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  1. {
  2. // -------------------------------------------- //
  3. // COMMAND ALIASES
  4. // -------------------------------------------- //
  5.  
  6. // Don't you want "f" as the base command alias? Simply change it here.
  7. "aliasesF": [
  8. "f"
  9. ],
  10.  
  11. // -------------------------------------------- //
  12. // WORLDS FEATURE ENABLED
  13. // -------------------------------------------- //
  14.  
  15. // Use this blacklist/whitelist system to toggle features on a per world basis.
  16. // Do you only want claiming enabled on the one map called "Hurr"?
  17. // In such case set standard to false and add "Hurr" as an exeption to worldsClaimingEnabled.
  18. "worldsClaimingEnabled": {
  19. "standard": true,
  20. "exceptions": []
  21. },
  22. "worldsPowerLossEnabled": {
  23. "standard": true,
  24. "exceptions": []
  25. },
  26. "worldsPvpRulesEnabled": {
  27. "standard": true,
  28. "exceptions": []
  29. },
  30.  
  31. // -------------------------------------------- //
  32. // DERPY OVERRIDES
  33. // -------------------------------------------- //
  34.  
  35. // Add player names here who should bypass all protections.
  36. // Should /not/ be used for admins. There is "/f adminmode" for that.
  37. // This is for other plugins/mods that use a fake player to take actions, which shouldn't be subject to our protections.
  38. "playersWhoBypassAllProtection": [],
  39.  
  40. // -------------------------------------------- //
  41. // TASKS
  42. // -------------------------------------------- //
  43.  
  44. // Define the time in minutes between certain Factions system tasks is ran.
  45. "taskPlayerPowerUpdateMinutes": 1.0,
  46. "taskPlayerDataRemoveMinutes": 5.0,
  47. "taskEconLandRewardMinutes": 20.0,
  48.  
  49. // -------------------------------------------- //
  50. // REMOVE DATA
  51. // -------------------------------------------- //
  52.  
  53. // Should players be kicked from their faction and their data erased when banned?
  54. "removePlayerWhenBanned": true,
  55.  
  56. // After how many milliseconds should players be automatically kicked from their faction?
  57. "removePlayerMillisDefault": 864000000, // 10 days
  58. "removePlayerMillisPlayerAgeToBonus": {
  59. "1209600000": 864000000 // +10 days after 2 weeks
  60. },
  61. "removePlayerMillisFactionAgeToBonus": {
  62. "2419200000": 864000000, // +10 days after 4 weeks
  63. "1209600000": 432000000 // +5 days after 2 weeks
  64. },
  65.  
  66. // -------------------------------------------- //
  67. // DEFAULTS
  68. // -------------------------------------------- //
  69.  
  70. // Which faction should new players be followers of?
  71. // "none" means Wilderness. Remember to specify the id, like "3defeec7-b3b1-48d9-82bb-2a8903df24e3" and not the name.
  72. "defaultPlayerFactionId": "none",
  73.  
  74. // What rank should new players joining a faction get?
  75. // If not RECRUIT then MEMBER might make sense.
  76. "defaultPlayerRole": "RECRUIT",
  77.  
  78. // What power should the player start with?
  79. "defaultPlayerPower": 0.0,
  80.  
  81. // -------------------------------------------- //
  82. // MOTD
  83. // -------------------------------------------- //
  84.  
  85. // During which event priority should the faction message of the day be displayed?
  86. // Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST and MONITOR.
  87. // This setting only matters if "motdDelayTicks" is set to -1
  88. "motdPriority": "NORMAL",
  89.  
  90. // How many ticks should we delay the faction message of the day with?
  91. // -1 means we don't delay at all. We display it at once.
  92. // 0 means it's deferred to the upcomming server tick.
  93. // 5 means we delay it yet another 5 ticks.
  94. "motdDelayTicks": -1,
  95.  
  96. // -------------------------------------------- //
  97. // POWER
  98. // -------------------------------------------- //
  99.  
  100. // What is the maximum player power?
  101. "powerMax": 10.0,
  102.  
  103. // What is the minimum player power?
  104. // NOTE: Negative minimum values is possible.
  105. "powerMin": 0.0,
  106.  
  107. // How much power should be regained per hour online on the server?
  108. "powerPerHour": 2.0,
  109.  
  110. // How much power should be lost on death?
  111. "powerPerDeath": -2.0,
  112.  
  113. // Can players with negative power leave their faction?
  114. // NOTE: This only makes sense to set to false if your "powerMin" setting is negative.
  115. "canLeaveWithNegativePower": true,
  116.  
  117. // -------------------------------------------- //
  118. // CORE
  119. // -------------------------------------------- //
  120.  
  121. // Is there a maximum amount of members per faction?
  122. // 0 means there is not. If you set it to 100 then there can at most be 100 members per faction.
  123. "factionMemberLimit": 0,
  124.  
  125. // Is there a maximum faction power cap?
  126. // 0 means there is not. Set it to a positive value in case you wan't to use this feature.
  127. "factionPowerMax": 0.0,
  128.  
  129. // Limit the length of faction names here.
  130. "factionNameLengthMin": 3,
  131. "factionNameLengthMax": 16,
  132.  
  133. // Should faction names automatically be converted to upper case?
  134. // You probably don't want this feature.
  135. // It's a remnant from old faction versions.
  136. "factionNameForceUpperCase": false,
  137.  
  138. // -------------------------------------------- //
  139. // SET LIMITS
  140. // -------------------------------------------- //
  141.  
  142. // When using radius setting of faction territory, what is the maximum radius allowed?
  143. "setRadiusMax": 30,
  144.  
  145. // When using fill setting of faction territory, what is the maximum chunk count allowed?
  146. "setFillMax": 1000,
  147.  
  148. // -------------------------------------------- //
  149. // CLAIMS
  150. // -------------------------------------------- //
  151.  
  152. // Must claims be connected to each other?
  153. // If you set this to false you will allow factions to claim more than one base per world map.
  154. // That would makes outposts possible but also potentially ugly weird claims messing up your Dynmap and ingame experiance.
  155. "claimsMustBeConnected": true,
  156.  
  157. // Would you like to allow unconnected claims when conquering land from another faction?
  158. // Setting this to true would allow taking over someone elses base even if claims normally have to be connected.
  159. // Note that even without this you can pillage/unclaim another factions territory in war.
  160. // You just won't be able to take the land as your own.
  161. "claimsCanBeUnconnectedIfOwnedByOtherFaction": false,
  162.  
  163. // Is claiming from other factions even allowed?
  164. // Set this to false to disable territorial warfare altogether.
  165. "claimingFromOthersAllowed": true,
  166.  
  167. // Is a minimum distance (measured in chunks) to other factions required?
  168. // 0 means the feature is disabled.
  169. // Set the feature to 10 and there must be 10 chunks of wilderness between factions.
  170. // Factions may optionally allow their allies to bypass this limit by configuring their faction permissions ingame themselves.
  171. "claimMinimumChunksDistanceToOthers": 0,
  172.  
  173. // Do you need a minimum amount of faction members to claim land?
  174. // 1 means just the faction leader alone is enough.
  175. "claimsRequireMinFactionMembers": 1,
  176.  
  177. // Is there a maximum limit to chunks claimed?
  178. // 0 means there isn't.
  179. "claimedLandsMax": 0,
  180.  
  181. // -------------------------------------------- //
  182. // HOMES
  183. // -------------------------------------------- //
  184.  
  185. // Is the home feature enabled?
  186. // If you set this to false players can't set homes or teleport home.
  187. "homesEnabled": true,
  188.  
  189. // Must homes be located inside the faction's territory?
  190. // It's usually a wise idea keeping this true.
  191. // Otherwise players can set their homes inside enemy territory.
  192. "homesMustBeInClaimedTerritory": true,
  193.  
