Configuration
Main - Configuration
This plug-in is controlled through .json configration files.
After you reload or restart your server, you will be provided with the following files:
/plugins/SocialNetwork/config.json - The main configuration file
/plugins/SocialNetwork/resources.json - This is where you define your localization values
/plugins/SocialNetwork/network.json - This is an internal file. Do not edit.
You will also see a directory called "/plugins/SocialNetwork/DataFiles". This is where the details for each player is stored.
Some helpful links:
GSON - Bukkit's built-in JSON parsing library.
JSONLint - Tool for validating your JSON files.
Default config.json
This configuration file is used for the plug-in global settings.
{ // If you want players to have to choose a gender upon logging in, set this to true. // This will cause players to have their moment stopped and be given a command to choose their gender. // They will not be allowed to move or use any social network commands until they make a choice. "genderChoiceRequired": true, // If you do not wish to allow same-gender Marriage, then set this to false. "sameGenderMarriageAllowed": true, // When a couple is married we announce this through global chat. If you do not want that to happen, set this to false. "globalAnnouncePriestMarriages": true, // This is used to provide debug information should you need to provide it for issue resolution. "loggingDebug": false, // // This defines the Perk configuration you wish to have available to each social group. // Below is a basic setup, giving each social group all the same Perk configurations. // You can add/remove each perk from the social group "perks" list if you do not want that particular social group to have that Perk. // // For advanced configurations, please see our Wiki: http://github.com/Netprogs/SocialNetwork/wiki/Configuration // "perkSettings": [ { // This defines the settings for the "/social gift" Perk. "type": "GiftSettings", "data": { // The name here can be anything you want but must match the same name below in the social group "perks" list. "name": "gift", // This is how long a player must wait before they can send another gift. "coolDownPeriod": 0, // This is the cost (money) for using this Perk. "perUseCost": 0.0, // The maximum number of gifts that a person can receive. "maximumNumber": 10 } }, { // This defines the settings for the "/social tell" Perk. "type": "TellSettings", "data": { // The name here can be anything you want but must match the same name below in the social group "perks" list. "name": "tell", // This is how long a player must wait before they can send another gift. "coolDownPeriod": 0, // This is the cost (money) for using this Perk. "perUseCost": 0.0 } }, { // This defines the settings for the "/social sticky" Perk. "type": "StickySettings", "data": { "name": "sticky", // This is how long a player must wait before they can send another sticky. "coolDownPeriod": 0, // This is the cost (money) for using this Perk. "perUseCost": 0.0, // The maximum number of stickies a player can have. "maximumNumber": 10 } }, { // This defines the settings for the teleportation Perk. "type": "TeleportSettings", "data": { // The name here can be anything you want but must match the same name below in the social group "perks" list. "name": "teleport", // This is how long a player must wait before they can send another gift. "coolDownPeriod": 0, // This is the cost (money) for using this Perk. "perUseCost": 0.0 } }, { // This defines the settings for the damage prevention Perk. "type": "PlayerDamageSettings", "data": { // The name here can be anything you want but must match the same name below in the social group "perks" list. "name": "damage", // If you want to allow damage from another Player "damageAllowedFromPlayer": false, // If you want to allow damage coming from a projectile. "damageAllowedFromProjectile": false, // If you want to allow damage coming from a Tamed creature. "damageAllowedFromTameable": false, // This is how long a player must wait before they can send another gift. "coolDownPeriod": 60 } }, { // This defines the settings for the bonus experience Perk. "type": "BonusExperienceSettings", "data": { // The name here can be anything you want but must match the same name below in the social group "perks" list. "name": "bonusxp", // The distance, in blocks, that the players must be near each other in order to gain this bonus. "proximity": 20, // The direct bonus experience to add to the amount normally gained from the kill. "flatBonus": 20, // The percentage bonus to add to the amount normally gained from the kill. // This is applied before the flat bonus above. "percentBonus": 50 } }, { // This defines the settings for the health regen Perk. "type": "HealthRegenSettings", "data": { // The name here can be anything you want but must match the same name below in the social group "perks" list. "name": "fastHealthRegen", // The distance, in blocks, that the players must be near each other in order to gain this bonus. "proximity": 20, // This is the number of hearts to gain per server "tick". Each number represents a half heart increment. // This can be a negative number also to create a "no regen" or "negative regen" effect for wanted cases. // If a negative is given, we do not allow it to reduce them below 1 heart to avoid death. "heartsPerkTick": 1 } }, { // This defines the settings for the food sharing Perk. "type": "FoodShareSettings", "data": { // The name here can be anything you want but must match the same name below in the social group "perks" list. "name": "foodShare", // The distance, in blocks, that the players must be near each other in order to gain this bonus. "proximity": 20 } }, { // This