Core - Rumsfield/konquest GitHub Wiki
Updated for version 1.9.0
This is the core.yml configuration file for Konquest, which contains almost all plugin options. Note the following:
- (*) means the server must be restarted for a change to take effect, else use the "/k admin reload" command. NEVER USE /reload.
- [LEGACY] means a setting is not used in the current version, but still exists to support backwards compatibility with previous Konquest versions.
- [EXPERIMENTAL] means a setting is new and has had limited testing, use with caution.
# (*) Language file selection, must match a file name in the /lang folder (e.g. english for lang/english.yml)
language: english
# //// CORE Configuration \\\\
core:
# (*) Enable debug messages for verbose console messages (true/false)
debug: false
# [LEGACY] (*) Primary world name for kingdoms and towns created before v0.3.0 (string)
world_name: world
# (*) World names where kingdoms and towns cannot exist (string list, use [] to disable)
world_blacklist:
- world_nether
- world_the_end
# (*) Reverse world_blacklist into a whitelist, where listed world names become the only worlds where kingdoms and towns can exist (true/false)
world_blacklist_reverse: false
# [EXPERIMENTAL] (*) World names that ignore most Konquest features (string list, use [] to disable)
world_ignorelist: []
# [EXPERIMENTAL] (*) Track which players ignite TNT to protect specific territories against those TNT explosions (true/false)
enable_advanced_tnt_protection: true
# (*) Save interval in minutes, 0 to disable (integer >= 0)
save_interval: 60
# URL which will appear in the "/k" community link icon (string)
community_link: www.google.com
# (*) Enable the usage of accomplishment prefixes applied to player names (true/false)
accomplishment_prefix: true
# Enable the "/k quest" command and built-in quest rewards (true/false)
directive_quests: true
# Reset player hearts to 20 if base value is greater than 20 on player join (true/false)
reset_legacy_health: false
# Minimum time in seconds between placeholder requests, use lower values for faster update rates but more lag (0 to disable, integer >= 0)
placeholder_request_limit: 60
# (*) Enable player nametag formatting. This may override other plugin nametag formatting (true/false)
player_nametag_format: true
# (*) Display the relationship of a player (friendly, enemy, etc) as a suffix of their nametag. Requires player_nametag_format to be true (true/false)
player_nametag_suffix_relation: true
# The number of automatic data backups to keep before deleting the oldest ones (0 to disable creating any backups, integer >= 0)
backup_data_amount: 10
# //// CORE.CHAT \\\\
chat:
# Text tag for all Konquest plugin messages. Use '' to disable. Use & for color codes, or hex #000000. ('string')
tag: '&7[&6Konquest&7]&f '
# Chat message format that appears before the divider. Use built-in tags or PAPI placeholders. Use & for color codes, or hex #000000. ('string')
# Built-In Konquest Message Tags:
# %PREFIX% Permissions group meta prefix
# %SUFFIX% Permissions group meta suffix
# %KINGDOM% Kingdom name
# %RANK% Kingdom rank (master, officer, member)
# %TITLE% Accomplishment title
# %NAME% Player's name
# %C1% Primary relationship color
# %C2% Secondary relationship color
# %CW% Kingdom webcolor
message: '%PREFIX% %C1%%KINGDOM% %RANK% &7| %C2%%TITLE% %C1%%NAME% %SUFFIX% '
# Text that divides the chat message format from the player's text. Use '' to disable. Use & for color codes, or hex #000000. ('string')
divider: '&8»&r '
# (*) Should the TITLE tag always be shown (true), or can players disable their own title (false) (true/false)
always_show_title: false
# Enable Konquest formatting chat messages, which overrides all other plugin chat formatting (true/false)
enable_format: true
# Set the priority of Konquest's chat message formatting. Set to high to allow other plugins to modify chat first (LOWEST, LOW, NORMAL, HIGH, HIGHEST)
priority: HIGH
# //// CORE.COLORS \\\\
colors:
