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Jun 7th, 2023
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  1.  
  2. version:
  3.  # This is the current version.  Please do not edit.
  4.   version: 2.5.1
  5.   # This is for showing the changelog on updates.  Please do not edit.
  6.   last_run_version: 2.5.1
  7.  
  8.  
  9. war:
  10.  
  11.  
  12.   ############################################################
  13.   # +------------------------------------------------------+ #
  14.   # |                   Siege-War settings                 | #
  15.   # +------------------------------------------------------+ #
  16.   ############################################################
  17.  
  18.   siege:
  19.  
  20.  
  21.     ############################################################
  22.     # +------------------------------------------------------+ #
  23.     # |                       Switches                       | #
  24.     # +------------------------------------------------------+ #
  25.     ############################################################
  26.  
  27.     switches:
  28.  
  29.       # If true, the Siege-War system is enabled.
  30.       # if false, the Siege-War system is disabled.
  31.       enabled: 'true'
  32.  
  33.       # If true, then nations can start conquest sieges.
  34.       conquest_sieges_enabled: 'true'
  35.  
  36.       # If true, then towns can start revolt sieges.
  37.       revolt_sieges_enabled: 'true'
  38.  
  39.       # If true, then attackers can abandon sieges.
  40.       abandon_enabled: 'true'
  41.  
  42.       # If true, then defenders can surrender sieges.
  43.       town_surrender_enabled: 'true'
  44.  
  45.       # If true, then invasions are enabled.
  46.       invade_enabled: 'true'
  47.  
  48.       # If true, then a king can pay their soldiers using '/sw nation paysoldiers <total amount>'.
  49.       # The amount will be distributed among the soldiers according to their ranks.
  50.       # The permission of siegewar.nation.siege.pay.grade.x, determines how much a rank is paid. x=100 is a normal share, x=200 is double
  51.       military_salary_enabled: 'true'
  52.  
  53.       # If true, then land cannot be claimed near a siege zone.
  54.       # This setting is generally considered critical, otherwise one side could wall off the siege zone.
  55.       claiming_disabled_near_siege_zones: 'true'
  56.  
  57.       # If this setting is true, then only town residents are permitted to spawn into siegezones OR besieged towns.
  58.       # This setting is recommended to:
  59.       # 1. Protect players from accidentally spawning into a warzone while unprepared.
  60.       # 2. Discourage 'fake' sieges, by making the automatic siege impact harsher.
  61.       # 3. Even the spawn-advantage between attacking and defender.
  62.       non_resident_spawn_into_siegezones_or_besieged_towns_disabled: 'true'
  63.  
  64.       # If this value is true, then a town under active siege cannot recruit new residents.
  65.       #  This setting is recommended because it helps discourage 'fake' sieges just for the purpose of of gifting immunity.
  66.       besieged_town_recruitment_disabled: 'true'
  67.  
  68.       # If this value is true, then a town under active siege cannot claim new plots.
  69.       #  This setting is recommended because it helps discourage 'fake' sieges just for the purpose of of gifting immunity.
  70.       besieged_town_claiming_disabled: 'true'
  71.  
  72.       # If this value is true, then a town under active siege cannot unclaim.
  73.       #  This setting is recommended if invasion/occupation is enabled, to avoid occupation escape exploits.
  74.       besieged_town_unclaiming_disabled: 'true'
  75.  
  76.       # If this value is true, then a town which is a capital of a nation that is under siege, cannot
  77.       # change capital to another city via /n set king|capital.
  78.       besieged_capitals_cannot_change_kings: 'false'
  79.  
  80.       # If this setting is true, then Siegewar statistics will be shown on nation status screens.
  81.       nation_statistics_enabled: 'true'
  82.  
  83.       # When true, if an attackers wins the battlesession against a sieged town, that
  84.       # town's jailed players that belong to the attacking nation will be freed from the town's jail.
  85.       unjail_residents_when_attackers_win_battle_session: 'false'
  86.  
  87.       # When true, players will have a glowing effect.
  88.       enabled_glowing_on_players: 'true'
  89.  
  90.  
  91.     ############################################################
  92.     # +------------------------------------------------------+ #
  93.     # |                       Money                          | #
  94.     # +------------------------------------------------------+ #
  95.     ############################################################
  96.  
  97.     money:
  98.  
  99.       # This value determines the money amount of the 'upfront' siege cost.
  100.       # Any nation/town which wants to initiate a siege, must pay this money.
  101.       # This money is paid to the server.
  102.       # TIP 1: This cost helps deter fake sieges.
  103.       # TIP 2: Be aware that unlike the warchest, the money is removed from the in-game economy.
  104.       upfront_cost_per_plot: '0.0'
  105.  
  106.       # This value determines the money amount of the siege 'warchest'.
  107.       # In Conquest sieges, this money is a 'deposit' paid by the attacking nation.
  108.       # If the attacking nation wins the siege, the warchest is returned to the nation bank.
  109.       # If the defending town wins the siege, the warchest is recovered by the defenders.
  110.       warchest_cost_per_plot: '20.0'
  111.  
  112.  
  113.       plunder:
  114.  
  115.         # This is the amount which an attacking nation will plunder if they choose to do so after a siege victory.
  116.         amount_per_plot: '40.0'
  117.  
