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Snitch network command and control block. Essentially a change to jukealert requiring a stationary block that will relay snitch entries. Until that is set up on the snitch group jukeboxes will only record actions by /jainfo, breaking snitches will reveal parts of the 'relay's' location, allowing you to find an enemy's relay (and destroy it) after breaking a couple snitches.
Breaking that down:
1: New block (let's use a Sea Lantern for development) that is required to be on a group with a snitch before sending snitch 'entry' alerts:
public void playerJoinEvent(PlayerJoinEvent event)
public void handlePlayerExit(PlayerEvent event)
private void handleSnitchEntry(Player player)
2: If a snitch is broken and a relay is reinforced on that group, it will display the following in the player who broke the snitch's chat:
"Relayed snitch broken. Relay located at [world XXX XXX XXX]"
With 5 of the X's randomly revealed. So for instance:
"Relayed snitch broken. Relay located at [world X3X 21 1X2]"
This allows players to track down Relays, if they break enough snitches.
The text was updated successfully, but these errors were encountered:
5 random digits is very odd -- That means people who live near world border have a massive secrecy advantage over people who live near the center of the map... y101, x12,500, z 10,075 takes three reveals, whereas y64, x40, z37 takes a single snitch broken.
Additional updates requested for Devoted:
Snitch network command and control block. Essentially a change to jukealert requiring a stationary block that will relay snitch entries. Until that is set up on the snitch group jukeboxes will only record actions by /jainfo, breaking snitches will reveal parts of the 'relay's' location, allowing you to find an enemy's relay (and destroy it) after breaking a couple snitches.
Breaking that down:
1: New block (let's use a Sea Lantern for development) that is required to be on a group with a snitch before sending snitch 'entry' alerts:
public void playerJoinEvent(PlayerJoinEvent event)
public void handlePlayerExit(PlayerEvent event)
private void handleSnitchEntry(Player player)
2: If a snitch is broken and a relay is reinforced on that group, it will display the following in the player who broke the snitch's chat:
"Relayed snitch broken. Relay located at [world XXX XXX XXX]"
With 5 of the X's randomly revealed. So for instance:
"Relayed snitch broken. Relay located at [world X3X 21 1X2]"
This allows players to track down Relays, if they break enough snitches.
The text was updated successfully, but these errors were encountered: