Better defaults
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@ -3,6 +3,7 @@ package com.massivecraft.factions.cmd.req;
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import org.bukkit.command.CommandSender;
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import com.massivecraft.factions.entity.MConf;
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import com.massivecraft.factions.integration.Econ;
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import com.massivecraft.massivecore.cmd.MassiveCommand;
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import com.massivecraft.massivecore.cmd.req.ReqAbstract;
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import com.massivecraft.massivecore.util.Txt;
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@ -25,7 +26,7 @@ public class ReqBankCommandsEnabled extends ReqAbstract
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@Override
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public boolean apply(CommandSender sender, MassiveCommand command)
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{
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return MConf.get().econEnabled && MConf.get().bankEnabled;
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return MConf.get().bankEnabled && Econ.isEnabled();
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}
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@Override
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@ -368,7 +368,7 @@ public class MConf extends Entity<MConf>
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// Should Factions set the chat format?
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// This should be kept at false if you use an external chat format plugin.
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// If you are planning on running a more lightweight server you can set this to true.
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public boolean chatSetFormat = false;
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public boolean chatSetFormat = true;
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// At which event priority should the chat format be set in such case?
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// Choose between: LOWEST, LOW, NORMAL, HIGH and HIGHEST.
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@ -575,35 +575,52 @@ public class MConf extends Entity<MConf>
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// INTEGRATION: LWC
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// -------------------------------------------- //
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// Do you need faction build rights in the territory to create an LWC protection there?
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public boolean lwcMustHaveBuildRightsToCreate = true;
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// The config option above does not handle situations where a player creates an LWC protection in Faction territory and then leaves the faction.
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// The player would then have an LWC protection in a territory where they can not build.
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// Set this config option to true to enable an automatic removal feature.
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// LWC protections that couldn't be created will be removed on an attempt to open them by any player.
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public boolean lwcRemoveIfNoBuildRights = false;
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// WARN: Experimental and semi buggy.
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// If you change this to true: alien LWC protections will be removed upon using /f set.
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public Map<EventFactionsChunkChangeType, Boolean> lwcRemoveOnChange = MUtil.map(
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EventFactionsChunkChangeType.BUY, false,
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EventFactionsChunkChangeType.SELL, false,
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EventFactionsChunkChangeType.CONQUER, false,
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EventFactionsChunkChangeType.PILLAGE, false
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EventFactionsChunkChangeType.BUY, false, // when claiming from wilderness
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EventFactionsChunkChangeType.SELL, false, // when selling back to wilderness
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EventFactionsChunkChangeType.CONQUER, false, // when claiming from another player faction
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EventFactionsChunkChangeType.PILLAGE, false // when unclaiming (to wilderness) from another player faction
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);
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// -------------------------------------------- //
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// INTEGRATION: ECONOMY
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// -------------------------------------------- //
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public boolean econEnabled = false;
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// Should economy features be enabled?
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// This requires that you have the external plugin called "Vault" installed.
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public boolean econEnabled = true;
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// TODO: Rename to include unit.
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// A money reward per chunk. This reward is divided among the players in the faction.
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// You set the time inbetween each reward almost at the top of this config file. (taskEconLandRewardMinutes)
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public double econLandReward = 0.00;
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// When paying a cost you may specify an account that should receive the money here.
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// Per default "" the money is just destroyed.
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public String econUniverseAccount = "";
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// What is the price per chunk when using /f set?
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public Map<EventFactionsChunkChangeType, Double> econChunkCost = MUtil.map(
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EventFactionsChunkChangeType.BUY, 30.0,
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EventFactionsChunkChangeType.SELL, -20.0,
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EventFactionsChunkChangeType.CONQUER, -10.0,
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EventFactionsChunkChangeType.PILLAGE, -10.0
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EventFactionsChunkChangeType.BUY, 1.0, // when claiming from wilderness
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EventFactionsChunkChangeType.SELL, 0.0, // when selling back to wilderness
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EventFactionsChunkChangeType.CONQUER, 0.0, // when claiming from another player faction
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EventFactionsChunkChangeType.PILLAGE, 0.0 // when unclaiming (to wilderness) from another player faction
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);
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public double econCostCreate = 200.0;
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// What is the price to create a faction?
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public double econCostCreate = 100.0;
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// And so on and so forth ... you get the idea.
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public double econCostSethome = 0.0;
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public double econCostJoin = 0.0;
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public double econCostLeave = 0.0;
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@ -623,10 +640,13 @@ public class MConf extends Entity<MConf>
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Rel.NEUTRAL, 0.0
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);
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//Faction banks, to pay for land claiming and other costs instead of individuals paying for them
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// Should the faction bank system be enabled?
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// This enables the command /f money.
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public boolean bankEnabled = true;
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//public static boolean bankMembersCanWithdraw = false; //Have to be at least moderator to withdraw or pay money to another faction
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public boolean bankFactionPaysCosts = true; //The faction pays for faction command costs, such as sethome
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public boolean bankFactionPaysLandCosts = true; //The faction pays for land claiming costs.
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// That costs should the faciton bank take care of?
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// If you set this to false the player executing the command will pay instead.
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public boolean bankFactionPaysCosts = true;
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public boolean bankFactionPaysLandCosts = true;
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}
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