defines the settings for WorldGuard integration Perk. // WorldGuard integration allows us to add social group members to your existing regions upon adding them to your lists. // When you remove them from your social group lists, they also lose access to your regions. "type": "WorldGuardSettings", "data": { // The name here can be anything you want but must match the same name below in the social group "perks" list. "name": "worldguard" } }, { // This defines the settings for LWC chest protection Perk. // The LWC integration allows us to add social group members to your existing LWC access lists. // When you remove them from your social group lists, they also lose access. "type": "LWCSettings", "data": { // The name here can be anything you want but must match the same name below in the social group "perks" list. "name": "lwc" } } ], // // This section is where we define the settings for each social group. // "groupSettings": { // This defines the settings for children. "childSettings": { // The maximum number of children a single player can have. "maximumChildren": 30, // The cost charged to a player when requesting someone to be part of this group. "perUseCost": 0.0, // // This is the list of Perks provided to the player and their children. // // If you do not want the players in this group to have a particular Perk, remove it from the list. // It will not be available to them unless that player belongs to another group that has the same Perk assigned to it. // "perks": [ "gift", "tell", "sticky", "teleport", "damage", "worldguard", "lwc", "bonusxp", "fastHealthRegen", "foodShare" ] }, // This defines the settings for friends. "friendSettings": { // The maximum number of children a single player can have. "maximumFriends": 30, // The cost charged to a player when requesting someone to be part of this group. "perUseCost": 0.0, // This is the list of Perks provided to players and their friends. "perks": [ "gift", "tell", "sticky", "teleport", "damage", "worldguard", "lwc", "bonusxp", "fastHealthRegen", "foodShare" ] }, // This defines the settings for relationships. "relationshipSettings": { // The maximum number of relationships a single player can have. "maximumRelationships": 30, // The cost charged to a player when requesting someone to be part of this group. "perUseCost": 0.0, // This is the list of Perks provided to players and those they are in relationships with. "perks": [ "gift", "tell", "sticky", "teleport", "damage", "worldguard", "lwc", "bonusxp", "fastHealthRegen", "foodShare" ] }, // This defines the settings for affairs. "affairSettings": { // The maximum number of affairs a single player can have. "maximumAffairs": 30, // The cost charged to a player when requesting someone to be part of this group. "perUseCost": 0.0, // This is the list of Perks provided to players and those they are in an affair with. "perks": [ "gift", "tell", "sticky", "teleport", "damage", "worldguard", "lwc", "bonusxp", "fastHealthRegen", "foodShare" ] }, // This defines the settings for engagements. "engagementSettings": { // The period of time (in seconds) that needs to pass before an engagement can be turned into a Marriage. "engagementPeriod": 300, // The cost charged to a player when requesting someone to be part of this group. "perUseCost": 50.0, // This is the list of Perks provided to the player and their partner. "perks": [ "gift", "tell", "sticky", "teleport", "damage", "worldguard", "lwc", "bonusxp", "fastHealthRegen", "foodShare" ] }, // This defines the settings for divorces. "divorceSettings": { // The period of time (in seconds) that needs to pass before a player gets over their divorce and want to be // in a relationship or engagement again. "bitternessPeriod": 300, // The cost charged to a player when requesting someone to be part of this group. "perUseCost": 50.0, // This is the list of Perks provided to the player and their ex-partner. "perks": [ "gift", "tell", "sticky", "teleport", "damage", "worldguard", "lwc", "bonusxp", "fastHealthRegen", "foodShare" ] }, // This defines the settings for marriages. "marriageSettings": { // The period of time (in seconds) that needs to pass before a Marriage can be turned into a divorce. "honeymoonPeriod": 300, // The cost charged to a player when requesting someone to be part of this group. "perUseCost": 0.0, // This is the list of Perks provided to the player and their partner. "perks": [ "gift", "tell", "sticky", "teleport", "damage", "worldguard", "lwc", "bonusxp", "fastHealthRegen", "foodShare" ] }, // This defines the settings for lawyers. "lawyerSettings": { // The period of time (in seconds) that needs to pass before a player gets over their divorce and want to be // in a relationship or engagement again. "bitternessPeriod": 0, // The cost charged to both players when a lawyer is used to divorce them. "perUseCost": 500.0, // This is the list of Perks provided to you if you are assigned to the lawyers list through /social admin. "perks": [ "gift", "tell", "sticky", "teleport", "damage", "worldguard", "lwc", "bonusxp", "fastHealthRegen", "foodShare" ] }, // This defines the settings for priests. "priestSettings": { // The period of time (in seconds) that needs to pass before a Marriage can be turned into a divorce. "honeymoonPeriod": 0, // The cost charged to both players when a priest is used to marry them. "perUseCost": 500.0, // This is the list of Perks provided to you if you are assigned to the priests list through /social admin. "perks": [ "gift", "tell", "sticky", "teleport", "damage", "worldguard", "lwc", "bonusxp", "fastHealthRegen", "foodShare" ] } } }
Advanced Configuration
For advanced configurations, please see our Wiki.
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