  194. // Is the home teleport command available?
  195. // One reason you might set this to false is if you only want players going home on respawn after death.
  196. "homesTeleportCommandEnabled": true,
  197.  
  198. // These options can be used to limit rights to tp home under different circumstances.
  199. "homesTeleportAllowedFromEnemyTerritory": true,
  200. "homesTeleportAllowedFromDifferentWorld": true,
  201. "homesTeleportAllowedEnemyDistance": 32.0,
  202. "homesTeleportIgnoreEnemiesIfInOwnTerritory": true,
  203.  
  204. // Should players teleport to faction home on death?
  205. // Set this to true to override the default respawn location.
  206. "homesTeleportToOnDeathActive": false,
  207.  
  208. // This value can be used to tweak compatibility with other plugins altering the respawn location.
  209. // Choose between: LOWEST, LOW, NORMAL, HIGH and HIGHEST.
  210. "homesTeleportToOnDeathPriority": "NORMAL",
  211.  
  212. // -------------------------------------------- //
  213. // ASSORTED
  214. // -------------------------------------------- //
  215.  
  216. // Set this to true if want to block the promotion of new leaders for permanent factions.
  217. // I don't really understand the user case for this option.
  218. "permanentFactionsDisableLeaderPromotion": false,
  219.  
  220. // How much health damage should a player take upon placing or breaking a block in a "pain build" territory?
  221. // 2.0 means one heart.
  222. "actionDeniedPainAmount": 2.0,
  223.  
  224. // If you set this option to true then factionless players cant partake in PVP.
  225. // It works in both directions. Meaning you must join a faction to hurt players and get hurt by players.
  226. "disablePVPForFactionlessPlayers": false,
  227.  
  228. // Set this option to true to create an exception to the rule above.
  229. // Players inside their own faction territory can then hurt facitonless players.
  230. // This way you may "evict" factionless trolls messing around in your home base.
  231. "enablePVPAgainstFactionlessInAttackersLand": false,
  232.  
  233. // Inside your own faction territory you take less damage.
  234. // 0.1 means that you take 10% less damage at home.
  235. "territoryShieldFactor": 0.1,
  236.  
  237. // -------------------------------------------- //
  238. // DENY COMMANDS
  239. // -------------------------------------------- //
  240.  
  241. // A list of commands to block for members of permanent factions.
  242. // I don't really understand the user case for this option.
  243. "denyCommandsPermanentFactionMember": [],
  244.  
  245. // Lists of commands to deny depending on your relation to the current faction territory.
  246. // You may for example not type /home (might be the plugin Essentials) in the territory of your enemies.
  247. "denyCommandsTerritoryRelation": {
  248. "ENEMY": [
  249. "home",
  250. "homes",
  251. "sethome",
  252. "createhome",
  253. "tpahere",
  254. "tpaccept",
  255. "tpyes",
  256. "tpa",
  257. "call",
  258. "tpask",
  259. "warp",
  260. "warps",
  261. "spawn",
  262. "ehome",
  263. "ehomes",
  264. "esethome",
  265. "ecreatehome",
  266. "etpahere",
  267. "etpaccept",
  268. "etpyes",
  269. "etpa",
  270. "ecall",
  271. "etpask",
  272. "ewarp",
  273. "ewarps",
  274. "espawn",
  275. "essentials:home",
  276. "essentials:homes",
  277. "essentials:sethome",
  278. "essentials:createhome",
  279. "essentials:tpahere",
  280. "essentials:tpaccept",
  281. "essentials:tpyes",
  282. "essentials:tpa",
  283. "essentials:call",
  284. "essentials:tpask",
  285. "essentials:warp",
  286. "essentials:warps",
  287. "essentials:spawn",
  288. "wtp",
  289. "uspawn",
  290. "utp",
  291. "mspawn",
  292. "mtp",
  293. "fspawn",
  294. "ftp",
  295. "jspawn",
  296. "jtp"
  297. ],
  298. "NEUTRAL": [],
  299. "TRUCE": [],
  300. "ALLY": [],
  301. "MEMBER": []
  302. },
  303.  
