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package com.massivecraft.factions.cmd ;
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import com.massivecraft.factions.Conf ;
import com.massivecraft.factions.FPlayer ;
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import com.massivecraft.factions.FPlayers ;
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import com.massivecraft.factions.Perm ;
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import com.massivecraft.factions.zcore.util.TextUtil ;
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public class CmdDescription extends FCommand
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{
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public CmdDescription ( )
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{
super ( ) ;
this . aliases . add ( " desc " ) ;
this . requiredArgs . add ( " desc " ) ;
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this . errorOnToManyArgs = false ;
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//this.optionalArgs
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this . permission = Perm . DESCRIPTION . node ;
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this . disableOnLock = true ;
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senderMustBePlayer = true ;
senderMustBeMember = false ;
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senderMustBeOfficer = true ;
senderMustBeLeader = false ;
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}
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@Override
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public void perform ( )
{
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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// if economy is enabled, they're not on the bypass list, and this command has a cost set, make 'em pay
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if ( ! payForCommand ( Conf . econCostDesc , " to change faction description " , " for changing faction description " ) ) return ;
Added basic support for iConomy, where most Factions commands can be made to cost (or give) money. For claiming land, there are some extra features. Each additional land claimed by default costs more than the last, with the multiplier being configurable. For example, the first claim might cost $30, the 2nd $45, the third $60, and so forth. When land is claimed from a weakened faction, there is a configurable bonus amount of money deducted from the cost of claiming the land, as an incentive; this number can be changed to a negative value to instead make it cost more to claim such land. When land is unclaimed, a configurable percentage of the cost of claiming the land can be refunded (defaults to 70% of the cost). The total value of a faction's claimed land is now shown in the info given by /f who [faction tag], along with the depreciated (refund) value.
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myFaction . setDescription ( TextUtil . implode ( args , " " ) . replaceAll ( " (&([a-f0-9])) " , " & $2 " ) ) ; // since "&" color tags seem to work even through plain old FPlayer.sendMessage() for some reason, we need to break those up
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if ( ! Conf . broadcastDescriptionChanges )
{
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fme . msg ( " You have changed the description for <h>%s<i> to: " , myFaction . describeTo ( fme ) ) ;
fme . sendMessage ( myFaction . getDescription ( ) ) ;
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return ;
}
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// Broadcast the description to everyone
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for ( FPlayer fplayer : FPlayers . i . getOnline ( ) )
{
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fplayer . msg ( " <h>%s<i> changed their description to: " , myFaction . describeTo ( fplayer ) ) ;
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fplayer . sendMessage ( myFaction . getDescription ( ) ) ; // players can inject "&" or "`" or "<i>" or whatever in their description, thus exploitable (masquerade as server messages or whatever); by the way, &k is particularly interesting looking
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}
}
}