Remove more unimportant configuration options
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@ -189,11 +189,6 @@ public class Faction extends Entity<Faction> implements FactionsParticipator, MP
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{
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String ret = this.name;
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if (MConf.get().factionNameForceUpperCase)
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{
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ret = ret.toUpperCase();
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}
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return ret;
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}
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@ -96,7 +96,6 @@ public class MConf extends Entity<MConf>
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// Define the time in minutes between certain Factions system tasks is ran.
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public double taskPlayerPowerUpdateMinutes = 1;
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public double taskPlayerDataRemoveMinutes = 5;
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public double taskEconLandRewardMinutes = 20;
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// -------------------------------------------- //
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@ -187,12 +186,7 @@ public class MConf extends Entity<MConf>
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// Limit the length of faction names here.
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public int factionNameLengthMin = 3;
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public int factionNameLengthMax = 16;
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// Should faction names automatically be converted to upper case?
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// You probably don't want this feature.
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// It's a remnant from old faction versions.
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public boolean factionNameForceUpperCase = false;
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// -------------------------------------------- //
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// SET LIMITS
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// -------------------------------------------- //
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@ -276,19 +270,6 @@ public class MConf extends Entity<MConf>
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// Choose between: LOWEST, LOW, NORMAL, HIGH, HIGHEST and MONITOR.
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public EventPriority homesTeleportToOnDeathPriority = EventPriority.NORMAL;
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// -------------------------------------------- //
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// PERMS
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// -------------------------------------------- //
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/*public List<String> defaultPermsEnemy = MUtil.list(MPerm.ID_DEPOSIT);
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public List<String> defaultPermsNeutral = MUtil.list(MPerm.ID_DEPOSIT);
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public List<String> defaultPermsTruce = MUtil.list(MPerm.ID_DEPOSIT);
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public List<String> defaultPermsAlly = MUtil.list(MPerm.ID_DOOR, MPerm.ID_BUTTON, MPerm.ID_LEVER, MPerm.ID_HOME, MPerm.ID_CLAIMNEAR);
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public List<String> defaultPermsRecruit = MUtil.list(MPerm.ID_DOOR, MPerm.ID_BUTTON, MPerm.ID_LEVER, MPerm.ID_LEVER, MPerm.ID_HOME, MPerm.ID_CLAIMNEAR);
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public List<String> defaultPermsMember = MUtil.list(MPerm.ID_BUILD, MPerm.ID_DOOR, MPerm.ID_BUTTON, MPerm.ID_LEVER, MPerm.ID_LEVER, MPerm.ID_CONTAINER, MPerm.ID_HOME, MPerm.ID_CLAIMNEAR);
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public List<String> defaultPermsOfficer = MUtil.list(MPerm.ID_BUILD, MPerm.ID_DOOR, MPerm.ID_BUTTON, MPerm.ID_LEVER, MPerm.ID_LEVER, MPerm.ID_CONTAINER, MPerm.ID_DESC, MPerm.ID_MOTD, MPerm.ID_INVITE, MPerm.ID_KICK, MPerm.ID_RANK, MPerm.ID_TITLE, MPerm.ID_HOME, MPerm.ID_SETHOME, MPerm.ID_TERRITORY, MPerm.ID_ACCESS, MPerm.ID_CLAIMNEAR, MPerm.ID_REL);
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public List<String> defaultPermsLeader = MUtil.list(MPerm.ID_BUILD, MPerm.ID_DOOR, MPerm.ID_BUTTON, MPerm.ID_LEVER, MPerm.ID_LEVER, MPerm.ID_CONTAINER, MPerm.ID_NAME, MPerm.ID_DESC, MPerm.ID_MOTD, MPerm.ID_INVITE, MPerm.ID_KICK, MPerm.ID_RANK, MPerm.ID_TITLE, MPerm.ID_HOME, MPerm.ID_SETHOME, MPerm.ID_WITHDRAW, MPerm.ID_TERRITORY, MPerm.ID_ACCESS, MPerm.ID_CLAIMNEAR, MPerm.ID_REL, MPerm.ID_DISBAND, MPerm.ID_FLAGS, MPerm.ID_FLAGS);*/
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// -------------------------------------------- //
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// TERRITORY INFO
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// -------------------------------------------- //
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@ -473,17 +454,7 @@ public class MConf extends Entity<MConf>
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// This one is for example applied to WarZone since that faction has the friendly fire flag set to true.
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public ChatColor colorFriendlyFire = ChatColor.DARK_RED;
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// -------------------------------------------- //
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// PREFIXES
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// -------------------------------------------- //
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// Here you may edit the name prefixes associated with different faction ranks.
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public String prefixLeader = "**";
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public String prefixOfficer = "*";
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public String prefixMember = "+";
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public String prefixRecruit = "-";
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// -------------------------------------------- //
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// EXPLOITS
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// -------------------------------------------- //
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@ -492,26 +463,6 @@ public class MConf extends Entity<MConf>
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public boolean handleExploitEnderPearlClipping = true;
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public boolean handleNetherPortalTrap = true;
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// -------------------------------------------- //
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// SEE CHUNK
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// -------------------------------------------- //
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// These options can be used to tweak the "/f seechunk" particle effect.
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// They are fine as is but feel free to experiment with them if you want to.
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// Use 1 or multiple of 3, 4 or 5.
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public int seeChunkSteps = 1;
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// White/Black List for creating sparse patterns.
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public int seeChunkKeepEvery = 5;
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public int seeChunkSkipEvery = 0;
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@EditorType(TypeMillisDiff.class)
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public long seeChunkPeriodMillis = 500;
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public int seeChunkParticleAmount = 30;
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public float seeChunkParticleOffsetY = 2;
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public float seeChunkParticleDeltaY = 2;
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// -------------------------------------------- //
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// UNSTUCK
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// -------------------------------------------- //
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