max health).
npc/bank_tiers.ymlBanker tier ladder — balance cap, daily cap, interest, loans per tier.
shop/<shop-key>.ymlOne file per shop. Managed through the in-game admin GUIs.

New sections added to settings.yml: Debug (module-level debug logging toggle), a rewritten User.Bank block (rolling-window caps, rename fee), and a new top-level Detainment block with nested Transit, Break_Free, Handcuff_Bribe, Bail, Jail_Bribe, Sentence, and Sounds sub-blocks.

Removed sections: per-account bank knobs that are now tier-scoped (max balance, daily deposit limit, interest rate, death-loss discount, weekly / monthly loan amounts) — they live in bank_tiers.yml instead.

Required YAML validation: every loader now rejects unknown keys and reports a line-accurate error. If you'd been silently carrying dead keys from earlier versions, expect a first-boot warning.


✨ Features

Trader NPCs

A damageable, stationary Citizens NPC that runs a full shop. Placed via an admin command, bound to a shop key and a trait from trader_traits.yml. Right-click opens a buy view; the trader also supports barter (item-for-item swap, no money involved), sell (you hand items to the trader for cash), and tip (spend money to improve the trader's mood toward you).

  • Six built-in traitseasygoing, hotheaded, stubborn, generous, shrewd, timid — each with its own mood rates, barter policy, sell-price ratio, and HP. Define your own by adding a new top-level id.
  • Per-player mood — mood is a positive-only scalar. Tipping and successful purchases both push mood up; there's no anger / negative track by design. At max mood the trader gives the configured Min_Friend_Discount on buys.
  • Barter is a pure item swap — no money ever changes hands on a barter. The trader values incoming items against the category rates set in the shop file and accepts / rejects based on the trait's Barter_Price_Ratio. Turn it off per-trait with Allows_Barter: false.
  • Sell — per-category valuation via Sell_Price_Ratio. Players can liquidate loot they don't want; server owners tune how generous each trait is per category.
  • Item freshness via decorate, not NBT — newly-delivered shop items are re-decorated on every purchase, so configured lore / display names refresh even if an old YAML shape changed in between.
  • Admin editing in-game — no YAML wrestling needed day-to-day. /glw trader edit shop <key> retargets the trader in your crosshair, edit trait <id> changes the personality, edit name opens an anvil to rename (spaces supported), remove deletes the trader you're looking at.
  • Trader is damageable by defaultInvulnerable: false on the trait makes the NPC killable so you can actually rob a shop. Default traits ship invulnerable; stubborn is the example "killable" trait.
  • Persistent repository — traders are saved by the plugin, not by Citizens' saves.yml (SHOULD_SAVE = false at spawn). One source of truth.

New file — trader_traits.yml shape:

easygoing:
   Display_Name: "Easygoing"
   Mood_Per_Tip_Currency: 0.0008   # mood gain per currency unit spent on a tip
   Mood_Per_Purchase: 0.03         # mood gain on a successful buy
   Min_Friend_Discount: 0.92       # price multiplier at mood = +1 (0.92 = 8% off)
   Allows_Barter: true
   Sell_Price_Ratio: 0.55          # fraction of ask the trader pays when BUYING from the player
   Barter_Price_Ratio: 1.0         # barter credit per item (1.0 = parity; defaults to Sell_Price_Ratio)
   Max_Health: 20.0                # half-hearts
   # Invulnerable: false           # (optional) omit for default-invulnerable traits

New commands:

/glw trader create <shopKey> <traitId> [displayName]
/glw trader edit shop <shopKey>
/glw trader edit trait <traitId>
/glw trader edit name
/glw trader remove

Shop API Framework

The shop UI, persistence, and transaction logic were extracted into a new gangland-ui/shop-api module so any future shop surface — not just traders — can reuse them.

  • Per-shop YAML files under plugins/<plugin>/shop/<key>.yml, scanned on boot and hot-reloaded through the standard /glw reload pipeline.
  • Typed transaction returnsPurchaseResult, BarterResult, SellResult replace the old boolean-plus-enum mess. Each carries a clean reason enum plus the outcome payload (item stack delivered, money debited, etc.).
  • Shop-level messaging contractShopMessageContract and TraderMessageContract route every user-facing string back through the Messages enum, so every shop / trader line is translatable without feature-module imports.
  • Admin GUIs — shop definitions, buy entries, sell categories, and per-category barter / sell pricing are all editable in-game. Edits round-trip to YAML via ShopYamlWriter with zero restarts.
  • Shop entries deliver per-copy stacks — a buy entry's template.amount is one copy; the BUY AMOUNT picker counts copies, not items. Multi-item copies (e.g. a stack of 5 arrows) are supported.

New admin command:

/glw shop remove

Inventory & UI Refresh

A new multi-panel inventory framework underpins every revamped GUI this cycle. Panels swap in place without closing the underlying Bukkit inventory, so switching between trader categories, banker sections, and shop-admin pages no longer triggers the familiar close-and-reopen flicker.

  • Multi-panel framework — one Bukkit inventory, many logical panels. Each flow (trader, banker, shop admin) registers its panels once and transitions between them with no closeInventory call in between.
  • Flow panels for traders and bankers — the trader buy / barter / sell / tip surfaces and the banker deposit / withdraw / tier surfaces now run as flow panels on top of the framework. Rendering logic was rewritten to coalesce updates into a single repaint per click.
  • Admin legacy inventory migrated — the legacy admin GUIs were ported onto the multi-panel framework. Panel transitions inside admin flows are now flicker-free, matching the rest of the UI.
  • Shift-click + drag-and-drop in admin editors — barter and sell category editors accept shift-click moves and drag operations from the player inventory; previously they only accepted single-click placement.
  • Custom inventory filter system — per-view filter controls (search, category sort, etc.) are now first-class, so heavy lists (gang member browsers, shop catalogues) stay navigable.
  • Gang inventory revamp — the gang member browser ships with search filters and an updated layout; pagination and rank annotations are easier to scan.
  • New inventory layouts — several screens were rebuilt from scratch with consistent borders, panel headers, and decorate pipeline coverage. General icon/glass-pane polish across the board.
  • Shop item freshness — car entries now run through a dedicated car item refresher on every delivery, so an updated cars.yml shape is reflected in the next handout. Trader-bought ammunition runs through an AmmunitionItemRefresher so bought stacks merge cleanly with looted ones instead of occupying a separate slot.
  • Item-equality by serialized payload — shop, barter and sell comparisons now serialize the full item (NBT + meta), not just Material. Custom-model variants and differently-tagged stacks stay distinct where they used to collide.

