269 lines
14 KiB
YAML
269 lines
14 KiB
YAML
# This configuration supports both legacy color codes and MiniMessage!
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# For documentation on MiniMessage visit https://docs.advntr.dev/minimessage/format.html
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# Set server aliases
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Servers:
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lobby: <blue>Lobby</blue>
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survival: <gold>Survival Server</gold>
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mining: <blue>Mining Server</blue>
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staff: <dark_red><click:run_command:'/server staff'><hover:show_text:'<gray>Click to TP!'>Staff Server</hover></click></dark_red>
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???: <gray>Unknown Server</gray>
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Messages:
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# These player placeholders work in any of the following three message types
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# %player% - Player username
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# %displayname% - Custom name the player has according to the proxy
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# %player_prefix% - Player prefix (requires LuckPerms on the proxy)
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# %player_suffix% - Player suffix (requires LuckPerms on the proxy)
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# These placeholders are available for the swap server message
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# %to% - Server they are heading to
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# %to_clean% - Server they are heading to without formatting
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# %from% - Server they are coming from
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# %from_clean% - Server they are coming from without formatting
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# %playercount_from% - Amount of players where they are coming from
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# %playercount_to% - Amount of players where they are heading to
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# %playercount_network% - Amount of players on the network
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# Message sent when a player swaps servers - leave blank to use the list of messages defined below
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SwapServerMessage:
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# A list of swap messages to be selected at random each time a player swaps servers
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# IMPORTANT - SwapServerMessage (directly above) must be empty to enable this option
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SwapServerMessages: []
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# These placeholders are available for the join and leave network messages
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# %server_name% - Name of the server they connected to
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# %server_name_clean% - Name of the server they connected to without formatting
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# %playercount_server% - Amount of players on the sever they joined or left
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# %playercount_network% - Amount of players on the network
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# Message sent when a player joins the network for the first time - leave blank to use the list of messages defined below
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FirstJoinNetworkMessage: "%carbon_displayname% <yellow>has connected to the network."
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# A list of first join messages to be selected at random each time a player joins for the first time
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# IMPORTANT - FirstJoinNetworkMessage (directly above) must be empty to enable this option
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FirstJoinNetworkMessages: []
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# Message sent when a player joins the network - leave blank to use the list of messages defined below
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JoinNetworkMessage: "%carbon_displayname% <yellow>has connected to the network."
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# A list of join messages to be selected at random each time a player joins
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# IMPORTANT - JoinNetworkMessage (directly above) must be empty to enable this option
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JoinNetworkMessages: []
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# Message sent when a player leaves the network - leave blank to use the list of messages defined below
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LeaveNetworkMessage: "%carbon_displayname% <yellow>has disconnected to the network."
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# A list of leave messages to be selected at random each time a player leaves
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# IMPORTANT - LeaveNetworkMessage (directly above) must be empty to enable this option
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LeaveNetworkMessages: []
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# Configurable Command Messages!
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Commands:
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NoMoreArgumentsNeeded: No more arguments needed.
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NoPermission: <red>You do not have the permission to use this command.
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Spoof:
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NoArgument: |
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<red>Arguments:
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- join
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- leave
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- swap <to> <from>
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SwapNoArgument: |
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<red> Arguments:
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- join
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- leave
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- swap <to> <from>
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<dark_red>Please specify <red>TO<dark_red> and <red>FROM
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ToggleSilentNoPerm: <red>You do not have the permission to join the server silently.
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ToggleSilent: <gray>Your silent mode has now been set to <gold>%state%
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JoinNotification: |-
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<gray>[NetworkJoin] You joined the server while silenced or vanished.
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<gray>If vanished, unvanish, or if silenced use <white>/njoinspoof toggle
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<gray>to re-enable join, leave, and swap messages.
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ToggleJoin:
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MissingFirstArgument: |-
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<red>Please specify which messages you would like to disable/enable.
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<gray>Valid arguments are:<white> join, leave, swap, all
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MissingState: |-
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<red>Please specify which state you would like to enter.
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<gray>Valid arguments are: <green>on <gray>/ <red>off <gray>or <green>true <gray>/ <red>false<white>.