  118.         # When true, plunder will function differently, when a town cannot afford to pay the full plunder costs.
  119.         # Initially the money is paid to the plunderer in full, from either the Towny server-account (used in closed_economies),
  120.         # or else from thin air.
  121.         # The money is then paid back on a daily basis from the plundered town, using the set number of days.
  122.         # The goal of this system is to make sure that attackers get paid, while giving plundered towns a
  123.         # chance to pay their debt over time.
  124.         plunder_paid_over_time: 'false'
  125.  
  126.         # When plunder_paid_over_time is true, how many days will the plunder debt be paid over?
  127.         number_of_payments: '7'
  128.  
  129.       # The percentage to increase the cost of sieging capitals by.
  130.       # Example: If set to 50, with an attack cost of 20/plot, each plot would be 30.
  131.       capital_siege_cost_increase_percentage: '0'
  132.  
  133.       # This value increases the monetary costs & gains of sieges, depending on town level.
  134.       #
  135.       # The value is useful to ensure that larger towns/nations will not feel unaffected by war moneys.
  136.       # The value is applied to attack cost (war-chest) and plunder.
  137.       # The value is appropriate in servers where town wealth does not correspond linearly to number of plots.
  138.       # Example: On server x, small towns tend to have 10 plots + 100 gold, and large towns tend to have 100 plots + 999,999 gold.
  139.       #          Clearly on this server, wealth is heavily concentrated in larger towns. Thus this value should be high
  140.       #
  141.       # Example of how this value would affect attack cost (@20/plot), if the value was set to 50 :
  142.       #
  143.       # Level 1 (1 resident), 5 plots. Cost = (20 * 5) + 0% = 100
  144.       # Level 2 (3 residents), 15 plots. Cost = (20 * 15) + 50% = 450
  145.       # Level 3 (8 residents), 50 plots. Cost = (20 * 50) + 100% = 2000
  146.       # Level 4 (12 residents), 80 plots. Cost = (20 * 80) + 150% = 4000
  147.       #
  148.       # If the value is 0, then money amounts are not modified.
  149.       extra_money_percentage_per_town_level: '25'
  150.  
  151.       # The maximum that a nation can set for its occupation-tax, using /n set occupationtax.
  152.       # Each nation's occupation tax will always track the above value, unless they use the above command.
  153.       # This tax is applied to all the nation's occupied towns.
  154.       max_occupation_tax_per_plot: '1.0'
  155.  
  156.       # The value specifies what proportion of the initial nation cost is refunded, when the nation is deleted or defeated.
  157.       # This feature supports nations which actively participate in geopolitics but are ultimately defeated by stronger opponents.
  158.       # Set to 0.0 to disable
  159.       nation_cost_refund_percentage_on_delete: '80.0'
  160.  
  161.  
  162.     ############################################################
  163.     # +------------------------------------------------------+ #
  164.     # |              Non-Monetary Quantities                 | #
  165.     # +------------------------------------------------------+ #
  166.     ############################################################
  167.  
  168.     quantities:
  169.  
  170.       # The value specifies the maximum number of active conquest-attack sieges allowed per nation.# A low setting will generally reduce the aggression level on the server.
  171.       # A low setting will also rebalance the system in favour of smaller nations.
  172.       # This is because it will prevent larger nations from conducting as many sieges as their resources would otherwise allow.
  173.       max_active_siege_attacks_per_nation: '1'
  174.  
  175.  
  176.     ############################################################
  177.     # +------------------------------------------------------+ #
  178.     # |                    Siege-Assemblies                  | #
  179.     # + Siege-Assemblies precede Sieges, when a banner is    | #
  180.     # + first placed. By default a 10 minute session in which| #
  181.     # + the attacking town must score a given number of      | #
  182.     # + points in order to begin a siege. This feature is    | #
  183.     # + meant to mitigate towns creating mock-sieges, and    | #
  184.     # + using the resulting immunity to avoid sieges by real | #
  185.     # + enemies                                              | #
  186.     # +------------------------------------------------------+ #
  187.     ############################################################
  188.  
  189.     siege_assemblies:
  190.  
  191.       # When true, SiegeWar will begin each attempted Siege with a Siege-Assembly.
  192.       assemblies_enabled: 'true'
  193.  
  194.       # When an attacker fails a Siege-Assembly, how long until they can attempt to attack the town again?
  195.       failed_siege_assembly_cooldown: 24h
  196.  
  197.       # How many points an attacker must score in a Siege-Assembly to start a siege.
  198.       points_required_to_succeed: '75'
  199.  
  200.       # How many points an attacker town gets per minute, when they are present at the Siege-Assembly TimedPointZone.
  201.       points_per_minute: '5'
  202.  
  203.       # How many minutes does a Siege-Assembly last?
  204.       duration_in_minutes: '18'
  205.  
  206.  
  207.     ############################################################
  208.     # +------------------------------------------------------+ #
  209.     # |                         Times                        | #
  210.     # +------------------------------------------------------+ #
  211.     ############################################################
  212.  
  213.     times:
  214.  
  215.       # The duration of a siege, in battle sessions.
  216.       # TIP 1: The higher this value, the more your server will experience aggression and toxicity.