Banking & Banker NPC

Every player gets an account balance (cash in hand) and a bank balance. 0.7.5 turns the bank from a cash drop into a full ladder with a dedicated NPC.

  • Banker NPC — a stationary Citizens NPC that opens the bank UI on right-click. Create / delete via a command; identical-looking Banker NPCs can be scattered across your map without each one needing its own config.
  • Tier ladder — four default tiers (Basic, Premium, Elite, Vault) gate max balance, daily deposit cap, interest rate, death-loss discount, and weekly / monthly loan drops. Every Banker NPC offers the same ladder — there's no per-NPC pricing.
  • Rolling-window daily cap — deposits and withdrawals use a rolling window, not midnight, so splitting a transaction across midnight can never count against two separate days.
  • Interest — accrued continuously as a fraction of bank balance per 24h, clamped at Max_Balance.
  • Weekly / monthly loans — free currency deposited into the bank on a fixed cadence per tier (Weekly_Loan_Amount, Monthly_Loan_Amount).
  • Death-loss discount — tier-scoped fraction subtracted from the death-tax deduction (so higher tiers take a smaller hit on death).
  • Rename fee — charged from cash every time a player renames their account at a Banker. 0 disables it.
  • BigDecimal money handling — price arithmetic on bank operations now uses BigDecimal, so large balances stop suffering from floating-point drift.
  • Admin reset/glw bank resetcap <player|all> wipes the rolling-window cap for one player or everyone.
  • Optional player targets on every bank command/glw bank deposit <amount> [player] / /glw bank withdraw <amount> [player] credit / debit another player's bank as admin actions.

New file — npc/bank_tiers.yml shape:

Basic:
   Display_Name: "&7Basic Account"
   Max_Balance: 100_000
   Upgrade_Cost: 0                # first tier should be 0
   Order: 0                       # ascending; lower = earlier in the ladder
   Daily_Deposit_Limit: 10_000    # 0 = uncapped
   Interest_Rate: 0.0             # fraction per 24h (0.015 = 1.5%/day)
   Death_Loss_Discount: 0.10      # 0–1; fraction subtracted from death tax
   Weekly_Loan_Amount: 500        # 0 = disabled
   Monthly_Loan_Amount: 2_000

Elite:
   Display_Name: "&6Elite Account"
   Max_Balance: 10_000_000
   Upgrade_Cost: 500_000
   Order: 2
   Daily_Deposit_Limit: 1_000_000
   Interest_Rate: 0.0075
   Death_Loss_Discount: 0.50
   Weekly_Loan_Amount: 10_000
   Monthly_Loan_Amount: 50_000

Add to settings.yml:

User:
   Bank:
      Initial_Balance: 0
      Create_Cost: 5_000
      Rename_Fee: 1_000           # charged from cash on every rename; 0 disables
      Reset_Period: 86_400        # rolling-window length in seconds

Bail — Closing the Arrest Loop

Handcuff → jail now has a paid way out. When a player is jailed, the paperwork view exposes a Pay Bail action that charges the player's balance, restores their seized inventory, and releases them.

  • Cost scales with wanted levelBail.Base_Cost + (wanted_level * Bail.Per_Wanted_Level). A one-star arrest pays base; a five-star fugitive pays a lot more.
  • Inventory restoration — a successful bail routes through the same ReleasePipeline that a served sentence or admin-release uses, so seized items come back intact.
  • Insufficient-funds pathBailResult.INSUFFICIENT_FUNDS is surfaced as a distinct message; no partial charge.
  • Handcuff bribe is separate — while handcuffed (pre-jail) you can still bribe the arresting cop; that's Handcuff_Bribe, with its own Base_Cost / Per_Wanted_Level. Bail is post-jail only.
  • Jail bribe — a risky shortcut from inside the cell. Pay the cost and roll against Success_Chance; on failure you eat a Fail_Penalty_Seconds sentence extension.
  • Sentence — if you pay nothing, serving Base_Seconds + wanted * Per_Wanted_Level_Seconds releases you automatically.

Add to settings.yml:

Detainment:
   Transit:
      Delay_Ticks: 400
      Guard_Radius: 5.0
   Break_Free:
      Taps_Required: 25
      Reset_Window_Ticks: 40
   Handcuff_Bribe:
      Base_Cost: 500.0
      Per_Wanted_Level: 250.0
   Bail:
      Base_Cost: 2500.0
      Per_Wanted_Level: 1000.0
   Jail_Bribe:
      Base_Cost: 1000.0
      Per_Wanted_Level: 500.0
      Success_Chance: 0.35
      Fail_Penalty_Seconds: 60
   Sentence:
      Base_Seconds: 180
      Per_Wanted_Level_Seconds: 60
   Fallback_Exit_Waypoint: "spawn"
   Sounds:
      Bail_Success: "BLOCK_NOTE_BLOCK_PLING"
      Bribe_Success: "ENTITY_VILLAGER_YES"
      Bribe_Fail: "ENTITY_VILLAGER_NO"
      Transit_Commit: "BLOCK_IRON_DOOR_CLOSE"
      Sentence_Complete: "BLOCK_BELL_USE"

Loot Chest Polish

Loot chests got a big quality pass.

  • Item preview — the chest advertises what it's holding before you open it. No more blind clicks.
  • Floating key / lockpick — the required unlock item hovers above the chest as a plain item (no more armor-stand placeholder), so the visual lines up with how the game actually renders custom items.
  • Drop chances replace tier requirement — per-table Rarity_Overrides and per-item Drop_Chance buckets (COMMON, UNCOMMON, RARE, EPIC, LEGENDARY) decide what rolls. Tier gating still controls which table a chest draws from; it no longer gates individual items inside a table.
  • Natural drops — weapons rolled from a chest now drop as real weapon items (not placeholder renders).
  • Hologram drop for weapons — weapon drops float under a hologram showing the weapon's display name.
  • Repair system deleted — the loot-chest repair path was removed. If you were relying on it, wire it back through the shop-api sell flow or a custom handler.
  • Validation layer — the chest loader now reports malformed entries with a line number instead of silently skipping them.

Civilians

Small but load-bearing.