# //// CORE.COLORS.PRIMARY \\\\
# These colors are used for territory bars and borders, player names and tab list displays.
# The following colors MUST match a ChatColor enum (e.g. GREEN).
# https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/ChatColor.html
primary:
# (*) The primary color that players see for their own kingdom.
friendly: GREEN
# (*) The primary color that players see for enemy kingdoms.
enemy: RED
# (*) The primary color that players see for trading kingdoms.
trade: LIGHT_PURPLE
# (*) The primary color that players see for peaceful kingdoms.
peaceful: WHITE
# (*) The primary color that players see for allied kingdoms.
ally: AQUA
# (*) The primary color that all players see for barbarians.
barbarian: YELLOW
# (*) The primary color that players see for neutral territory, like ruins and sanctuaries.
neutral: GRAY
# //// CORE.COLORS.SECONDARY \\\\
# These colors are used for other chat formats, menu labels and kingdom relationships.
# The following colors may use hex colors (e.g. '#FF8080'), format codes (e.g. '&b&o'), or match a ChatColor enum (e.g. DARK_GREEN).
# https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/ChatColor.html
secondary:
# (*) The secondary color that players see for their own kingdom.
friendly: '#40C010'
# (*) The secondary color that players see for enemy kingdoms.
enemy: '#A02020'
# (*) The secondary color that players see for trading kingdoms.
trade: '#9050C0'
# (*) The secondary color that players see for peaceful kingdoms.
peaceful: '#CCE0C8'
# (*) The secondary color that players see for allied kingdoms.
ally: '#22B090'
# (*) The secondary color that all players see for barbarians.
barbarian: '#F0C000'
# (*) The secondary color that players see for neutral territory, like ruins and sanctuaries.
neutral: '#A08890'
# //// CORE.DATABASE \\\\
database:
# Database connection type (sqlite, mysql)
connection: sqlite
# //// CORE.DATABASE.MYSQL \\\\
mysql:
# MySQL database hostname
hostname: localhost
# MySQL database port number
port: 3306
# MySQL database name
database: example_database
# MySQL database username
username: example_user
# MySQL database password
password: example_password
# MySQL connection properties as a string list (e.g. ["autoReconnect=true","useSSL=false"])
properties: ["autoReconnect=true","useSSL=false"]
# //// CORE.INTEGRATION \\\\
integration:
# (*) Enable plugin integration with ChestShop (true/false)
chestshop: true
# (*) Enable plugin integration with QuickShop (true/false)
quickshop: true
# (*) Enable plugin integration with LuckPerms (true/false)
luckperms: true
# (*) Enable plugin integration with Dynmap (true/false)
dynmap: true
# (*) Enable plugin integration with BlueMap (true/false)
bluemap: true
# (*) Enable plugin integration with squaremap (true/false)
squaremap: true
# (*) Enable plugin integration with WorldGuard (true/false)
worldguard: true
# //// CORE.INTEGRATION.MAP_OPTIONS \\\\
map_options:
# (*) Render kingdoms on the web-based map view (true/false)
enable_kingdoms: true
# (*) Render barbarian camps on the web-based map view (true/false)
enable_camps: true
# (*) Render sanctuaries on the web-based map view (true/false)
enable_sanctuaries: true
# (*) Render ruins on the web-based map view (true/false)
enable_ruins: true
# (*) Display banner images in territory labels on the web-based map view (true/false)
# See instructions in the Konquest/banners/ folder.
show_banners: false
# (*) Enable plugin integration with DiscordSRV (true/false)
discordsrv: true
# //// CORE.INTEGRATION.DISCORDSRV_OPTIONS \\\\
discordsrv_options:
# Send a direct message in Discord to all kingdom members, online and offline, when a critical block is broken in a town monument (true/false)
raid_alert_direct: false
# Send a message to the linked kingdom channel in Discord when a critical block is broken in a town monument (true/false)
raid_alert_channel: true
# (*) Automatically create and give roles based on kingdoms to linked Discord members (true/false)
auto_roles: true
# The color of the default role (Barbarians).
# You may use hex colors ('#FF8080'), see https://htmlcolorcodes.com/
# Or you may use named colors ('RED'), see https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Color.html
role_default_color: '#A3A10A'
# The suffix tag applied to the end of a kingdom role's name.
# This is used to keep track of auto roles in Discord.
role_suffix: '(auto)'
# Whether all auto roles can be mentioned by Discord members.
# When true, roles can be mentioned in Discord, for example: @Rome (auto) Hello!
role_is_mentionable: true
# List of permissions to be applied to Discord roles.
# Permissions must match from this list: https://ci.dv8tion.net/job/JDA/javadoc/net/dv8tion/jda/api/Permission.html
role_permissions:
- "MESSAGE_WRITE"
- "MESSAGE_READ"
- "VIEW_CHANNEL"
- "VOICE_CONNECT"
- "VOICE_SPEAK"
# (*) Enable plugin integration with EssentialsX (true/false)
essentialsx: true
# //// CORE.INTEGRATION.ESSENTIALSX_OPTIONS \\\\
essentialsx_options:
# Allow players to create home locations in the wild as well as friendly territory (true/false)
enable_wild_homes: true
# Prevent players from teleporting in enemy territory and during combat (true/false)
enable_teleport_protection: true
# Allow players to receive kingdom payments while marked as AFK by EssentialsX (true/false)
enable_afk_payments: true
# //// CORE.TRAVEL \\\\
travel:
# //// CORE.TRAVEL.ENABLE \\\\
enable:
# Allow players to travel to sanctuaries with the travel command (true/false)
sanctuary: true
# Allow players to travel to towns with the travel command (true/false)
towns: true
# Allow players to travel to their capital with the travel command (true/false)
capital: true
# Allow players to travel to their bed home with the travel command (true/false)
home: true
# Allow players to travel to their barbarian camp with the travel command (true/false)
camp: true
# Allow players to travel to the wild with the travel command (true/false)
wild: true
# The radius in blocks to choose a random wild location (integer >= 0)
wild_radius: 1000
# The center X coordinate to choose a random wild location (any integer)
wild_center_x: 0
# The center Z coordinate to choose a random wild location (any integer)
wild_center_z: 0
# The number of seconds a player must wait from using the travel command to being teleported (integer >= 0)
warmup: 3
# Whether to cancel a travel warmup if the player moves to another block (true/false)
cancel_on_move: true
# Whether to cancel a travel warmup if the player takes any damage (true/false)
cancel_on_damage: true
# //// CORE.KINGDOMS \\\\
kingdoms:
# (*) Suffix to be appended to Kingdom names which will be the name of the Capital city (string)
capital_suffix: Capital
# (*) Whether to change the capital suffix into a prefix for Capital cities (true/false)
capital_prefix_swap: false
# Force players to respawn at their kingdom capital (true/false)
capital_respawn: true
# Capitals will be immune from capture while there are this many other towns in the kingdom (0 to disable, integer >= 0)
capital_immunity_towns: 2
# Allow kingdom capitals to be swapped with other towns by the kingdom master (true/false)
capital_swap_enable: true
# Allow kingdom capitals to be swapped while the kingdom is at war with any other kingdom (true/false)
capital_swap_war: true
# Time in seconds for a kingdom capital swap to happen after it has been initiated (0 to disable, integer >= 0)
capital_swap_warmup: 300
# Declaring war on a kingdom will also declare war on their allies (true), else only the target kingdom will be at war (false) (true/false)
ally_defense_pact: true
# Allow players in allied kingdoms to build in each other's towns, when the Allied Building town option is true (true/false)
ally_build: true
# Any kingdom can start a war with another (true), else both kingdoms must agree to war (false) (true/false)
instant_war: true
# Either kingdom can end a war with the enemy kingdom (true), else both kingdoms must agree to peace (false) (true/false)
instant_peace: false
# Allow players to pvp with other kingdoms that are peaceful (true/false)
allow_peaceful_pvp: false
# Allow players to pvp with all other players, including friendly kingdom members, regardless of kingdom relations (true/false)
allow_all_pvp: false