  217.       # TIP 2: The higher this value, the more your geopolitics will be dominated by ultra-hardcore gamers, who will find it easier to defeat players with normal/healthy hours-online-per-week.
  218.       # The default value is 7.
  219.       duration_battle_sessions: '7'
  220.  
  221.       # This value determines how long a town is safe from sieges, after the town is founded.
  222.       # A high value allows more time to fortify new towns, but community engagement by mayors will be slower.
  223.       # A low value allows less time to fortify new towns, but community engagement by mayors will be faster.
  224.       # The default value is 168 (7 days).
  225.       siege_immunity_time_new_town_hours: '120'
  226.  
  227.       # This value determines how long a town is safe from sieges, after a siege finishes.
  228.       # The default value is 168 (7 days).
  229.       siege_immunity_post_siege_hours: '168'
  230.  
  231.       # This value determines how long a town must wait before it can revolt against an occupying nation.
  232.       # Revolt immunity begins after a town is defeated in a siege.
  233.       # The configured value should be less than the configured post siege immunity hours (to ensure a town always gets the chance to revolt).
  234.       # NOTE: A revolt siege breaks through siege immunity.
  235.       # The default value is 72 (3 days).
  236.       revolt_immunity_post_siege_hours: '72'
  237.  
  238.       # This value determines the duration of each banner control session.
  239.       banner_control_session_duration_minutes: '7'
  240.  
  241.  
  242.     ############################################################
  243.     # +------------------------------------------------------+ #
  244.     # |                      Distances                       | #
  245.     # +------------------------------------------------------+ #
  246.     ############################################################
  247.  
  248.     distances:
  249.  
  250.       # The radius of the 'siege zone'.
  251.       # This radius applies only horizontally, so players can never get above a siegezone (e.g. to place lava there or something).
  252.       # Various siege related effects can apply in this zone e.g. lose points on death, cannot TP in, cannot claim.
  253.       siegezone_radius_blocks: '200'
  254.  
  255.  
  256.     ############################################################
  257.     # +------------------------------------------------------+ #
  258.     # |                   Points Balancing                     #
  259.     # +------------------------------------------------------+ #
  260.     ############################################################
  261.  
  262.     points_balancing:
  263.  
  264.  
  265.       # +------------------------------------------------------+ #
  266.       # |                    Base Points                         #
  267.       # +------------------------------------------------------+ #
  268.  
  269.       base_points:
  270.  
  271.  
  272.         banner_control:
  273.  
  274.           # This value determines the number of battle points awarded every SiegeWar-tick (20 seconds) to an attacker with banner-control.
  275.           # TIP: Always keep this value at 10, for easier comparison with other server configurations.
  276.           attacker: '10'
  277.  
  278.           # This value determines the number of battle points awarded every SiegeWar-tick (20 seconds) to a defender with banner-control.
  279.           defender: '10'
  280.  
  281.  
  282.         deaths:
  283.  
  284.           # This value determines the number of battle points awarded if an attacker dies in a siege zone.
  285.           # TIP: Set this value low enough so as not to exclude weak players from sieges, and high enough to avoid banner control being considered too OP.
  286.           attacker: '150'
  287.  
  288.           # This value determines the number of battle points awarded if defender dies in a siege zone.
  289.           # TIP: Set this value low enough so as not to exclude weak players from sieges, and high enough to avoid banner control being considered too OP.
  290.           defender: '150'
  291.  
  292.  
  293.       # +------------------------------------------------------+ #
  294.       # |           Banner Control Reversal Bonus              | #
  295.       # +------------------------------------------------------+ #
  296.  
  297.       banner_control_reversal_bonus:
  298.  
  299.         # If this setting is true, then the Banner Control Reversal Bonus is enabled:
  300.         # If enabled, and a team reverses banner control during a battle,
  301.         # the base generation rate of timed points is then multiplied by the configured value below (e.g. x3).
  302.         # Subsequent reversals increase the rate further by that amount.
  303.         # TIP: This feature grants small skilled armies a tactic to win battles against larger unskilled armies,
  304.         # Tactic: Wait for the large army to cap the banner, then ambush/counterattack them, grabbing the reversal bonus, and holding the area to net an enhanced cap-point score.
  305.         enabled: 'true'
  306.  
  307.         # This setting determines the strength of the bonus multiplier.
  308.         # Example:
  309.         # - Assuming this value is 3,
  310.         # - If team A reverses banner control, any cap-points they get after that will be multiplied by 3.
  311.         # - If team B re-reverses banner control, any cap-points they get after that will be multiplied by 6.
  312.         multiplier_value: '3'
  313.  
  314.  
  315.       # +------------------------------------------------------+ #
  316.       # |               Counter-Attack Booster                 | #
  317.       # +------------------------------------------------------+ #
  318.  
  319.       counterattack_booster:
  320.  
  321.         # If this setting is true, then if a player from the banner controlling side dies,
  322.         # the death points are increased by a certain percentage.
  323.         # TIP: This feature delivers extra balance to battles in which one side is outnumbered by the other.
  324.         enabled: 'true'
  325.  
  326.         # If the counterattack booster is enabled, this value determines the strength of the boost.
  327.         # Example: If this value is 10.0, and there are 3 players on the banner control list, and a player from the banner-controlling side dies,
  328.         # then the death points awarded to the attacker will be increased by +30%.