  • Per-type drop chances — civilians now roll their drop table with the same Drop_Chance semantics as loot chests, so a friendly villager and a hostile mercenary don't drop with the same probability.
  • Inventory field removed — non-trader civilians no longer carry a Bukkit inventory. Trader behavior moved to the dedicated Trader NPC (above). If your civilians.yml had Inventory: on a type, it's now an unknown key and the new validation layer will flag it — delete the line.
  • Stray-entity despawn fix — civilians and cops with no active player were sometimes left alive past the despawn radius. Now cleaned up on the same 3D proximity check.

Weapons & Projectiles Polish

  • Flame particle added to incendiary hits — the cone-spray visual is more obviously fire now.
  • Natural drops across weapon spawns (hologram + item, not armor stands).
  • Weapon drop holograms — dropped weapons float under a name hologram so players can identify loot at a glance.

Commands & Permissions

  • New /glw permissions command — list / inspect / grant / revoke permissions directly in-game. Splits cleanly from the rank command.
  • Rank permission subcommands split/glw rank add permission and /glw rank remove permission are now separate subcommands. Tab-completion routes by verb; no more positional confusion.
  • Vault permission integration — Vault (soft-dep) is detected and used for permission checks when present. If Vault isn't installed, the built-in permission system handles everything on its own.
  • /gangland alias for /glw — both resolve to the same dispatcher.
  • Legacy commands revamped — the old flat-args subcommands were rewritten as chained optional-argument nodes, so every positional slot has a tab-completion suggestion list. No more terminal args[n] reads that silently fall through.
  • Help commands fixed — the /glw <cat> help <page> surfaces (bank, jail, cop, trader, car, money, civilian, waypoint, rank…) now paginate correctly. Previously some pages rendered blank.
  • Tab-completion polish — trailing-space bug fixed, per-argument suggestions align with what actually parses.
  • Optional player targetsbank deposit / bank withdraw now accept an optional [player] that admins can target for credit / debit.
  • Delete-confirm command fixed — the two-step confirmation flow on destructive commands (gang delete, shop remove, etc.) was resetting its pending state on a race; now stable.
  • Custom messages for every command — every user-facing command string now routes through the Messages enum. Previously-hardcoded strings are removed.
  • /glw gang members — list the members of a gang from the command line, with paging and the standard rank annotations. Useful for admin inspection without opening the GUI.
  • Rank schema + Vault-group rank command fix — the rank command's Vault-group apply path was reading a stale schema, so group changes weren't always propagating to Vault. Rank edits now round-trip cleanly.

YAML Validation Layer

Every loader in the plugin now runs through a shared validator.

  • Unknown-key detection — a key that isn't in the declared schema gets reported with its line number. Catches dead keys left over from upgrades.
  • Required-key / missing-node reporting — a missing section still falls back to defaults (same as before) but now logs that the fallback was used, so you can re-add the section on the next edit.
  • Depth tracking — nested paths like Cops.Behaviour.Cuff_Radius resolve and validate correctly without custom code in every loader.
  • Fallback message loading from the jar — if message/*.yml is missing or corrupt, the loader falls back to the bundled copy inside the jar instead of hard-failing.
  • Missing configuration nodes added — the defaults that were loaded silently in prior versions are now explicitly documented in the files so /glw reload reports them accurately.

Debug Logging

Module-level debug logging is now a first-class config surface instead of a JVM-flag dance.

  • Debug.Enabled: true + Debug.Modules: [<module>, ...] flips log levels at runtime. Restart the server after editing.
  • Valid module names: Gangland, Gangland Core, Gangland Weapons, Cops N Crooks, Inventory API, Lootchest API, Scoreboard API, Sign API, Plugin Persistence, Version Handler. Empty list = every module on the classpath.
  • Startup logs demoted to DEBUG — your console is quiet on normal boot. Flip the module list to see the old chatter.
  • Logging infrastructure moved to plugin-common — every module's logger setup is now centralized.

Add to settings.yml:

Debug:
   Enabled: false
   Modules: []

Vehicle Persistence

  • Dismount on shutdown — mounted players were being serialized into player.dat as a RootVehicle, which spawned rogue duplicate vehicles on rejoin. PlayerQuitEvent now ejects riders first, and the destroy-all runs in two passes so no entity is left behind.
  • Half-block vertical traversal — vehicles now climb slabs and half-blocks smoothly. Previously they caught on the lip.
  • Session cleanup ordering — vehicle session save runs before close, not after, so a server restart never loses the last known position.

Internal — Module Reorg & Beans Cleanup

Not user-facing, but flagged here for anyone shipping custom modules against this version.

  • Listener and command packages moved inside the bean package for consistency with @ListenerHandler / @CommandHandler.
  • Autowire package folded under bean.
  • gangland-core main package renamed to me.luckyraven.core.
  • BankerViewOpener contract removed — the view is specified directly at the call site, dropping an unnecessary indirection.
  • Trader trait loader moved onto the shared bean lifecycle.
  • Input interceptors abstracted so anvil-GUI / chat-prompt sessions share the same cancellation pipeline.
  • Test suite expanded before shipping (repository lifecycle, cleanup on Windows, HikariCP init).

🐛 Bug Fixes

Trader & Bank

  • Users without a bank — newly-created users without a bank row were NPE'ing the Banker view. Now lazy-created on first right-click.
  • Trader invulnerable tag — the Invulnerable: false trait wasn't propagating to the Citizens NPC, so "killable" traits weren't actually killable. Fixed by setting both the Citizens protected flag and the Bukkit LivingEntity invulnerable flag at spawn.
  • Bargain / tip views dropped — per the trader simplification, bargain and tip-view GUIs were removed and their bug list with them. Tipping is still supported via command / shop integration; the dedicated anvil flow is gone.
  • Item moved from inventory into created inventory — a bug where shift-clicking into a newly-opened shop view dropped the item into the wrong slot is fixed.
  • Ammunition stacking from trader — bought ammo now runs through AmmunitionItemRefresher and merges with looted stacks instead of occupying a separate slot.
  • Shop item equality by Material only — buy / barter / sell comparisons used to match on Material, so custom-model variants and differently-tagged stacks collided. Comparisons now serialize the full item.

Jail & Detainment

  • Handcuff → jail → release flow — the release leg occasionally left seized inventory in limbo. Bail, sentence-served, and admin-release now all route through the same ReleasePipeline.

Loot Chests

  • Loot chest validation — malformed entries previously crashed or silently skipped; now reported with file + line number.
  • Icon swap — the placeholder armor stand used for the "hold-to-open" item was replaced with a proper Bukkit item, so resource packs render it consistently.

Commands

  • Delete-confirm command — the two-step confirmation was racing its own state reset.
  • Help commands — pages beyond the first weren't rendering for several categories; fixed.
  • Tab-completion — trailing-space bug and a mis-ordered suggestion list on some subcommands.

Inventories & UI

  • Player heads not rendering in several GUIs — the skull-owner payload was being dropped through the decorate pipeline; preserved now so head icons render correctly.
  • Multiple items in the same slot not showing — a paginated- inventory branch was overwriting the displayed stack with whichever item rendered last, hiding everything else assigned to the slot.
  • Inventory / multi-inventory interaction bugs — shift-click and drag events on the new panel framework were crossing into the player inventory in a few edge cases. Click handling is now scoped per panel.
  • False-positive config report for Multi and Static_Items — the validator was flagging legitimate Multi and Static_Items blocks as unknown keys on /glw reload. Both are now in the declared schema and pass validation.

System & Reliability

  • Gang deletion database consistency — deleting a gang now cascades cleanly: members and alliances get orphan-handling passes so stale rows don't accumulate.
  • Reload periodical updates — the periodic auto-save and cache cleanup weren't re-registering after /glw reload. Now rebuilt on every reload.
  • Stray civilians / cops despawn — NPCs that were out of range weren't always cleaned up.
  • Vehicle dismount on shutdown — see the Vehicle section above — mounts were being serialized into the player save file and spawning duplicates on rejoin.
  • Language loader — a missing message/*.yml used to hard-fail startup; now falls back to the bundled copy inside the jar.
  • Filename typo in prior changelogs — the 0.7.3 / 0.7.4 files shipped with an inconsistent filename casing; standardized.
  • Bean ordering race — some beans were being resolved before their graph dependencies had finished initializing. Topological-sort pass hardened.
  • Naming-convention sweep — internal file / class names aligned to the project's house convention (Capitalized_Underscore YAML keys, package paths match module names).

⚠️ Possibly Fixes / Ambiguous Changes

Commits whose intent didn't obviously map to either a feature or a fix. Flagged so server owners can spot behavior changes in their own setups.

  • "Added a market system""Removed the market system" — a player-to-player market / auction-house prototype shipped and was rolled back inside this cycle. It may have left behind gangland-market module traces or stale SQL tables if you ran a development build between those two commits. "Moved economy and bank to gangland-market" is part of the same arc — the economy and bank code briefly lived under gangland-market, then moved back when the market was cut. If you drifted from mainline during the cycle, diff your database schema and module list against the 0.7.5 default.
  • "Removed the trade in" — the trade-in variant of the trader sell flow was cut after landing. The remaining sell path is category-based valuation through Sell_Price_Ratio. If you had placeholder text, messages, or admin workflows wired to trade-in, they no longer resolve.
  • "Removed Bargin and tip views" — per the trader simplification, the anvil-GUI bargain flow, the dedicated tip view, and the propose-price widget were removed. The trait record dropped from 16 fields to 8. Tipping still works as a currency-spent signal for mood, but there's no standalone tip GUI anymore.
  • "Removed the repair system" — the loot-chest repair path went away. If any of your shop templates still reference repair-kit materials, they'll parse as ordinary items.
  • "Removed civilian inventory" — non-trader civilians lost their Inventory: field. Existing civilians.yml files with the key will trigger the new unknown-key validator.
  • "Changed the default values" — one commit tweaked defaults across loaders without specifying which. If you upgrade by regenerating settings.yml / catalogue files, diff against a backup of your prior version so intentional overrides survive.
  • "Removed the banker view opener contract so that you directly specify it" — API surface change for anyone wiring a custom banker view. The view is now specified inline at the call site.
  • "Added a bean lifecycle for trader trait loader" — traits now participate in /glw reload. If you had custom code reloading traits manually, remove it — the framework does it for you.
  • "Added moving vertically on half blocks or less" — vehicle movement change; watch for slab-heavy parkour tracks behaving differently.
  • "Added hologram drop for weapons" — weapon spawns are now accompanied by a floating display name. If you were relying on entity-count-based triggers near weapon drops, you'll see one more entity per drop.

Requirements

No new hard dependencies compared to v0.7.4-DEV.

RequirementDetails
Minecraft version1.20+ (1.21.x recommended)
JavaJava 21 or newer
Required pluginsNBTAPI, Citizens
Optional pluginsPlaceholderAPI, Vault, ViaVersion
Server platformSpigot

Gangland Warfare – GTA-Style Crime 0.7.4-DEV

release14 апреля 2026 г.

🌆 The Streets Got Louder — v0.7.4-DEV Changelog

Civilians walk the block, cars idle at the curb, and the first grenade in plugin history just bounced off a wall. Welcome to Part 2 of Cops N Crooks.


← Back to Documentation Index | Previous: v0.7.3-DEV →


Overview

Three big shifts land in this version. Civilians join the streets as their own NPC class (friendly, hostile, or traders). The weapon system quadruples from one category (guns) to five (guns, melee, incendiary, biological, throwable), each with its own schema and physics. And gadgets — cars and jetpacks — ship as a new module with persistent fuel, database-backed parking, and shared refueling.

Under the hood, the plugin was also rewired onto a beans-based bootstrap, so every manager now auto-initializes in phased order without a hand-written Initializer.


📄 Configuration Changes

Upgrading from 0.7.3? You'll need to merge in new files and new settings.yml sections — or regenerate them by bumping Config_Version.

New files shipped in this version:

FilePurpose
civilians.ymlCivilian NPC types and spawn groups (friendly, hostile, trader).
cars.ymlDrivable vehicle catalogue (materials, speed, acceleration, fuel).
money.ymlCash pickup variations and per-source drop rules.
weapon/*.ymlNew melee, incendiary, biological and throwable weapon configurations.

New sections added to settings.yml: NPC_Navigation, Civilians, Money_Drop, Gadgets (with Jetpack and Car subsections), and Block_Regeneration. The Cops section was also expanded with new tuning keys (spawn phases, cuff cooldown, return-to-station, starting ammo).

Required field added to every weapon file: Information.Category. See the weapons section below for the before/after shape.


✨ Features

Civilian NPCs

Civilians are a new NPC class that share the cop AI base — they wander, flee, trade, or return fire depending on their type. Types and spawn groups live in a new civilians.yml file, and spawning is proximity-driven from registered spawner points.

