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Cops N Crooks – Part 3
0.7.522 апр. 2026 г.274Minecraft: 1.20, 1.21, 1.21.11paper, spigot
Что нового
# 🚨 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:**
| File | Purpose |
|-------------------------|------------------------------------------------------------------------|
| `npc/trader_traits.yml` | Trader personality catalogue (mood rates, barter rules, max health). |
| `npc/bank_tiers.yml` | Banker tier ladder — balance cap, daily cap, interest, loans per tier. |
| `shop/<shop-key>.yml` | One 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 traits** — `easygoing`, `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 default** — `Invulnerable: 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:**
```yaml
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 returns** — `PurchaseResult`, `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 contract** — `ShopMessageContract` 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:**
```yaml
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`:**
```yaml
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 level** —
`Bail.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 path** — `BailResult.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`:**
```yaml
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 targets** — `bank 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`:**
```yaml
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.
| Requirement | Details |
|-------------------|-----------------------------------|
| Minecraft version | 1.20+ (1.21.x recommended) |
| Java | Java 21 or newer |
| Required plugins | NBTAPI, Citizens |
| Optional plugins | PlaceholderAPI, Vault, ViaVersion |
| Server platform | **Spigot** |
release
Gangland Warfare – GTA-Style Crime 0.7.4-DEV
0.7.4-DEV14 апр. 2026 г.41Minecraft: 1.20, 1.21, 1.21.11paper, spigot
Что нового
# 🌆 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](../README.md) | [Previous: v0.7.3-DEV →](../v0.7.3-DEV/CHANGELOG.md)
---
## 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:**
| File | Purpose |
|---------------------|------------------------------------------------------------------------|
| `civilians.yml` | Civilian NPC types and spawn groups (friendly, hostile, trader). |
| `cars.yml` | Drivable vehicle catalogue (materials, speed, acceleration, fuel). |
| `money.yml` | Cash pickup variations and per-source drop rules. |
| `weapon/*.yml` | New 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:**
```yaml
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`:**
```yaml
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:`:**
```yaml
# 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`:**
```yaml
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`:**
```yaml
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`:**
```yaml
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:**
```yaml
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`:**
```yaml
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`:**
```yaml
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`:**
```yaml
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`:**
```yaml
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`:**
```yaml
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 decrement** — `WantedExecutor` 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 set** — `setMaxHealth` 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.
| Requirement | Details |
|-------------------|------------------------------------------------------|
| Minecraft version | 1.20+ (1.21.x recommended) |
| Java | Java 21 or newer |
| Required plugins | NBTAPI, Citizens |
| Optional plugins | PlaceholderAPI, Vault, ViaVersion |
| Server platform | **Spigot** (not Paper — Paper-only APIs aren't used) |
---
[← Back to Documentation Index](../README.md) | [Previous: v0.7.3-DEV →](../v0.7.3-DEV/CHANGELOG.md)
beta
Gangland Warfare 0.7.3-DEV
0.7.3-DEV24 мар. 2026 г.53Minecraft: 1.20, 1.21, 1.21.11paper, spigot
Что нового
# 🚔 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.**
| Dependency | Type | Purpose |
|----------------|---------------------|---------------------------------------------------------------------------------------|
| **Citizens** | Required | Powers all police NPCs. Without it, no cops spawn and the plugin fails to initialize. |
| **NBTAPI** | Required (existing) | Custom item data for weapons, ammo, and wearables. |
| PlaceholderAPI | Optional | Custom placeholders in messages and scoreboards. |
| Vault | Optional | Economy integration. |
| ViaVersion | Optional | Multi-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 <player> or the random set of numbers rather than <amount>
## 🐛 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.