  329.         extra_death_points_per_player_percentage: '10.0'
  330.  
  331.  
  332.       # +------------------------------------------------------+ #
  333.       # |                  Siege Balance Cap                     | #
  334.       # +------------------------------------------------------+ #
  335.  
  336.       siege_balance_cap:
  337.  
  338.         # This value determines the siege balance cap.
  339.         # Set to -1 to disable the cap.
  340.         # The value applies to both positive and negative balances e.g. 20000 means a lower limit of -20000 and an upper limit of 20000.
  341.         # TIP: Set this value HIGH to give advantage to big nations, and LOW to give advantage to small nations.
  342.         value: '20000'
  343.  
  344.  
  345.       # +------------------------------------------------------+ #
  346.       # |         End-Of-Battle Point Distribution             | #
  347.       # +------------------------------------------------------+ #
  348.  
  349.       end_of_battle_points_distribution:
  350.  
  351.         # If true, at the end of a battle, only the battle points of the winner are applied to the siege balance.
  352.         # If false, the battle points of the losing side are also applied to the siege balance.
  353.         winner_takes_all: 'false'
  354.     death:
  355.  
  356.       # If enabled, a firework will get spawned whenever a player dies inside a siege zone.
  357.       spawn_firework: 'true'
  358.  
  359.  
  360. ############################################################
  361. # +------------------------------------------------------+ #
  362. # |              Siege Material Restrictions             | #
  363. # +------------------------------------------------------+ #
  364. ############################################################
  365.  
  366. siege_material_restrictions:
  367.  
  368.   # This setting is useful to help prevent extreme siege-zone grief such as obsidian forts.
  369.   # The list is used to indicate the list of blocks which cannot be placed in the wilderness area of siegezones.
  370.   # WARNING: Avoid putting 'common' blocks on this list as that may cause lag.
  371.   wilderness_block_placement_prevention_materials: obsidian, ice
  372.  
  373.   # This setting is useful to help prevent extreme siege-zone grief such as obsidian forts or cobble monsters.
  374.   # The list is used to indicate the list of forbidden buckets
  375.   wilderness_bucket_usage_prevention_materials: lava_bucket, water_bucket, cod_bucket, pufferfish_bucket, salmon_bucket, tropical_fish_bucket, axolotl_bucket
  376.  
  377.   # This setting is useful to prevent the dropping of explosive tnt and tnt-minecarts onto the timed-point-zone.
  378.   # This setting is used to indicate the list of entity types which will not explode in the wilderness area of siegezones
  379.   wilderness_explosion_prevention_entity_types: primed_tnt, minecart_tnt
  380. neutral_towns:
  381.   enabled: 'true'
  382.   capitals_allowed_neutrality: 'true'
  383.   confirmation_requirement_days: '5'
  384.   new_town_confirmation_requirement_days: '2'
  385.   subvert_enabled: 'true'
  386.   revolt_enabled: 'true'
  387.   sickness_warning_duration_seconds: '20'
  388.  
  389.  
  390. ############################################################
  391. # +------------------------------------------------------+ #
  392. # |                   Occupied Towns                     | #
  393. # +------------------------------------------------------+ #
  394. ############################################################
  395.  
  396. occupied_towns:
  397.  
  398.   # If this value is true, then a town under occupation cannot unclaim.
  399.   #  This setting is recommended, to avoid occupation escape exploits.
  400.   occupied_town_unclaiming_disabled: 'true'
  401.  
  402.  
  403. ############################################################
  404. # +------------------------------------------------------+ #
  405. # |        Punishing unofficial siege participants       | #
  406. # +------------------------------------------------------+ #
  407. ############################################################
  408.  
  409. punish_non_siege_participants_in_siege_zones:
  410.  
  411.   # If true, players that are not participating in a siege will receive war sickness
  412.   # A non-participant is a player who does not have a military rank, is not allied to either the attacker or the defender, or is neutral.
  413.   # There are two types of war sickness, full and special.
  414.   # Special war sickness is only given if a non-participant is at his town that happened to be in a siege zone
  415.   #   - Effects: Weakness V
  416.   # Full sickness is given to all players that are not allied to either side, do not have a military rank, or is neutral, and are not in their own town.
  417.   #   - Effects: Health 1, Nausea V, Poison V, Weakness V, Slowness III, Mining Fatigue III
  418.   enable_sickness: 'true'
  419.  
  420.   # This is how many seconds a player has to leave the siege zone before he gets war sickness
  421.   # If this is set to 0, no warn will be given and non-participants will receive war sickness instantly, if enabled
  422.   seconds_warning: '20'
  423.  
  424.  
  425. ############################################################
  426. # +------------------------------------------------------+ #
  427. # |                   Beacon Markers                     | #
  428. # +------------------------------------------------------+ #
  429. ############################################################
  430.  
  431. beacon_markers:
  432.  
  433.   # If enabled, client-side beacons will be shown for players at the siege banner while they are in a siege zone.
  434.   enabled: 'true'
  435.  
  436.   # The color that the beacon will be while a player is capturing it. Only visible to the player.
  437.   # Accepts any of the following colors (case insensitive): White, Orange, Magenta, LightBlue, Yellow, Lime, Pink, Gray, LightGray, Cyan, Purple, Blue, Brown, Green, Red & Black.