# Only allow admins to create new kingdoms (true), else players can create their own kingdoms (false) (true/false)
create_admin_only: false
# Only allow admins to change the colors of kingdoms on web maps like Dynmap (true), else all kingdom masters can set the web color of their own kingdoms (false) (true/false)
web_color_admin_only: true
# Prevent players in other kingdoms using containers in claimed land (true/false)
protect_containers_use: true
# Prevent players in other kingdoms breaking containers in claimed land (true/false)
protect_containers_break: true
# Prevent containers from exploding in claimed land (true/false)
protect_containers_explode: true
# Prevent pistons from working inside protected towns/capitals when players are offline (true/false)
protect_pistons_use: true
# Prevent enemy players from traveling within Kingdom territory (true/false)
no_enemy_travel: true
# Prevent enemy players from breaking any blocks in a Kingdom with no players online (true/false)
no_enemy_edit_offline: true
# Time in seconds when a Kingdom or Town is protected from when the minimum player disconnects (integer >= 0)
no_enemy_edit_offline_warmup: 300
# Number of online players required for a Kingdom to be protected from enemy attacks (integer >= 0)
no_enemy_edit_offline_minimum: 2
# Prevent enemy players from throwing ender pearls into kingdom territory (true/false)
no_enemy_ender_pearl: false
# Prevent players in offline-protected kingdoms from attacking other enemy kingdoms (true/false)
no_protected_attacking: false
# Percentage boost EXP gain for the smallest kingdom (0 to disable, 0 - 100)
smallest_exp_boost_percent: 25
# Time in days a player must be offline to be inactive, and removed from towns and camps (0 to disable, integer >= 0)
offline_timeout_days: 0
# Remove inactive players from their kingdoms and exile them as barbarians (true/false)
offline_timeout_exile: false
# Force iron golems to attack enemy players (true/false)
golem_attack_enemies: true
# Allow players to attack iron golems inside of friendly towns (true/false)
attack_friendly_golems: false
# Kingdoms cannot have more than this number of members (0 to disable, integer >= 0)
max_player_limit: 0
# Kingdoms with this many players more than other Kingdoms will not accept new players (0 to disable, integer >= 0)
max_player_diff: 0
# The maximum number of towns, including the capital, that a Kingdom can settle (0 to disable, integer >= 0)
max_town_limit: 0
# Whether the maximum town limit applies only in each world (true) or across all worlds (false) (true/false)
max_town_limit_per_world: false
# Allow barbarians to join any kingdom, even when exiled (true) or prevent exiled barbarians from switching kingdoms (false) (true/false)
allow_exile_switch: true
# Time in seconds that players must wait before using the exile command repeatedly (integer >= 0)
exile_cooldown: 300
# Time in seconds that players must wait before using the join command repeatedly (integer >= 0)
join_cooldown: 300
# When true, players must have a permission "konquest.join.<kingdom>" to join specific kingdoms, e.g. "konquest.join.rome" to join the kingdom Rome (true/false)
per_kingdom_join_permissions: false
# Allow player damage in the wild (true/false)
wild_pvp: true
# Allow players to interact with blocks and containers in the wild (true/false)
wild_use: true
# Allow players to build in the wild (true/false)
wild_build: true
# Allow kingdom masters and officers to make offers to purchase towns from other kingdoms (true/false)
purchase_towns: true
# //// CORE.TOWNS \\\\
towns:
# Allow kingdom masters to remove any town in their kingdom, destroying all land claims (true/false)
allow_destroy_master: true
# Allow town lords to remove their towns, destroying all land claims (true/false)
allow_destroy_lord: true
# Allow town lords to unclaim town land (true/false)
allow_unclaim: true
# Allow only the town resident players to claim land for towns, else all kingdom members can claim land for any town (true/false)