  • Each type picks a Bukkit entity, health, wearables, weapon pool, item pool, drops, and an optional trader inventory.
  • Hostile civilians fight back with weapons from their pool; non-hostile ones flee at their configured speed.
  • Attacking a non-hostile civilian now increments your wanted level — the same system cops use.
  • Trader civilians open a custom inventory on right-click using the shared InventoryHandler framework.
  • Groups bind spawn locations to a type, with a population cap and activation radius. Civilians spawn when a player walks into range and despawn when everyone leaves.
  • Navigation is shared with cops (see the NPC_Navigation block further down), so a path-finding fix lands on both at once.
  • New commands under /glw civilian … for manual spawn, despawn, and group control.

New file — civilians.yml shape:

Types:
   friendly_villager:
      Entity_Type: VILLAGER
      Health: 20
      Hostile: false
      Wearables:
         head: ""
         chest: ""
         legs: ""
         feet: ""
      Item_Pool:
         - material:BREAD
      Drops:
         Items:
            - material:EMERALD
         Experience: 5
      Inventory: trader_default      # omit for non-trader types
      AI:
         Wander_Range: 12
         Flee_Speed: 1.3
         Combat:
            Difficulty: NORMAL        # EASY | NORMAL | HARD | DEADLY

Groups:
   downtown:
      Type: friendly_villager
      Max: 6
      Proximity: 64
      Spawns:
         - world,120.5,64,-40.5

Add to settings.yml:

Civilians:
   Behaviour:
      Enabled: true
      AI_Tick_Rate: 20
   Spawner_Proximity:
      Activation_Radius: 60.0
      Despawn_Radius: 80.0
      Max_Npcs_Per_Spawner: 5
      Check_Interval: 100
      Default_Type_Id: ""

Smarter Cops

Cops now run on the shared NPC base with civilians, so every navigation fix lands on them too. This cycle also brought dedicated cop polish.

  • Targeting falls back to the most recent attacker when no wanted target is in line of sight, so cops stop standing still while you plink them from cover.
  • Despawn now uses 3D distance — climbing a tower no longer makes cops evaporate.
  • Reload handling during NPC combat is smoother; downed players are also blocked from reloading.
  • Jail creation uses a 5-block radius check instead of exact-coordinate matching, so you no longer accidentally stack two jails in the same cell.
  • CopDeathEvent fires on every cop death and is available to other listeners.
  • Cops section in settings.yml gained phased spawn controls, cuff cooldown, return-to-station distance, and starting magazine count.

Weapon System — Four New Categories

0.7.3 shipped one weapon category. 0.7.4 adds melee, incendiary, biological, and throwable — each with its own parser, action class, and YAML schema. Every weapon file now declares a Category: field that picks the action class, and the schema under Shoot: / Attack: / Throw: varies by type.

  • Melee (knife, machete, crowbar) — sweep-range attacks with Attack: block: damage, range, cooldown, knockback, per-hit cooldowns, and melee-specific damage handling on non-living entities.
  • Incendiary (flamethrower) — cone-shaped fire spray with Cone_Angle, Fire_Duration, and per-tick fuel Consume_Rate. Ignites entities in the cone and applies block fire where configured.
  • Biological (syringe_gun) — hold-to-charge / release-to-fire single shots on a new pathogen_vial ammo type. Applies potion effects on impact.
  • Throwable (grenade, molotov, flashbang, smoke_grenade, tomahawk) — thrown items with physics, bounce, fuse timer, and blast radius. Identical throwables stack via shared UUIDs so sign-bought grenades merge with looted ones.
  • Push-on-hit is now supported by every weapon type, not just guns.
  • A unified raytracer runs the same hit-detection loop across all five categories. Ricochet, block-break, and tracers now work uniformly regardless of weapon type.
  • WeaponEntityDamageEvent fires for non-projectile hits on non-living entities (cars, armor stands, blocks) — handy for feature modules that want to react to melee or grenade damage without intercepting the projectile lifecycle.

Required schema change — every weapon file now needs Category::

# BEFORE (0.7.3 — category was implicit: always gun)
Information:
   Name: "&7Pistol"
   Material: IRON_HORSE_ARMOR

# AFTER (0.7.4 — required field)
Information:
   Name: "&7Pistol"
   Material: IRON_HORSE_ARMOR
   Category: gun        # gun | melee | incendiary | biological | throwable

Melee example — knife.yml:

Information:
   Name: "&7Combat Knife"
   Category: melee
   Material: IRON_SWORD
Attack:
   Damage: 6.0
   Range: 2.5
   Cooldown: 8
   Knockback: 0.4
   Selective_Fire: single

Incendiary example — flamethrower.yml:

Information:
   Name: "&6Flamethrower"
   Category: incendiary
   Material: BLAZE_ROD
Shoot:
   Selective_Fire: auto
   Rate: 2
   Range: 5.0
   Cone_Angle: 30.0
   Fire_Duration: 60
   Consume_Rate: 4
Ammunition:
   Ammo_Type: fuel_canister
   Capacity: 200

Throwable example — grenade.yml:

Information:
   Name: "&cFrag Grenade"
   Category: throwable
   Material: LIME_DYE
Throw:
   Type: EXPLOSIVE
   Fuse_Time: 60
   Explosion_Radius: 4.0
   Explosion_Damage: 10
   Bounces: true
   Max_Bounces: 5
   Sticky: false
   Entity_Type: SNOWBALL

Bullet Physics & Projectiles

Bullets drop now. A new gravity system pulls shots down over distance, so zeroed-in rifles actually need range compensation.

  • Projectile gravity is applied per-tick in the unified raytracer.
  • Block ricochet bounces along the block normal instead of dying on contact, enabling skip-shots off walls and floors.
  • Throwable particle trails were redone and stop cleanly on detonation — no more leftover smoke puffs after the blast.
  • Stacking throwable UUIDs were unified, so grenades bought from signs merge with ones you loot.

Gadgets — Cars

Cars move out of prototype territory into a proper gangland-gadget module. Every parked car is now saved to the database, so your curb-side ride survives a restart.

  • New cars.yml catalogs every vehicle with its item, custom model data, lore, and per-vehicle vehicle-physics block (max speed, acceleration, max fuel, exhaust side).
  • Parked-car persistence — position, fuel level, and exhaust side go into a dedicated SQL table and reload on boot.
  • The minecart carrier got a wobble animation so idle cars no longer look like frozen blocks.
  • Shift + right-click is now ignored on car interactions so the car pickup hotkey stops colliding with boarding.
  • Car items are no longer droppable — you can't accidentally toss your vehicle.
  • New commands: refuel and defuel.