  438.   # Defaults to yellow if no valid color is entered.
  439.   capture_color: yellow
  440.  
  441.   # The color that the beacon will be for a player when their side has control of the banner.
  442.   # See above for valid colors.
  443.   # Defaults to green if no valid color is entered.
  444.   captured_color: green
  445.  
  446.   # The color that the beacon will be for a player when the enemy side has control of the banner.
  447.   # See above for valid colors.
  448.   # Defaults to red if no valid color is entered.
  449.   enemy_color: red
  450.  
  451.  
  452. ############################################################
  453. # +------------------------------------------------------+ #
  454. # |                   Banner XYZ Text                    | #
  455. # +------------------------------------------------------+ #
  456. ############################################################
  457.  
  458. banner_xyz_text:
  459.  # The banner xyz text is an alternative to beacon markers for siege banners (but they can also be used together).
  460.   # If enabled, besieged towns will show the XYZ of the siege banner on their town screens.
  461.   enabled: 'false'
  462. nation_siege_immunity:
  463.   enabled: 'false'
  464.   duration_modifier: '0.5'
  465.   home_town_contribution_to_attack_cost: '0.1'
  466.  
  467.  
  468. ############################################################
  469. # +------------------------------------------------------+ #
  470. # |                    BANNER CONTROL                    | #
  471. # +------------------------------------------------------+ #
  472. #                                                          #
  473. # FYI: Most banner-control-related settings are above,     #
  474. # and not in this section.                                 #
  475. ############################################################
  476.  
  477. banner_control:
  478.  
  479.   # This setting determines the color of the boss bar message,
  480.   # which players see while they are capturing the banner.
  481.   capturing_message_color: yellow
  482.  
  483.  
  484. ############################################################
  485. # +------------------------------------------------------+ #
  486. # |              SIEGE START DAY LIMITER                 | #
  487. # +------------------------------------------------------+ #
  488. #                                                          #
  489. # The feature allows a server to limit the days when       #
  490. # players can start sieges.                                #
  491. ############################################################
  492.  
  493. siege_start_day_limiter:
  494.  
  495.   # This setting determines the days (in server timezone) when players can start sieges.
  496.   # Multiple entries should be separated by a comma.
  497.   # Permitted values: monday, tuesday, wednesday, thursday, friday, saturday, sunday.
  498.   # By default, sieges are started only on Thursday
  499.   allowed_siege_start_days: monday,tuesday,wednesday,thursday,friday,saturday,sunday
  500.  
  501.  
  502. ############################################################
  503. # +------------------------------------------------------+ #
  504. # |               Battle Session Scheduler               | #
  505. # +------------------------------------------------------+ #
  506. ############################################################
  507.  
  508. battle_session_scheduler:
  509.  
  510.   # The entries in this section determine the start times (in server timezone), of battle sessions.
  511.   # By default, battle sessions start only on Saturday and Sunday, except for one early morning Monday entry to accommodate Sunday evening in later timezones.
  512.   # Each entry is in the format HOUR:MINUTE.
  513.   # TIP 1: Less battles is bigger battles --> A handful of well placed battle session times will generate bigger battles, by allowing multiple players to synchronize their online fight times.
  514.   # TIP 2: Less fight-time is less-toxic players --> With default settings, an individual player can fight in sieges for a total of 7 hours a week. Be wary of making more fight time available, as it can increase toxicity.
  515.   start_times:
  516.     saturday: 03:00,11:00,19:00
  517.     sunday: 03:00,11:00,19:00
  518.     monday: 20:00,23:00
  519.     tuesday: 20:00,23:00
  520.     wednesday: 20:00,23:00
  521.     thursday: 20:00,23:00
  522.     friday: 20:00,23:00
  523.  
  524.   # This value determines the duration in minutes of each battle session.
  525.   # The default value is 60
  526.   session_duration_minutes: '60'
  527.  
  528.   # Should sessions be cancelled when there are no active sieges?
  529.   cancel_session_when_no_active_sieges: 'true'
  530. capping_limiter:
  531.   weekday_battle_sessions: '3'
  532.   weekend_day_battle_sessions: '6'
  533.  
  534.  
  535. ############################################################
  536. # +------------------------------------------------------+ #
  537. # |               PVP Protection Overrides               | #
  538. # +------------------------------------------------------+ #
  539. #                                                          #
  540. # Other plugins, including Towny, can protect players      #
  541. # from PVP, even when those players are in Siege-Zones.    #
  542. #                                                          #
  543. # This section allows server owners to stop those          #
  544. # protections from working in Siege-Zones during           #
  545. # Battle Sessions                                          #
  546. ############################################################
  547.  
  548. pvp_protection_overrides:
  549.  
  550.   # If true, then Towny plot protection is disabled in Siege-Zones during Battle Sessions.
  551.   # TIP: This value is generally set to true, to avoid having unnatural safe claims within Siege-Zones.
  552.   stop_towny_plot_protection: 'true'
  553.  
  554.   # If true, then Towny friendly-fire protection is disabled in Siege-Zones during Battle Sessions.
  555.   stop_towny_friendly_fire_protection: 'false'
  556.  