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Confirmation: <gray>Receive messages for <white>%mode%<gray> has been set to <white>%state%
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TargetNotFound: <red>Could not find a player with name %player%
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MustSpecifyPlayer: <red>You must specify the target player when running from console
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ConfirmationOther: <gray>Set receive messages for <white>%mode%<gray> on <white>%player%<gray> to <white>%state%
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Reload:
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ConfigReloaded: Config Reloaded!
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Misc:
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SilentPrefix: <gray>[Silent] </gray>
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ConsoleSilentSwap: <gray>Swap message was silenced. %player% %from% -> %to%
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ConsoleSilentJoin: <gray>Join message was silenced. %player% joined the network
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ConsoleSilentLeave: <gray>Leave message was silenced. %player% left the network
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Settings:
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# As PAPIProxyBridge is unable to parse placeholders for offline players, a cache for the leave network message must
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# be implemented. For placeholders that frequently change such as experience level, armor rating, etc. you may wish
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# for this cache to update more often.
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# Designate how long in seconds the leave network message will be cached or use 0 to only update cache on join and
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# server swap.
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LeaveNetworkMessageCacheDuration: 45
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# Designate how long, in milliseconds, the plugin will wait before sending the leave network message for a player.
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# This allows them to rejoin with no join message and cancel the sending of the leave network message altogether.
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# Helps prevent spam from players with a weak internet connection. 1500 is recommended.
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LeaveJoinBufferDuration: 0
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# Should players with the networkjoinmessages.silent permission be silenced by default?
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# It will be set to this for all players after a reboot. They can toggle it for themselves with the /njoinspoof toggle command
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SilentJoinDefaultState: true
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# Storage backend
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# SQL - External SQL server (MySQL, MariaDB, or PostgreSQL). Requires filling in the SQL section below.
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# H2 - Embedded SQL database (default). Best for most servers; no setup required.
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# TEXT - Plain text file (joined.txt). Easiest to inspect and edit by hand. (Player data will still use H2)
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# Changing this option requires a restart. Data is migrated automatically except when migrating from SQL.
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FirstJoinStorageType: H2
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# Storage backend for player data
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# Same as above, except valid options are H2 and SQL only. TEXT is not available for this interface.
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PlayerDataStorageType: H2
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# External SQL server settings — only used when StorageType is SQL.
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# Changes here require a restart.
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SQL:
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# Hostname or IP address of the SQL server.
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Host: localhost
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# Port — MySQL/MariaDB default is 3306, PostgreSQL default is 5432.
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Port: 3306
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# Name of the database to use. Must already exist.
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Database: database
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TablePrefix: njm_
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Username: njm_user
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Password: ''
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# SQL driver to use. Accepted values: mysql, mariadb, postgresql
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Driver: mysql
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# Whether to require SSL/TLS for the connection (MySQL/MariaDB only).
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UseSSL: false
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# Seconds to wait when checking if the connection is still alive.
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ConnectionTimeout: 5
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# Should players ignore messages by default? Re-enable with /njointoggle.
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# Changes require a restart to affect players who joined the proxy
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IgnoreJoinByDefault: false
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IgnoreSwapByDefault: false
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IgnoreLeaveByDefault: false
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# Should the following messages be enabled?
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SwapServerMessageEnabled: false
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FirstJoinNetworkMessageEnabled: false
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JoinNetworkMessageEnabled: true
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LeaveNetworkMessageEnabled: true
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# Should other players with the networkjoinmessages.silent permission be notified of players moving silently?
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NotifyAdminsOnSilentMove: true
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# NOTE: These do not affect silenced players. Silenced move messages will be seen by all players with the permission.
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SwapServerMessageViewableBy:
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# Should the swap server message be seen by the server they swapped to?
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ServerJoined: true
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# Should the swap server message be seen by the server they swapped from?
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ServerLeft: true
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# Should the swap server message be seen by the other servers?
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OtherServer: true
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FirstJoinNetworkMessageViewableBy:
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# Should the Join Network message be seen by the server they Joined?
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ServerJoined: true
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# Should theJoin Network message be seen by the other servers?