  304. // -------------------------------------------- //
  305. // CHAT
  306. // -------------------------------------------- //
  307.  
  308. // Should Factions set the chat format?
  309. // This should be kept at false if you use an external chat format plugin.
  310. // If you are planning on running a more lightweight server you can set this to true.
  311. "chatSetFormat": true,
  312.  
  313. // At which event priority should the chat format be set in such case?
  314. // Choose between: LOWEST, LOW, NORMAL, HIGH and HIGHEST.
  315. "chatSetFormatAt": "LOWEST",
  316.  
  317. // What format should be set?
  318. "chatSetFormatTo": "<{factions_relcolor}§l{factions_roleprefix}§r{factions_relcolor}{factions_name|rp}§f%1$s> %2$s",
  319.  
  320. // Should the chat tags such as {factions_name} be parsed?
  321. // NOTE: You can set this to true even with chatSetFormat = false.
  322. // But in such case you must set the chat format using an external chat format plugin.
  323. "chatParseTags": true,
  324.  
  325. // At which event priority should the faction chat tags be parsed in such case?
  326. // Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST.
  327. "chatParseTagsAt": "LOW",
  328.  
  329. // -------------------------------------------- //
  330. // COLORS
  331. // -------------------------------------------- //
  332.  
  333. // Here you can alter the colors tied to certain faction relations and settings.
  334. // You probably don't want to edit these to much.
  335. // Doing so might confuse players that are used to Factions.
  336.  
  337. "colorMember": "GREEN",
  338. "colorAlly": "DARK_PURPLE",
  339. "colorTruce": "LIGHT_PURPLE",
  340. "colorNeutral": "WHITE",
  341. "colorEnemy": "RED",
  342.  
  343. // This one is for example applied to SafeZone since that faction has the pvp flag set to false.
  344. "colorNoPVP": "GOLD",
  345.  
  346. // This one is for example applied to WarZone since that faction has the friendly fire flag set to true.
  347. "colorFriendlyFire": "DARK_RED",
  348.  
  349. // -------------------------------------------- //
  350. // PREFIXES
  351. // -------------------------------------------- //
  352.  
  353. // Here you may edit the name prefixes associated with different faction ranks.
  354. "prefixLeader": "**",
  355. "prefixOfficer": "*",
  356. "prefixMember": "+",
  357. "prefixRecruit": "-",
  358.  
  359. // -------------------------------------------- //
  360. // EXPLOITS
  361. // -------------------------------------------- //
  362.  
  363. // Should we attempt to block a certain kind of obsidian generator exploit?
  364. "handleExploitObsidianGenerators": true,
  365.  
  366. // Should we attempt to block a certain ender pearl clipping exploit?
  367. "handleExploitEnderPearlClipping": true,
  368.  
  369. // TNT in water/lava doesn't normally destroy any surrounding blocks, which is usually desired behavior.
  370. // But this optional change below provides workaround for waterwalling providing perfect protection,
  371. // and makes cheap (non-obsidian) TNT cannons require minor maintenance between shots.
  372. "handleExploitTNTWaterlog": false,
  373.  
  374. // -------------------------------------------- //
  375. // SEE CHUNK
  376. // -------------------------------------------- //
  377.  
  378. // These options can be used to tweak the "/f seechunk" particle effect.
  379. // They are fine as is but feel free to experiment with them if you want to.
  380. "seeChunkSteps": 1,
  381. "seeChunkKeepEvery": 5,
  382. "seeChunkSkipEvery": 0,
  383. "seeChunkPeriodMillis": 500,
  384. "seeChunkParticleAmount": 30,
  385. "seeChunkParticleOffsetY": 2.0,
  386. "seeChunkParticleDeltaY": 2.0,
  387.  
  388. // -------------------------------------------- //
  389. // LOGGING
  390. // -------------------------------------------- //
  391.  