allow_claim_residents_only: false
# Allow players to use the claim radius sub-command (true/false)
allow_claim_radius: true
# Allow players to use the claim auto sub-command (true/false)
allow_claim_auto: true
# Minimum height level for new town settlements (0 to disable, 0 - 256)
min_settle_height: 2
# Maximum height level for new town settlements (0 to disable, 0 - 256)
# Note, if max_settle_height is less than min_settle_height, things might break!
max_settle_height: 200
# Minimum distance in chunks between Towns and other Towns (0 to disable, integer >= 0)
min_distance_town: 16
# Minimum distance in chunks between Towns and Sanctuaries (0 to disable, integer >= 0)
min_distance_sanctuary: 16
# Maximum distance in chunks between Towns and all other territory (0 to disable, integer >= 0)
max_distance_all: 99
# Maximum distance in chunks between land claims and the town center monument, must be greater than init_radius (0 to disable, integer >= 0)
max_size: 16
# Towns cannot have more than this number of residents (0 to disable, integer >= 0)
max_resident_limit: 0
# Depth below the monument base in blocks to check for excess water and air when settling a new town (0 to disable, integer >= 0)
settle_checks_depth: 32
# Maximum height difference in blocks in the chunks of new town settlements (-1 to disable, integer >= 0)
settle_check_flatness: 4
# Whether new towns can only be created by the kingdom master and officers (true) or by all kingdom members (false) (true/false)
settle_officer_only: false
# Whether the cost to settle new towns increments based on all kingdom towns (true) or only the towns where each player is a lord (false) (true/false)
settle_increment_kingdom: false
# Radius of initial settlements. Initial chunk area will be (2r-1)^2 chunks squared (integer >= 1)
init_radius: 2
# Allow town upgrades to remain when the town is captured (true/false)
capture_upgrades: true
# Time in seconds before a town can be captured again (integer >= 0)
capture_cooldown: 600
# Time in seconds between raid alerts for Towns (integer >= 0)
raid_alert_cooldown: 60
# Time in seconds for travel cool-down (integer >= 0)
travel_cooldown: 120
# Enable town upgrades and the upgrade GUI menu (true/false)
enable_upgrades: true
# Enable town armor, which prevents a limited number of enemy block edits, in the shield GUI menu (true/false)
enable_armor: true
# Enable town shields, which prevent all enemy attacks, in the shield GUI menu (true/false)
enable_shields: true
# The number of armor points that each block destroyed by TNT removes from the town's armor (integer >= 0)
armor_tnt_damage: 10
# Allow upgrades to be purchased while a town is under attack (true/false)
upgrade_while_attacked: false
# Allow shields to be charged while a town is under attack (true/false)
shields_while_attacked: false
# Allow armor to be applied while a town is under attack (true/false)
armor_while_attacked: false
# Allow new shields to add onto existing shields when true, else require shields to deplete before charging again (true/false)
shields_add: true
# Allow new armor to add onto existing armor when true, else require armor to deplete before applying again (true/false)
armor_add: true
# Maximum shield duration in seconds that a town can have (0 to disable, integer >= 0)
max_shields: 86400
# Maximum armor amount in blocks that a town can have (0 to disable, integer >= 0)
max_armor: 1000
# Free shield duration in seconds for all newly settled towns (0 to disable, integer >= 0)
shield_new_towns: 3600
# Allow barbarian players to destroy towns when true, else prevent barbarians from attacking town monuments (true/false)
barbarians_destroy: true
# Apply the Glowing effect to enemies that break blocks within a town (true/false)
enemy_glow: true
# Enable the armor blacklist, which excludes certain blocks from counting against town armor (true/false)
armor_blacklist_enable: true
# Change the blacklist into a whitelist (true/false)
armor_blacklist_reverse: false
# List of block materials in the armor blacklist (Material, https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html)
armor_blacklist:
- ACACIA_LEAVES
- AZALEA_LEAVES
- BIRCH_LEAVES
- DARK_OAK_LEAVES
- FLOWERING_AZALEA_LEAVES
- JUNGLE_LEAVES
- OAK_LEAVES
- SPRUCE_LEAVES