New file — cars.yml shape:

sports_car:
   Material: MINECART
   Display_Name: "&bSports Car"
   Custom_Model_Data: 4001
   Lore:
      - "&7Fast. Fragile. Red."
   Vehicle:
      Max_Speed: 0.95
      Acceleration: 0.05
      Max_Fuel: 200

Add to settings.yml:

Gadgets:
   Car:
      Reverse_Speed_Ratio: 0.5
      Hard_Brake_Multiplier: 3.0
      Fuel_Consume_Per_Tick: 1

Gadgets — Jetpack

The jetpack is new in 0.7.4. It's a gadget that burns fuel per-tick while gliding and triggers a reload session when empty, so you can't tap-spam it like a free jump.

  • Activates via off-hand equip, with thrust that ramps from 10 % to 100 % over a configurable tick window.
  • Gliding consumes fuel per-tick (not per activation), so short hops cost almost nothing and long flights drain smoothly.
  • Thrust defaults were retuned; the "bouncing at apex" oscillation bug is gone.
  • Particle exhaust and sound effects were overhauled.
  • Refueling runs through the shared fuel component — same UX as cars.
  • Reload sessions — an empty jetpack prompts a timed refuel cycle instead of silently cutting out mid-air.

Add to settings.yml:

Gadgets:
   Jetpack:
      Thrust_Ramp_Ticks: 20
      Descent_Accel: 0.022
      Max_Descent_Speed: -0.5
      Horiz_Influence: 0.03
      Max_Horiz_Speed: 0.25

Shared Fuel Component

Cars and the jetpack both used to carry their own fuel code. They now share a single FuelContract component, so fuel levels persist uniformly and a third fuel-burning gadget becomes a drop-in. Jetpack and car refuel flows use the same underlying item and sound handling.


Money System

Cash is now a proper pickup item with a dedicated money.yml registry. Kills, drops, and manual placements all route through one set of rules that server owners can tune per-source.

  • Variations — small, medium, large stacks can use different materials and display names.
  • Per-source rules — Player_Kill, Civilian_Kill, Cop_Kill, etc. each pick a variation, amount range, and drop chance.
  • Custom pickup sound per variation, with name validation — invalid sound names fall back to a safe default instead of throwing.
  • Master switch: Money_Drop.Enabled in settings.yml disables the entire system without editing money.yml.
  • New commands: money give / set / reset, grouped under the new command category packages.

Add to settings.yml:

Money_Drop:
   Enabled: true

Wanted & Command Expansion

  • /glw wanted clear <player> — reset a player's wanted level without killing them.
  • Sub-commands were grouped into category packages (money, wanted, jail, civilian), so commands.json stays tidy and new entries slot in cleanly.
  • Info commands were fixed — they were previously hiding half their output.
  • Optional tab completions were added across several commands.
  • Waypoint commands now include hover + click events on their message output, so you can jump to a waypoint from chat.
  • Jail commands expanded with tab values and proximity-based duplicate prevention on jail create.

NPC Navigation — Shared Tuning

Cops and civilians now pathfind with identical tuning. A single NPC_Navigation block in settings.yml controls tick-rate, path recalculation, stuck detection, and ranged stand-off distances — so a tune for one NPC is a tune for all of them.

Add to settings.yml:

NPC_Navigation:
   Recalculation_Ticks: 10
   Stuck_Check_Interval: 5
   Max_Stuck_Checks: 3
   Max_Hopeless_Stuck_Checks: 6
   Hopeless_Close_Threshold: 8.0
   Min_Progress_Distance: 0.75
   Ranged_Min_Distance: 7.0
   Ranged_Max_Distance: 12.0
   Min_Repath_After_Loss_Ticks: 2

File Safety — Reload & Regeneration

Startup and /glw reload are much harder to break now. Missing keys get rewritten in place, and a missing file is recreated from the jar with a retry on the init step instead of silently failing.

  • Init-time checkup scans each file for required keys and fills in missing ones before the loader runs.
  • Reload regeneration — if you accidentally delete a section, /glw reload rewrites it.
  • Expected-folder check prevents duplicate folder creation on first boot.
  • Settings load order was fixed so database and file beans always see a valid Settings before spinning up.
  • Block regeneration tuning got its own Block_Regeneration block for weapon-broken block restore/crack-reverse timings.

Block Regeneration

The weapon Break_Blocks modifier now restores or uncracks blocks over time. Per-weapon mode is set on the weapon itself (RESTORE, CRACK_ONLY, DESTROY); the timing lives in settings.yml.

Add to settings.yml:

Block_Regeneration:
   Restore_Delay_Ticks: 100
   Regeneration_Delay_Ticks: 100
   Regeneration_Step_Ticks: 4

Internal — Beans System Overhaul

The old Initializer + manual dependency wiring is gone. Every manager, service, and listener is now a @Bean in a phased graph and implements BeanLifecycle for reload and shutdown hooks.

  • Phase ordering — KERNEL → FILE → DATABASE → CONFIG → LIFECYCLE → LISTENER → COMMAND — each phase topologically sorts @Bean methods by their parameter dependencies.
  • Constructor-injected listeners and commands via @ListenerHandler and @CommandHandler. No more manual register() calls.
  • Statics decoupled — PlaceholderService, CarService, and several others no longer reach into static state; static setters were replaced with beans.
  • Database operations send in batches to reduce individual query count.
  • Full developer documentation pass: architecture, module map, DI, commands, weapons, cops-n-crooks, civilians, gadgets, UI framework, persistence, configuration, version compatibility.

🐛 Bug Fixes

Weapons & Combat

  • Weapon hit target — hitscan weapons occasionally missed the final entity in a ray because the raytracer stopped short of its bounding box.
  • Multiple projectiles registering zero hits — volley weapons like shotgun pellets and minigun bursts were dropping hits when two projectiles overlapped in the same tick.
  • Incendiary weapon damage — player death from fire spray was double-counting in edge cases and applying the penalty twice.
  • Selective fire burst count — burst mode sometimes fired one shot too many because the tick counter advanced early.
  • Reload cancel on jump — vertical movement was interrupting reloads; only horizontal movement should cancel them.
  • Scope-jump exploit — players could jump while scoped to keep the stability bonus. Now scope-sprint/jump is blocked.
  • Durability over max — repair kits could push a weapon's durability above its configured maximum.
  • First-tick shot delay — shots fired on the exact frame you equipped a weapon were being swallowed by a tick-skip guard.
  • No-durability items treated as broken — weapons configured without a durability component were being flagged as destroyed.
  • Grenade UUID stacking — throwables bought from signs now merge with looted stacks instead of sitting in separate slots.
  • Duplicate player death events — firing on a target that died the same tick was running the death handler twice.
  • Weapon data persistence — reload ammo, selective-fire mode, and durability weren't being saved on shutdown, so they reset on restart.