  557.   # If true, then all PVP protections are disabled within Siege-Zones during Battle Sessions, including from non-TownyAdvanced plugins.
  558.   # WARNING : This setting may result in incorrect pvp-protection messaging information!.
  559.   stop_all_protection: 'false'
  560. trap_warfare_mitigation:
  561.   besieged_town:
  562.     enabled: 'true'
  563.     radius: '32'
  564.   wilderness:
  565.     enabled: 'true'
  566.     radius: '32'
  567.     upper_height_limit: '10'
  568.     lower_height_limit: '0'
  569. domination_awards:
  570.   artefact_offers:
  571.     default_0_8_0_official:
  572.       tier1: '{cobble_eater, 1, diamond_pickaxe, efficiency:7}{tree_feller, 1, diamond_axe, efficiency:7}{ground_digger, 1, diamond_shovel, efficiency:7}{sword_of_searing, 1, golden_sword, fire_aspect:4}{poison_blade, 1, golden_sword, custom_effect:poison_on_hit}{potion_of_enhanced_regeneration, 3, potion, regeneration:3:60:true:true:true}{potion_of_enhanced_strength, 3, potion, increase_damage:3:120:true:true:true}{potion_of_enhanced_absorbtion, 3, potion, absorption:3:120:true:true:true}'
  573.       tier2: '{potion_of_true_invisibility, 3, potion, invisibility:1:180:false:false:true}{splash_potion_of_enhanced_regeneration, 3, splash_potion, regeneration:3:60:true:true:true}{splash_potion_of_enhanced_strength, 3, splash_potion, increase_damage:3:120:true:true:true}{splash_potion_of_enhanced_absorbtion, 3, splash_potion, absorption:3:120:true:true:true}'
  574.       tier3: '{arrow_of_enhanced_hunger, 5, tipped_arrow, hunger:12:50:true:true:true}{potion_of_great_resistance, 3, potion, damage_resistance:4:30:true:true:true}{splash_potion_of_true_invisibility, 3, splash_potion, invisibility:1:180:false:false:true}{arrow_of_knockup, 5, tipped_arrow, levitation:20:1:true:true:true}{super_spiky_helmet, 1, golden_helmet, thorns:8, unbreaking:2}{bountiful_pickaxe, 1, diamond_pickaxe, fortune:5, efficiency:8}'
  575.       tier4: '{sword_of_immolation, 1, golden_sword, fire_aspect:7}{axe_of_the_berserker, 1, golden_axe, sharpness:10, efficiency:10}{bow_of_displacement, 1, bow, punch: 7}{blade_of_the_viper, 1, golden_sword, custom_effect:strong_poison_on_hit, custom_effect:slow_on_hit}'
  576.       tier5: '{arrow_of_doom, 5, tipped_arrow, harm:20:1:true:true:true}{vorpal_sword, 1, golden_sword, sharpness:15}{chicago_typewriter, 1, crossbow, quick_charge:5}{trident_of_zeus, 1, trident, channeling:1, loyalty:2, custom_effect:lightning_strike_on_hit}{trident_of_poseidon, 1, trident, riptide:12}{chestplate_of_mars, 1, golden_chestplate, protection:10}{antimatter_potion, 1, potion, poison:1:7:true:true:true, custom_effect:delayed_massive_self_explosion_on_consume}'
  577.     custom:
  578.       tier1: ''
  579.       tier2: ''
  580.       tier3: ''
  581.       tier4: ''
  582.       tier5: ''
  583.     legacy: ''
  584.   artefact_chest_signs: artefacts, artifacts
  585.   artefact_expiry:
  586.     lifetime_days: '1'
  587.     percentage_chance_per_short_tick: '90'
  588.     explosions:
  589.       enabled: 'true'
  590.       base_power: '2'
  591.       extra_power_per_expired_artefact: '1'
  592.       max_power: '5'
  593.   global:
  594.     enabled: 'false'
  595.     assessment_criterion: num_residents
  596.     assessment_period_hours: '150'
  597.     grant_day_of_week: Saturday
  598.     granted_money: 2000,1500,1250,1000,750,500,250
  599.     granted_artefact_offers: '{0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0} {0,0,0,0,0}'
  600.  
  601.  
  602. ############################################################
  603. # +------------------------------------------------------+ #
  604. # |                   Peaceful Towns                      | #
  605. # +------------------------------------------------------+ #
  606. ############################################################
  607.  
  608. peaceful_towns:
  609.  
  610.   # If this is true, then a town can toggle peacefulness using /t toggle peaceful,
  611.   #
  612.   # By activating peacefulness, a town receives complete immunity from attack.
  613.   #
  614.   # EFFECTS:
  615.   # - Town is immune to siege attack (but not to SiegeZone-forced-PVP from nearby sieges).
  616.   # - Residents cannot get nation military ranks.
  617.   # - Town is vulnerable to getting instantly subverted (captured and occupied).
  618.   #   (see user guide for full details)
  619.   #
  620.   enabled: 'true'
  621.  
  622.   # If this is true, a nation capital can be a peaceful town. If false, any capital will not be able to turn peaceful.
  623.   nation_capital_can_be_peaceful: 'false'
  624.  
  625.   # If this is true, all new towns will be peaceful when created.