  392. // Here you can disable logging of certain events to the server console.
  393.  
  394. "logFactionCreate": true,
  395. "logFactionDisband": true,
  396. "logFactionJoin": true,
  397. "logFactionKick": true,
  398. "logFactionLeave": true,
  399. "logLandClaims": true,
  400. "logLandUnclaims": true,
  401. "logMoneyTransactions": true,
  402. "logPlayerCommands": true,
  403.  
  404. // -------------------------------------------- //
  405. // ENUMERATIONS
  406. // -------------------------------------------- //
  407.  
  408. // These values are fine for most standard bukkit/spigot servers.
  409. // If you however are using Forge with mods that add new container types you might want to add them here.
  410. // This way they can be protected in Faction territory.
  411.  
  412. "materialsEditOnInteract": [
  413. "DIODE_BLOCK_OFF",
  414. "DIODE_BLOCK_ON",
  415. "NOTE_BLOCK",
  416. "CAULDRON",
  417. "SOIL"
  418. ],
  419. "materialsEditTools": [
  420. "FIREBALL",
  421. "FLINT_AND_STEEL",
  422. "BUCKET",
  423. "WATER_BUCKET",
  424. "LAVA_BUCKET"
  425. ],
  426. "materialsEditToolsDupeBug": [
  427. "CHEST",
  428. "SIGN_POST",
  429. "TRAPPED_CHEST",
  430. "SIGN",
  431. "WOOD_DOOR",
  432. "IRON_DOOR"
  433. ],
  434. "materialsDoor": [
  435. "WOODEN_DOOR",
  436. "TRAP_DOOR",
  437. "FENCE_GATE"
  438. ],
  439. "materialsContainer": [
  440. "DISPENSER",
  441. "CHEST",
  442. "FURNACE",
  443. "BURNING_FURNACE",
  444. "JUKEBOX",
  445. "BREWING_STAND",
  446. "ENCHANTMENT_TABLE",
  447. "ANVIL",
  448. "BEACON",
  449. "TRAPPED_CHEST",
  450. "HOPPER",
  451. "DROPPER"
  452. ],
  453. "entityTypesContainer": [
  454. "MINECART_CHEST",
  455. "MINECART_HOPPER"
  456. ],
  457. "entityTypesMonsters": [
  458. "BLAZE",
  459. "CAVE_SPIDER",
  460. "CREEPER",
  461. "ENDERMAN",
  462. "ENDER_DRAGON",
  463. "GHAST",
  464. "GIANT",
  465. "MAGMA_CUBE",
  466. "PIG_ZOMBIE",
  467. "SILVERFISH",
  468. "SKELETON",
  469. "SLIME",
  470. "SPIDER",
  471. "WITCH",
  472. "WITHER",
  473. "ZOMBIE"
  474. ],
  475.  
  476. // -------------------------------------------- //
  477. // INTEGRATION: HeroChat
  478. // -------------------------------------------- //
  479.  
  480. // I you are using the chat plugin HeroChat Factions ship with built in integration.
  481. // The two channels Faction and Allies will be created.
  482. // Their data is actually stored right here in the factions config.
  483. // NOTE: HeroChat will create it's own database files for these two channels.
  484. // You should ignore those and edit the channel settings from here.
  485. // Those HeroChat channel database files aren't read for the Faction and Allies channels.
  486.  
  487. // The Faction Channel
  488. "herochatFactionName": "Faction",
  489. "herochatFactionNick": "F",
  490. "herochatFactionFormat": "{color}[&l{nick}&r{color} &l{factions_roleprefix}&r{color}{factions_title|rp}{sender}{color}] &f{msg}",
  491. "herochatFactionColor": "GREEN",
  492. "herochatFactionDistance": 0,
  493. "herochatFactionIsShortcutAllowed": false,
  494. "herochatFactionCrossWorld": true,
  495. "herochatFactionMuted": false,
  496. "herochatFactionWorlds": [],
  497.  
