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120 changes: 120 additions & 0 deletions patterns/NationsGloryJava.yml
Original file line number Diff line number Diff line change
Expand Up @@ -174,3 +174,123 @@ spawn_obscure_block:

spawn_millenial_wood:
pattern: "{timestamp} [INFO] [NationsJob] SPAWN MILLENIAL WOOD IN {x}, {y}, {z} BY PLAYER {player}"

# ===========================
# Auctions / Enchères
# ===========================
auction_new:
pattern: "{timestamp} [Auction] New Player auction {details}"

auction_bid:
pattern: "{timestamp} [Auction] New Player bid {details}"

auction_end:
pattern: "{timestamp} [Auction] End of auction {details}"

auction_refund:
pattern: "{timestamp} [Auction] Refund {details}"

auction_cancelled:
pattern: "{timestamp} [Auction] CANCELLED {details}"
Comment on lines +182 to +194
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Copilot AI Jan 19, 2026

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Consider providing more specific variable names instead of the generic {details} placeholder. Other patterns in the file use explicit variables (e.g., {player}, {country}, {amount}) which makes log parsing more structured and useful. For example, this could be parsed into specific fields like {auction_id}, {item}, {price}, {player}, etc.

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  • Les enchères n'existe plus, plus aucune log sur ce système


# ===========================
# ChestShop
# ===========================
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The pattern variable {direction} is ambiguous. Consider using a more descriptive name like {transaction_type} or clarifying in documentation what values this field represents (e.g., "to"/"from", "bought"/"sold", etc.).

Suggested change
# ===========================
# ===========================
# {direction}: direction of the transaction, e.g. "to"/"from" the target player or shop.

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chestshop_transaction:
pattern: "{timestamp} [ChestShop] {player} {action} {qty} {item} for {price} {direction} {target} at [world] {x}, {y}, {z}"

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P2 Badge Capture ChestShop world name instead of literal

This pattern hard-codes at [world], so it only matches transactions that occur in a world literally named “world”. ChestShop logs include the world name in brackets (e.g., at [world_nether] …), and those entries will not parse with this pattern, causing missed transactions whenever servers use non-default world names. Consider capturing the world token (e.g., [{world}]) so multi-world logs still match.

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chestshop_transaction_log:
pattern: "{timestamp} LOG TRANSACTION CHEST {details}"

# ===========================
# Adminshop / Catalog
# ===========================
adminshop_transaction:
pattern: "{timestamp} {player} {details} from Adminshop"

adminshop_transaction_lower:
pattern: "{timestamp} {player} {details} from adminshop"
Comment on lines +208 to +212
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Inconsistent capitalization between patterns. Line 209 uses "Adminshop" while line 212 uses "adminshop" in the pattern text. If these represent the same log source, they should use consistent capitalization. If they represent different log formats from the server, consider using more distinct pattern names to clarify the difference.

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Update depuis le catalogue :
{timestamp} [INFO] [NationsGUI] [Catalog] Player {player} bought the item {id} {quantity} for {price}$ (including delivery {tax}$) to player Bank:


catalog_transaction:
pattern: "{timestamp} [Catalog] {details}"
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Même chose que pour l'adminshop puisque tout est catalogue :
{timestamp} [INFO] [NationsGUI] [Catalog] Player {player} bought the item {id} {quantity} for {price}$ (including delivery {tax}$) to player Bank:


# ===========================
# War / Warzone
# ===========================
war_add:
pattern: "{timestamp} Add war {details}"
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Update :
{timestamp} [INFO] [NationsUtils] Add war event {war_reason} between {country_a} and {country_b}


war_start:
pattern: "{timestamp} START WAR {details}"
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Détails :
{timestamp} [INFO] [NationsGUI] START WAR between {country_a} and {country_b} for reason {reason}


war_surrender:
pattern: "{timestamp} SURREND WAR {details}"
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Détails :
{timestamp} [INFO] [NationsGUI] {country_a} SURREND WAR AGAINST {country_b} APPLY REWARDS : {reward_type}#{amount}


war_status_change:
pattern: "{timestamp} Change status of war request between {country_a} and {country_b} to {status}"
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Update :
{timestamp} Change status of war request between {country_a} and {country_b} by {player} to {status}


war_won:
pattern: "{timestamp} War won {details}"
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Détails :
{timestamp} [INFO] [NationsUtils] War won by {country_a} against {country_b}


warzone_add:
pattern: "{timestamp} [WarZone] Add {details}"
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3 formes différentes :
{timestamp} [INFO] [WarZone] Add 0.25 skill multiplier to {country}
{timestamp} [INFO] [WarZone] Add 1.0 power to {country}
{timestamp} [INFO] [WarZone] Le pays {country} vient de recevoir un powerboost de 1.0 de la warzone.


# ===========================
# Economie / Pays
# ===========================
country_buy:
pattern: "{timestamp} ACHAT PAYS {details}"
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Détails :
{timestamp} [INFO] ACHAT PAYS {country} PAR {pseudo} POUR {amount}$


country_action_buy:
pattern: "{timestamp} ACHAT ACTION : {details}"
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Détails :
{timetamp} [INFO] [NationsGUI] ACHAT ACTION : {country_a} ({player}) buy action of {country_b }for {price}$


country_found:
pattern: "{timestamp} {player} vient de fonder le pays {country}"

country_new_leader:
pattern: "{timestamp} {player} est le nouveau dirigeant du pays {country}"

colony_request:
pattern: "{timestamp} {player} vient de faire une demande de colonie sur {country}"
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Update :
N'existe plus, car les colonies ont disparues


# ===========================
# Powerboost
# ===========================
powerboost_player:
pattern: "{timestamp} POWERBOOST DE {player} {details}"

powerboost_country:
pattern: "{timestamp} Powerboost to {country} {details}"
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Détails :
Je n'ai trouvé aucune logs concernant les powerboost joueur/pays hors warzone


# ===========================
# Meteor
# ===========================
meteor_spawn:
pattern: "{timestamp} METEOR SPAWNED IN {details}"
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Détails :
{timestamp} [INFO] METEOR SPAWNED IN {planet} on player {player} at {x}, {y}, {z}


# ===========================
# Access / Permissions
# ===========================
access_set:
pattern: "{timestamp} {player} set access to player {target} {details}"
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Détails :
{timestamp} [INFO] [Factions] Player {player} set access to player {player} in chunk {x}, {z} to true


access_remove:
pattern: "{timestamp} {player} remove access to player {target} {details}"
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Détails :
{timestamp} [INFO] [Factions] Player {player} remove access to player {player} in chunk {x}, {z} to false


# ===========================
# Divers
# ===========================
duel_win:
pattern: "{timestamp} AFTER WIN DUEL {details}"
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Update :
Les logs duel ne sont plus qu'au lancement et non à la fin
{timestamp} [INFO] START DUEL {player_a} vs {player_b} BET {amount}


restricted_item_interaction:
pattern: "{timestamp} {player} interacts with restricted item {details}"
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Détails :
{timestamp} [INFO] [NationsUtils] Player {player} interacts with restricted item {id}


missile_launch:
pattern: "{timestamp} {player} vient de lancer un missile {details}"

# ===========================
# Player session
# ===========================
player_left:
pattern: "{timestamp} [INFO] {player} left the game."
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Détails :
deconnection : "{timestamp} [INFO] §7[*banner id="minus"]§7 {player} ({number}/300)