  626.   new_town_peacefulness: 'false'
  627.  
  628.   # This value determines how long it takes to confirm a town peacefulness status change.
  629.   confirmation_requirement_time_days: '7'
  630.  
  631.   # This setting applies only in the first week after a town is founded.
  632.   # The value determines the countdown duration to be applied to any peacefulness switch.
  633.   new_town_confirmation_requirement_days: '2'
  634.  
  635.   # If this is true, peaceful towns have a public spawn.
  636.   #
  637.   # TIP 1:
  638.   # In Towny in 2023, many peaceful-builder players have a Critical Requirement to own public spawns,
  639.   # so that they can run-shops/demonstrate-builds.
  640.   # In Servers configured for public /n spawns, but no public /t spawns, players often create 'Shell Nations',
  641.   # which they use just for the /n spawns.
  642.   # SiegeWar cannot/will-not protect 'Shell Nations',
  643.   # Thus, if your server is configured as indicated, set this value to 'true' to meet a critical requirement for peaceful-builder players.
  644.   #
  645.   # TIP 2:
  646.   # In Towny in 2023, the reason some servers disable public /t spawns, is to encourage 'infastructure' between towns.
  647.   # While this is an interesting goal, it is probably not as important as meeting the critical player requirement outlined above,
  648.   # Thus although this feature could potentially interfere with infrastructure,
  649.   # the problems it solves are probably more important than the problems it creates
  650.   public_spawn_enabled: 'true'
  651.  
  652.   # If this setting is true, then subversion (instant capture and occupation) of peaceful towns is enabled.
  653.   subvert_enabled: 'true'
  654.  
  655.   # Given any peaceful town, the largest-by-townblock, non-peaceful, non-sieged town, in this radius around the homeblock, is considered to be the guardian town.
  656.   # If a nation owns the guardian town, that nation can instantly subvert & occupy the peaceful town
  657.   guardian_town_search_radius: '1200'
  658.  
  659.  
  660. ############################################################
  661. # +------------------------------------------------------+ #
  662. # |         KEEP INVENTORY ON SIEGEZONE DEATH            | #
  663. # +------------------------------------------------------+ #
  664. ############################################################
  665.  
  666. keep_inventory_on_siegezone_death:
  667.  
  668.   # If this value is true, all players who die IN ACTIVE SIEGEZONES keep inventory.
  669.   # TIP 1: This makes battles less stressful, as a death doesn't mean gifting a 'god set' to the enemy.
  670.   # TIP 2: This makes battles more welcoming to new players, as they will be the most likely to die.
  671.   # TIP 3: This help keep the server geopolitics sustainable, as powerful nations will snowball less.
  672.   # TIP 4: It may seem surprising to grant this benefit to non-siege-participants, but remember that non-belligerent towns may have their PVP protections turned off by the Siege-Zone.
  673.   enabled: 'false'
  674.  
  675.   # The percentage by which a player's tools (including swords & armour) degrade when they die.
  676.   # TIP: If this is set too high, new / casual / prone-to-dying players will be effectively excluded from sieges.
  677.   # The default value is 5.0
  678.   tool_degrade_percentage: '5.0'
  679.  
  680.  
  681. ############################################################
  682. # +------------------------------------------------------+ #
  683. # |             Special Victory Effects                  | #
  684. # +------------------------------------------------------+ #
  685. ############################################################
  686.  
  687. special_victory_effects:
  688.  
  689.   # If the siege ends without surrender/abandon, and if the siege points are at this threshold (positive or negative),
  690.   # then a decisive victory is declared, otherwise a close victory is declared.
  691.   decisive_victory_threshold: '5000'
  692.  
  693.   # After a close victory, where a warchest is applicable, the warchest will be reduced by this amount.
  694.   # The losing side will receive the remainder.
  695.   warchest_reduction_percentage_on_close_victory: '50'
  696.  
  697.   # After a close victory, where plunder is applicable, plunder will be reduced by this amount.
  698.   plunder_reduction_percentage_on_close_victory: '50'
  699.  
  700.   # After a decisive defender victory in a revolt siege,
  701.   # the former occupying nation is subject to a starting-siege-balance-penalty to any conquest sieges it initiates.
  702.   # If another such defeat occurs, the penalty is increased by this amount
  703.   siege_balance_penalty_on_decisive_rebel_victory: '-1500'
  704.  
  705.   # this value determines the duration of the starting-siege-balance-penalty.
  706.   # If another such defeat occurs, the the duration is refreshed.
  707.   siege_balance_penalty_duration_days: '7'
  708.  
  709.  
  710. ############################################################
  711. # +------------------------------------------------------+ #
  712. # |                    SURFACE WARFARE                   | #
  713. # +------------------------------------------------------+ #
  714. # + This feature does 4 things:                          + #
  715. # +                                                      + #
  716. # + 1. Mostly prevents Safe-Claim Ganks.                 + #
  717. # + 2. Rewards towns for building walls / towers /gates. + #
  718. # + 3. Encourages surface combat (rather than in holes). + #
  719. # + 4. Reduces terrain destruction during sieges.        + #
  720. # +------------------------------------------------------+ #
  721. ############################################################
  722.  
  723. surface_warfare:
  724.  
  725.  