NPCs

  • Cop targeting attacker — with no wanted target in range, cops idled instead of turning on whoever shot them.
  • Cop despawn in 3D — the distance check was 2D only, so cops vanished when you climbed a tower or dug a pit.
  • NPC pushback through walls — shove force was applying even when a solid block sat between the NPC and the target.
  • Civilian navigation — flee paths sometimes picked points behind the threat, making civilians run toward the danger.
  • NPC portal events — attempt to block NPCs from teleporting through portals on world-hop. (See the Ambiguous list for caveat.)
  • Wanted level decrementWantedExecutor wasn't reducing the level on its timer.
  • Jail spawn proximity — jail creation required exact coordinates, letting you stack multiple jails in the same block.
  • Detainment jail ID handling — cuffed players rejoining were resolved against the wrong jail key.
  • Jail throw command/glw jail throw was throwing the sender rather than the target argument.
  • Session completion callout — arrest/release session end wasn't firing its completion message.

Gadgets

  • Car load on startup — parked cars weren't rehydrating from the database on boot.
  • Car respawn on restart — session cleanup ran after save, so the last position was lost between restarts.
  • Jetpack upward thrust — thrust applied twice in the first activation tick, producing a jolt.
  • Jetpack gliding oscillation — altitude bounced because fuel drain toggled state mid-frame.
  • Jetpack activation — refused to fire when fuel was exactly 0 instead of gracefully falling through.
  • Jetpack edge cases — assorted null / equip-slot races patched.
  • Max fuel display on refuel — action bar showed the old cap after swapping to a bigger tank.

Items & UI

  • Money item interaction — right-clicking cash in an inventory slot was eating the stack without crediting the player.
  • Pickup sound handling — custom sounds from money.yml were throwing on slightly malformed names; they now validate and fall back.
  • Multi-inventory navigation — next/previous page buttons on paginated inventories were skipping a page.
  • Full-inventory item picker — a new task routes picked-up items to the correct slots when the inventory is full.
  • FullAutoTask class reference — a leftover reference from a rename NPE'd on the first auto-fire after /glw reload.
  • Async PlayerItemInitEvent — listeners were running off-thread while touching the Bukkit API; now dispatched on the main thread.

System & Reliability

  • File reload skipping files — some files weren't registered with the reload pipeline and silently ignored /glw reload.
  • WeaponLoader / InventoryLoader caches — neither was refreshing on /glw reload; they do now.
  • Max health setsetMaxHealth used the attribute's current value instead of its base, so modifiers stacked incorrectly.
  • Multiple entity drops — a single death fired the drop listener twice in some death paths.
  • Settings load order — file beans were reading Settings before the parse had finished; bootstrap order now guarantees it.
  • Plugin download via commands — in-game update download command was failing to resolve the remote URL.
  • Batch DB queries — repositories now send reads in batches to cut individual query count sharply.

⚠️ Possibly Fixes / Ambiguous Changes

Commits whose message didn't clearly label them as either a feature or a fix. Flagged here so server owners can watch for behavior changes.

  • "Removed some unnecessary settings" — unnamed settings.yml keys were deleted. If you upgrade by merging your old settings.yml in, diff it against the new default first so you don't carry dead keys forward.
  • "Fixed visibility" — commit message doesn't specify what kind of visibility. Could be a Java access modifier, an inventory visibility flag, or an NPC/hologram being hidden from the wrong players.
  • "Tried to deny NPC portal events" — the word tried suggests this didn't fully land. NPCs may still teleport between worlds via portals in some conditions.
  • "Broke the cyclic approach by removing self-referential lambda capture" — latent fix. No user-facing symptom was recorded, but a self-referential lambda capture usually means a memory leak or infinite-recursion risk on reload.
  • "Decoupled the placeholder service" — may silently fix cases where a plugin reload left ghost placeholders registered.
  • "Added block regeneration" — block-break-and-heal behavior shipped mid-cycle and its mode is set per-weapon; if your existing weapon YAMLs don't specify a Break_Blocks mode, double-check the default matches what you want.

Requirements

No new hard dependencies compared to v0.7.3-DEV.

RequirementDetails
Minecraft version1.20+ (1.21.x recommended)
JavaJava 21 or newer
Required pluginsNBTAPI, Citizens
Optional pluginsPlaceholderAPI, Vault, ViaVersion
Server platformSpigot (not Paper — Paper-only APIs aren't used)

← Back to Documentation Index | Previous: v0.7.3-DEV →

Gangland Warfare 0.7.3-DEV

beta24 марта 2026 г.

🚔 Badges, Bullets & Bars — v0.7.3-DEV Changelog

The streets just got a lot more dangerous. Cops have radios, weapons, handcuffs, and nowhere to be except right behind you. Welcome to Cops N Crooks.


⚠️ New Requirements

This update introduces new hard dependencies. The plugin will refuse to load if these are not installed.

DependencyTypePurpose
CitizensRequiredPowers all police NPCs. Without it, no cops spawn and the plugin fails to initialize.
NBTAPIRequired (existing)Custom item data for weapons, ammo, and wearables.
PlaceholderAPIOptionalCustom placeholders in messages and scoreboards.
VaultOptionalEconomy integration.
ViaVersionOptionalMulti-version client support.

📄 Configuration Changes

  • cops.yml is a new file introduced in this update. It controls all cop NPC tiers, AI behavior, spawning rules, and detainment options. It is auto-generated on first run.
  • wearables.yml is a new file for configuring custom armor pieces and their protective traits.
  • repair.yml is a new file defining what materials can be used to repair weapons and armor.
  • settings.yml has been extended with new sections for cop count scaling, AI tick rates, spawn radii, detainment capacity, and wanted level thresholds. Existing installs should regenerate this file or merge in the new keys manually.

✨ Features

Cops N Crooks

The entire police system has been built from the ground up. Cops are now fully functioning Citizens NPCs with AI-driven behavior.