- SNOW
# Enable villager trade discounts based on town specialization professions (true/false)
discount_enable: true
# Percentage between 0 and 100 of item amount to discount from villager trades (0 to disable, 0 <= integer <= 100)
discount_percent: 50
# Allow normal per-player villager discounts to add to town specialization discounts (true/false)
discount_stack: true
# //// CORE.PLOTS \\\\
plots:
# (*) Enable town plots (true/false)
enable: true
# Maximum plot size in chunks (0 to disable, integer >= 0)
max_size: 16
# Allow all town residents to build in any town plot (true/false)
allow_build: false
# Allow all town residents to access containers in any town plot (true/false)
allow_containers: false
# Allow town knights to ignore plot protections (true/false)
ignore_knights: true
# //// CORE.BARBARIANS \\\\
barbarians:
# Allow barbarian players to modify blocks inside town land (true/false)
allow_attack_kingdoms: true
# Allow barbarian players to modify blocks inside other barbarian camps (true/false)
allow_attack_camps: true
# Allow barbarian players to damage other players (true/false)
allow_pvp: true
# //// CORE.EXILE \\\\
exile:
# Set a player's currency balance to 0 when exiled (true/flase)
remove_favor: false
# Remove all stats and accomplishment prefixes from a player when exiled (true/false)
remove_stats: false
# Teleport a player to a random location in the wild of their current world upon exile (true/false)
teleport_wild: true
# Teleport a player to the world spawn of their current world upon exile, teleport_wild must be false (true/false)
teleport_world_spawn: false
# //// CORE.CAMPS \\\\
camps:
# Allow barbarian players to create a camp from placed beds (true/false)
enable: true
# Radius of camps for barbarians. Initial chunk area will be (2r-1)^2 chunks squared (integer >= 0)
init_radius: 2
# Prevent players, except for camp owner, from using or breaking containers in camp land (true/false)
protect_containers: true
# Prevent enemy players from breaking any blocks in camps when owners are offline (true/false)
no_enemy_edit_offline: true
# Time in seconds when a camp is protected from when the owner disconnects (integer >= 0)
no_enemy_edit_offline_warmup: 120
# Prevent enemy players from traveling within camps (true/false)
no_enemy_travel: true
# [EXPERIMENTAL] (*) Enable camp clans when barbarian camps are placed next to each other (true/false)
clan_enable: false
# [EXPERIMENTAL] Allow barbarians to access containers in camps from the same clan, CAN BE ABUSED! (true/false)
clan_allow_containers: false
# [EXPERIMENTAL] Allow barbarians to edit blocks in offline-protected camps from the same clan, CAN BE ABUSED! (true/false)
clan_allow_edit_offline: false
# [EXPERIMENTAL] Allow barbarians to join a clan with their camp while all other clan members are offline (true/false)
clan_allow_join_offline: false
# Apply the Glowing effect to enemies that break blocks within a camp (true/false)
enemy_glow: true
# //// CORE.MONUMENTS \\\\
monuments:
# (*) Blocks which must be destroyed to capture a town monument (Material, https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html, e.g. for obsidian, enum is OBSIDIAN)
critical_block: OBSIDIAN
# Amount of each destroy_blocks that must be destroyed to capture a town monument (integer >= 0)
destroy_amount: 12
# The time in seconds it takes a damaged monument to regenerate after being attacked (integer >= 0)
damage_regen: 300
# Time in seconds between monument loot refresh (integer >= 0)
loot_refresh: 1200
# Number of loot items to appear in monument loot chests (integer >= 0)
loot_count: 1
# //// CORE.RUINS \\\\
ruins:
# (*) Blocks which must be destroyed to capture a ruin (Material, https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html, e.g. for obsidian, enum is OBSIDIAN)
critical_block: OBSIDIAN
# Time in seconds between ruin captures (integer >= 0)
capture_cooldown: 3600
# Time in seconds for ruin golems to respawn (integer >= 0)
respawn_cooldown: 60
# Amount of Favor rewarded to players upon ruin capture (integer >= 0)
capture_reward_favor: 100
# Amount of experience rewarded to players upon ruin capture (integer >= 0)
capture_reward_exp: 1000
# Prevent ruin golems from dropping items upon death (true/false)
no_golem_drops: true