  498. // The Allies Channel
  499. "herochatAlliesName": "Allies",
  500. "herochatAlliesNick": "A",
  501. "herochatAlliesFormat": "{color}[&l{nick}&r&f {factions_relcolor}&l{factions_roleprefix}&r{factions_relcolor}{factions_name|rp}{sender}{color}] &f{msg}",
  502. "herochatAlliesColor": "DARK_PURPLE",
  503. "herochatAlliesDistance": 0,
  504. "herochatAlliesIsShortcutAllowed": false,
  505. "herochatAlliesCrossWorld": true,
  506. "herochatAlliesMuted": false,
  507. "herochatAlliesWorlds": [],
  508.  
  509. // -------------------------------------------- //
  510. // INTEGRATION: LWC
  511. // -------------------------------------------- //
  512.  
  513. // Do you need faction build rights in the territory to create an LWC protection there?
  514. "lwcMustHaveBuildRightsToCreate": true,
  515.  
  516. // The config option above does not handle situations where a player creates an LWC protection in Faction territory and then leaves the faction.
  517. // The player would then have an LWC protection in a territory where they can not build.
  518. // Set this config option to true to enable an automatic removal feature.
  519. // LWC protections that couldn't be created will be removed on an attempt to open them by any player.
  520. "lwcRemoveIfNoBuildRights": false,
  521.  
  522. // WARN: Experimental and semi buggy.
  523. // If you change this to true: alien LWC protections will be removed upon using /f set.
  524. "lwcRemoveOnChange": {
  525. "BUY": false, // when claiming from wilderness
  526. "SELL": false, // when selling back to wilderness
  527. "CONQUER": false, // when claiming from another player faction
  528. "PILLAGE": false // when unclaiming (to wilderness) from another player faction
  529. },
  530.  
  531. // -------------------------------------------- //
  532. // INTEGRATION: ECONOMY
  533. // -------------------------------------------- //
  534.  
  535. // Should economy features be enabled?
  536. // This requires that you have the external plugin called "Vault" installed.
  537. "econEnabled": true,
  538.  
  539. // A money reward per chunk. This reward is divided among the players in the faction.
  540. // You set the time inbetween each reward almost at the top of this config file. (taskEconLandRewardMinutes)
  541. "econLandReward": 0.0,
  542.  
  543. // When paying a cost you may specify an account that should receive the money here.
  544. // Per default "" the money is just destroyed.
  545. "econUniverseAccount": "",
  546.  
  547. // What is the price per chunk when using /f set?
  548. "econChunkCost": {
  549. "BUY": 1.0, // when claiming from wilderness
  550. "SELL": 0.0, // when selling back to wilderness
  551. "CONQUER": 0.0, // when claiming from another player faction
  552. "PILLAGE": 0.0 // when unclaiming (to wilderness) from another player faction
  553. },
  554.  
  555. // What is the price to create a faction?
  556. "econCostCreate": 100.0,
  557.  
  558. // And so on and so forth ... you get the idea.
  559. "econCostSethome": 0.0,
  560. "econCostJoin": 0.0,
  561. "econCostLeave": 0.0,
  562. "econCostKick": 0.0,
  563. "econCostInvite": 0.0,
  564. "econCostDeinvite": 0.0,
  565. "econCostHome": 0.0,
  566. "econCostName": 0.0,
  567. "econCostDescription": 0.0,
  568. "econCostTitle": 0.0,
  569. "econCostFlag": 0.0,
  570. "econRelCost": {
  571. "ENEMY": 0.0,
  572. "ALLY": 0.0,
  573. "TRUCE": 0.0,
  574. "NEUTRAL": 0.0
  575. },
  576.  
  577. // Should the faction bank system be enabled?
  578. // This enables the command /f money.
  579. "bankEnabled": true,
  580.  
  581. // What costs should the faciton bank take care of?
  582. // If you set this to false the player executing the command will pay instead.
  583. "bankFactionPaysCosts": true,
  584. "bankFactionPaysLandCosts": true
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