  • Police NPCs spawn in the world when a player has a wanted level, chase targets, engage in combat, and make arrests.
  • Every cop engages immediately upon spawning — no idle standing. The moment they appear, they are on the move toward their target.
  • When one cop spots a wanted player, the entire group is alerted and joins the pursuit.
  • Cop count and tier scale with wanted level — a 1-star wanted player draws two rookie officers; a 5-star wanted player gets up to eight military-grade units.
  • Five cop tiers are built in: Officer, Sergeant, Lieutenant, SWAT, and Military — each with increasing health, speed, damage, and equipment.
  • Higher-tier cops (Lieutenant and above) carry and fire Gangland custom weapons with their own ammo pools and reload mechanics.
  • Bullet flyby and impact sounds play when cops shoot near or at a player.
  • Cops spawn from configured spawner locations in the world. If no spawner is close enough, the system falls back through progressively wider search rings before using a global fallback, ensuring cops always find a way to you.
  • Dying clears your wanted level.

Arrest & Detainment

  • Cops can handcuff players during an arrest. Once cuffed, a player is slowed, partially blinded, and cannot use weapons.
  • Multiple cops will never fight over the same target — once a cop commits to cuffing a player, others back off.
  • If a cuffed player logs out before being jailed, they are automatically moved to jailed status when they return.

Jail System

  • Arrested players are teleported to a configured jail location and held there until released.
  • Admins can create and remove jails in-game. Each jail has a configurable capacity cap.
  • Players can be manually jailed or released via commands.

Wanted & Bounty System

  • The wanted level system is now directly tied to the cop spawning system — stars you earn result in active police pursuit.
  • The bounty system has been moved under the Cops N Crooks umbrella and tightened up with configurable scaling and kill multipliers.

Wearables

Custom armor pieces are now a fully supported item category, separate from vanilla armor. Wearables have:

  • A base damage reduction percentage — a flat amount of every hit absorbed before other calculations.
  • Trait slots — each piece can have one or more stacking protection traits:
    • REINFORCED — general damage reduction per level
    • BULLETPROOF — specifically reduces firearm damage
    • PADDED — broad physical protection
    • TOUGHENED — reduces critical hit bonus damage
    • FIRE_RESISTANT — burns hurt less
    • REACTIVE — small chance to completely nullify a hit per level
    • LIGHTWEIGHT — cosmetic trait, no combat effect

Four built-in wearable pieces ship with the plugin: Police Vest, Police Helmet, Gang Jacket, and Heavy Vest. Additional pieces can be configured in wearables.yml.


Weapon Repair

Weapons and wearables no longer have to be discarded when their durability runs low. Four repair materials ship with the plugin, each with different uses, restoration amounts, and item compatibility:

  • Cleaning Kit — a light maintenance item, works on both weapons and wearables.
  • Mechanical Part — a single-use part that restores a significant chunk of a weapon's durability.
  • Weapon Repair Kit — fully restores a weapon in one use.
  • Field Kit — a cheap, low-restoration tool useful in the field.

All materials are configurable in repair.yml — you can define what vanilla item represents each kit, how many uses it has, and how much durability it restores.


Trade Signs

Players and admins can now set up in-world signs that allow buying and selling of:

  • Ammunition — any configured ammo type.
  • Weapons — any weapon from the weapon configs.
  • Wearables — any wearables configured.
  • Support configurable prices and quantities per transaction.

Additional features:

  • Added 1.21.11 compatibility.
  • Added documentation which can be found in the github page under documentation folder.
  • Weapon impact and flyby sound is added.
  • Added new messages.
  • Added flat damage to weapons.
  • Added repository layer to handle saving and loading deleting data in a uniform manner to avoid future bugs.
  • Added 2 reload events, WeaponReloadCompleteEvent and WeaponReloadStartEvent.
  • There are plenty of events added for each new feature, you can always check the source code.
  • Improved logging by showing the class that's sending the information, warning, or error.
  • Added schema validation when a new column is modified, added, or removed.
  • Added command suggestions when reaching to an optional argument, like writing the online players rather than or the random set of numbers rather than

🐛 Bug Fixes

Weapon Reload Getting Fully Reset on Cancel

When a player cancelled an in-progress reload — by switching items, opening inventory, or being disrupted — the entire reload progress was being wiped by the stop() call. This meant that even if a reload was 90% complete, interrupting it sent the player back to square one with no ammo loaded. The fix separates the "halt current phase" path from the "reset all progress" path so interruptions only pause where they are.


Creative Mode Players Blocked by Magazine Limits

The magazine check was running without first validating the player's game mode. Creative mode players were being told their magazine was full and blocked from loading ammo, even though creative players should bypass all resource constraints. The check now skips the capacity validation entirely for players in creative mode.


Configuration Reload Silently Skipping Files

When /glw reload (or the equivalent reload command) was used to refresh configuration files, some files were quietly being skipped because they had not been registered in the reload pipeline. This meant changes to those files had no effect until a full server restart, with no error or warning ever shown. All configuration files are now properly registered and reloaded together.


Sign Material Parsing Failing on Older Versions

Signs that referenced certain block or item materials by name were failing to parse correctly on servers running older Minecraft versions. The material lookup was going directly to the Bukkit API which uses 1.13+ naming conventions, causing a silent failure and a broken sign. The lookup now routes through XMaterial, which handles name mapping for all versions from 1.10 to 1.21.


Commands With Similar Names Routing to Wrong Handler

Sub-commands that shared a common prefix (e.g., spawner and spawner set) were being incorrectly matched by the dispatcher. In some cases, typing the longer, more specific command was matching the shorter one first and dispatching to the wrong handler — sometimes with the leftover arguments passed incorrectly. The argument resolution logic now correctly distinguishes between commands with overlapping prefixes.


Additional bug fixes:

  • Processing money transactions and failing with insufficient funds then it would say that the money was taken without taking it.
  • Weapons are getting scoped effect while failing to reload.
  • Ranks can be added to themselves creating a cyclic dependency.
  • Fixed an unnoticed bug for using DriverV3 for the scoreboard that prevents concurrent modification exceptions.
  • The ammunition is not taken when it is added to the weapon and not before.
  • Failed backups were not properly noticeable, now they will appear as a warning.
  • Fixed database type casting to ensure various numeric value types.
  • Fixed command confirm argument so that the confirmation command is locked to that sender only and not all the senders.
  • Fixed loot chest deleting from the database with invalid data type.

There is plenty more of features and bug fixes, but this is what I was able to write. I hope you enjoy the new challenge, the next update would be the second part of Cops N Crooks which would introduce new types of weapons, throwables, cars, civilians, money drops from entities, and much much more.

Совместимость

Minecraft: Java Edition

1.21.x1.20.x

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Поддерживаемые окружения

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Детали

Лицензия:GPL-3.0-or-later
Опубликован:1 месяц назад
Обновлён:3 недели назад
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