# Number of loot items to appear in ruin loot chests (integer >= 0)
loot_count: 2
# Only fill loot chests after the ruin has been captured during capture cooldown period (true/false)
loot_after_capture: true
# //// CORE.FAVOR \\\\
favor:
# Cost to use the spy command (decimal >= 0)
cost_spy: 75
# Cost to claim land (decimal >= 0)
cost_claim: 10
# Cost to travel (decimal >= 0)
cost_travel: 1
# Additional cost to travel per-chunk (decimal >= 0)
cost_travel_per_chunk: 0.01
# Cost to travel between worlds (decimal >= 0)
cost_travel_world: 5
# Cost to travel to a barbarian camp (decimal >= 0)
cost_travel_camp: 5
# Allow players to travel even when they can't pay the cost (true/false)
allow_travel_always: true
# //// CORE.FAVOR.TOWNS \\\\
towns:
# Cost to settle a new town (decimal >= 0)
cost_settle: 100
# Additional cost for each town settled (decimal >= 0)
cost_settle_increment: 50
# Cost to rename a town (decimal >= 0)
cost_rename: 50
# Cost to change the specialization profession of a town (decimal >= 0)
cost_specialize: 200
# //// CORE.FAVOR.KINGDOMS \\\\
kingdoms:
# Cost to create a new kingdom (decimal >= 0)
cost_create: 100
# Cost to rename a kingdom (decimal >= 0)
cost_rename: 50
# Cost to change the monument template of a kingdom (decimal >= 0)
cost_template: 200
# Cost to swap the capital to another town (decimal >= 0)
cost_capital_swap: 500
# Time in seconds between payments (0 to disable, integer >= 0)
pay_interval_seconds: 1800
# Amount of Favor per land chunk of towns in a kingdom, to include in payments (decimal number >= 0)
pay_per_chunk: 0.20
# Amount of Favor per population of towns in a kingdom, to include in payments (decimal number >= 0)
pay_per_resident: 0.10
# The maximum amount of Favor a player can receive from a payment (0 to disable, integer >= 0)
pay_limit: 100
# Percentage between 0 and 100 of normal payment to pay kingdom officers as a bonus (0 to disable, 0 <= integer <= 100)
bonus_officer_percent: 20
# Percentage between 0 and 100 of normal payment to pay the kingdom master as a bonus (0 to disable, 0 <= integer <= 100)
bonus_master_percent: 50
# //// CORE.FAVOR.DIPLOMACY \\\\
diplomacy:
# Cost to declare war on another kingdom (decimal >= 0)
cost_war: 50
# Cost to make peace with another kingdom (decimal >= 0)
cost_peace: 0
# Cost to trade with another kingdom (decimal >= 0)
cost_trade: 50
# Cost to make an alliance with another kingdom (decimal >= 0)
cost_alliance: 100
# //// CORE.FAVOR.REWARDS \\\\
rewards:
# Quest reward for creating a kingdom, requires konquest.directive.kingdom permission (integer >= 0)
create_kingdom: 50
# Quest reward for settling a town, requires konquest.directive.settle permission (integer >= 0)
settle_town: 50
# Quest reward for claiming land, requires konquest.directive.claim permission (integer >= 0)
claim_land: 50
# Quest reward for building in a town, requires konquest.directive.build permission (integer >= 0)
build_town: 100
# Quest reward for creating an iron golem in a friendly town, requires konquest.directive.golem permission (integer >= 0)
create_golem: 25
# Quest reward for crafting iron armor, requires konquest.directive.armor permission (integer >= 0)
craft_armor: 25
# Quest reward for enchanting an item, requires konquest.directive.enchant permission (integer >= 0)
enchant_item: 25
# Quest reward for attacking an enemy town, requires konquest.directive.attack permission (integer >= 0)
attack_town: 100
# Quest reward for capturing an enemy town, requires konquest.directive.capture permission (integer >= 0)
capture_town: 100
# Quest reward for killing an enemy, requires konquest.directive.kill permission (integer >= 0)
kill_enemy: 50
# Reward for defending a town from attack, does not require any permission (integer >= 0)
defend_raid: 50
# //// CORE.COMBAT \\\\
combat:
# The combat tag label used in placeholders (String)
placeholder_tag: '&6[In Combat] '
# Enable combat tagging when damaged by an enemy (true/false)
prevent_command_on_damage: true
# Time in seconds for combat tag cooldown (integer >= 0)
enemy_damage_cooldown_seconds: 30
# List of commands to prevent while combat tagged, each command belongs on its own line, e.g. - home (string list)
prevent_command_list:
- k travel
- k settle
- k claim