  726.   # +------------------------------------------------------+ #
  727.   # |            SURFACE WARFARE - BESIEGED TOWN           | #
  728.   # +------------------------------------------------------+ #
  729.  
  730.   besieged_town:
  731.  
  732.     # If this setting is true, then:
  733.     # 1. Safe-claim Ganks are mostly prevented, because defenders cannot build near the siege banner.
  734.     # 2. Defenders are compensated, by forcing the siege banner to be right on the town border, which encourages walls / towers / gates.
  735.     enabled: 'true'
  736.  
  737.     # The protected area consists of every location which is both within this radius around the siege banner, and within the besieged town.
  738.     # This protection applies at all heights.
  739.     radius: '32'
  740.  
  741.     # If true, the siege banner must be placed right at the border of the target town.
  742.     banner_at_border_enabled: 'true'
  743.  
  744.  
  745.   # +------------------------------------------------------+ #
  746.   # |              SURFACE WARFARE - WILDERNESS            | #
  747.   # +------------------------------------------------------+ #
  748.  
  749.   wilderness:
  750.  
  751.     # If this setting is true, then :
  752.     # 1. Traditional surface combat is encouraged, rather than fighting in holes.
  753.     # 2. Terrain destruction during sieges is reduced.
  754.     #
  755.     # TIP: If this feature is enabled, then it is recommended to also have a server rule requiring attackers to remove all holes in the area before the banner is placed.
  756.     enabled: 'true'
  757.  
  758.     # The protected area consists of every location which is both within this radius around the siege banner, and in the wilderness.
  759.     radius: '32'
  760.  
  761.     # Within the protection radius, players cannot build above this height.
  762.     # The height is relative to the siege banner height
  763.     upper_height_limit: '10'
  764.  
  765.     # Within the protection radius, players cannot build below this height.
  766.     # The height is relative to the siege banner height
  767.     lower_height_limit: '0'
  768.  
  769.  
  770. ############################################################
  771. # +------------------------------------------------------+ #
  772. # |                  TOXICITY REDUCTION                  | #
  773. # +------------------------------------------------------+ #
  774. ############################################################
  775.  
  776. toxicity_reduction:
  777.  
  778.   # If this value is true, the following chat effects apply:
  779.   # 1. Local Chat is not possible in Siege-Zones.
  780.   # 2. General Chat is not possible during Battle Sessions (and for 10 mins after).
  781.   # TIP 1: This feature reduces aggression and toxicity among siege participants.
  782.   # TIP 2: This feature also helps save the rest of the server from being spammed with siege-related smack-talk.
  783.   enabled: 'false'
  784.  
  785.   # This value determines when the general chat will be restored after each battle session.
  786.   # The default value is 10.
  787.   general_chat_restoration_after_battle_session_minutes: '10'
  788.  
  789.   # If this value is not blank,
  790.   # Then players attempting general chat during battle sessions, will be directed towards the server discord.
  791.   discord_link: ''
  792.  
  793.  
  794. ############################################################
  795. # +------------------------------------------------------+ #
  796. # |                 BAD CONFIG WARNINGS                  | #
  797. # +------------------------------------------------------+ #
  798. ############################################################
  799.  
  800. bad_config_warnings:
  801.  
  802.   # If this value is true, then whenever the server starts, or whenever a SiegeWarAdmin logs in,
  803.   # a warning will be displayed if any important configs are set badly.
  804.   #
  805.   # NOTE:
  806.   # If you have 'test/debug' towns or nations, make sure their bank balances are not too high,
  807.   # otherwise the warnings will be inaccurate.
  808.   feature_enabled: 'true'
  809.  
  810.   # This setting determines the tolerance of the bad-config-warnings.
  811.   # Example: If the 'ideal plunder rate' is set to 15%....then if the actual plunder config works out at below 10% or over 20%, a warning will be given.
  812.   tolerance_percentage: '5.0'
  813.  
  814.   # This value determines the ideal configured plunder value.
  815.   # Example: If the ideal percentage is 15%, then on plunder, we want to take 15% of the estimated town value.
  816.   # NOTE: The estimated town value is calculated by estimating all the money in the economy, dividing by total-num-townblocks on the server, then multiplying by num-townblocks in the town.
  817.   # The default value for this config is 15.0
  818.   ideal_plunder_percentage: '15.0'
  819.  
  820.   # This value determines the ideal configured warchest value.
  821.   # Example: If the ideal percentage is 7.5%, then on siege-start, we want to take 7.5% of the estimated town value.
  822.   # The default value is 7.5
  823.   ideal_warchest_percentage: '7.5'
  824.  
  825.   # This value determines the ideal configured upfront-cost value.
  826.   # Example: If the ideal percentage is 3.75%, then on siege-start, we want to take 3.75% of the estimated town value.
  827.   # The default value is 3.75
  828.   ideal_upfrontcost_percentage: '3.75'
  829.  
  830.   # This value determines the ideal configured occupation-tax value.
  831.   # Example: If the ideal percentage is 0.375, then on each new day, we want to take 0.375% of the estimated town value.
  832.   # TIP: Generally you want to keep this low enough so that fake sieges for immunity purposes are not worthwhile.
  833.   # The default value is 0.375
  834.   ideal_occupationtax_percentage: '0.375'
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