[Open Source] - HCF

NV6

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HCF
This is a HCF core I decided to opensource because I have no use for it anymore. The code is extremely old, and is quite bad, but feel free to use it.

Features
  • Teams:
    • Player teams,
    • System teams, including the following types:
      • Safezone Team
      • Wilderness Team
      • Road Team
    • Claims, with a priority system (/systemteam priority <team> <LOW|NORMAL|HIGH>)
  • Koths
  • Basic combat wall system (unfinished).
  • Combat loggers
  • Basic economy system:
    • /eco <player>
    • /eco set <player> <amount>
  • Timers:
    • Enderpearl
    • Spawn Tag
    • Teleport Timer (faction home)
  • PvP Classes:
    • Rogue
    • Bard
    • Archer
  • Scoreboard / Tablist
  • World border system
  • Potion / Enchantment limiting
  • Block operation modifier
  • And more...

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Price
Free, and opensource: https://github.com/NoSequel/HCF/

Note
1. This code is extremely old, and my code has improved a lot since.
2. The plugin is unfinished, but feel free to use it.
3. The core is completely custom, not forked from anything whatsoever.
 
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ZoiBox

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Hey,

I am interested in forking this for a future project I have planned. I was just wondering what features you call "unfinished". Also, are you planning on abandoning this project or making future updates?

Thanks!
 

NV6

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Hey,

I am interested in forking this for a future project I have planned. I was just wondering what features you call "unfinished". Also, are you planning on abandoning this project or making future updates?

Thanks!
I'm currently not interested in resuming this project anytime soon. There are a few things I'd call "unfinished":

  • DTR Freeze / Regeneration:
    • I'm quite sure the way the system currently works is not how it's intended to work, I had no idea how the original DTR system works so I just made my own version of it.
  • Combat Walls:
    • Combat walls aren't completely done, for the following reasons:
      • You're able to pearl through them into spawn (simple teleport event check, just cba to work on this project)
      • The method is kinda messy.
  • More general testing. I've just tested this with a few friends while messing around, it has not been used on a full blown HCF server.
  • It lacks a lot of the "modern" HCF features, including:
    • Partner abilities/items;
    • Conquest, Citadel (and other "events");
    • EOTW;
    • Faction Rally;
    • and perhaps more? not quite familiar with modern HCF either.
From these points you might be able to tell I don't have a lot of experience with the HCF gamemode itself - so I'd recommend going over the pre-existing features, to see if they're accurate to the original HCF gamemode.
 

ZoiBox

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I'm currently not interested in resuming this project anytime soon. There are a few things I'd call "unfinished":

  • DTR Freeze / Regeneration:
    • I'm quite sure the way the system currently works is not how it's intended to work, I had no idea how the original DTR system works so I just made my own version of it.
  • Combat Walls:
    • Combat walls aren't completely done, for the following reasons:
      • You're able to pearl through them into spawn (simple teleport event check, just cba to work on this project)
      • The method is kinda messy.
  • More general testing. I've just tested this with a few friends while messing around, it has not been used on a full blown HCF server.
  • It lacks a lot of the "modern" HCF features, including:
    • Partner abilities/items;
    • Conquest, Citadel (and other "events");
    • EOTW;
    • Faction Rally;
    • and perhaps more? not quite familiar with modern HCF either.
From these points you might be able to tell I don't have a lot of experience with the HCF gamemode itself - so I'd recommend going over the pre-existing features, to see if they're accurate to the original HCF gamemode.

Alright, thanks for the help!
 
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