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OtherServer: true
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JoinNetworkMessageViewableBy:
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# Should the Join Network message be seen by the server they Joined?
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ServerJoined: true
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# Should theJoin Network message be seen by the other servers?
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OtherServer: true
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LeaveNetworkMessageViewableBy:
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# Should the Leave Network message be seen by the server they left?
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ServerLeft: true
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# Should the Leave Network message be seen by the other servers?
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OtherServer: true
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# Servers in this list will not trigger messages.
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# Servers listed here are case-sensitive. Check your bungee config to see how you have them listed!
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ServerBlacklist:
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- SomeServerName
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- SomeOtherServerName
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# Should the blacklist list be the only servers allowed to trigger messages? (Reverse the check)
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UseBlacklistAsWhitelist: false
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# When a player swaps from A to B, which one should we check? JOINED, LEFT, BOTH, ANY
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# Behaviour will change depending on the blacklist being in blacklist or whitelist mode.
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# example: If you set this to JOINED: BlacklistMode will prevent the message from going through if the joined server is going through.
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# WhitelistMode will only allow it if the joined server is in the list.
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# IF set to ANY or both, ANY of them must be blacklisted/whitelisted, or BOTH of them must ble blacklisted/whitelisted.
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SwapServerMessageRequires: ANY
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# IgnoreFirstJoinMessagesList - Players on these servers will not see a message when someone joins the network for the first time.
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# The global message will still be triggered if someone joins these servers directly.
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# Case-sensitive!
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IgnoreFirstJoinMessagesList:
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- SomeServerNameThatShouldNotSeeFirstJoinNetworkMessages
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- SomeOtherServerName
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# IgnoreJoinMessagesList - Players on these servers will not see a message when someone joins the network.
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# The global message will still be triggered if someone joins these servers directly.
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# Case-sensitive!
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IgnoreJoinMessagesList:
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- SomeServerNameThatShouldNotSeeJoinNetworkMessages
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- SomeOtherServerName
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# IgnoreLeaveMessagesList - Players on these servers will not see a message when someone leaves the network.
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# The global message will still be triggered if someone leaves these servers directly.
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# Case-sensitive!
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IgnoreLeaveMessagesList:
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- SomeServerNameThatShouldNotSeeLeaveNetworkMessages
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- SomeOtherServerName
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OtherPlugins:
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PAPIProxyBridge:
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# The maximum amount of time in milliseconds to wait for PlaceholderAPI placeholders before timing out
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RequestTimeout: 1500
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SayanVanish:
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# Vanished players will not trigger messages aside from
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# silent messages sent to players with networkjoinmessages.silent permission
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TreatVanishedPlayersAsSilent: true
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# Vanished players will not be counted in the player count placeholders
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RemoveVanishedPlayersFromPlayerCount: true
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# Send silent messages to players with the permission sayanvanish.vanish.use (permission must be set on the proxy)
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NotifyVanishEnabledPlayersOnSilentMove: false
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PremiumVanish:
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# Vanished players will not trigger messages aside from
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# silent messages sent to players with networkjoinmessages.silent permission
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TreatVanishedPlayersAsSilent: true
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# Vanished players will not be counted in the player count placeholders
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RemoveVanishedPlayersFromPlayerCount: true
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# Spoof a join message automatically when a player stops being vanished (shows)
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SpoofJoinMessageOnShow: true
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# Spoof a leave message automatically when a player vanishes (hides)
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SpoofLeaveMessageOnHide: true
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# Treats a player with the permission pv.joinvanished as vanished on join (permission must be set on the proxy)
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# This is to be used in conjunction with the PremiumVanish 'AutoVanishOnJoin' option
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TreatVanishedOnJoin: false
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# Send silent messages to players with the permission pv.use or pv.see (permission must be set on the proxy)
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NotifyVanishEnabledPlayersOnSilentMove: false
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# Instead of sending silent messages to all players with pv.use or pv.see, only send silent messages to players with
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# a greater than or equal to see level than the player who triggered the message's use level.
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# Simply put, this setting respects the layered use/see permissions set with PremiumVanish.
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# Requires players to rejoin upon changes to their level or setting this setting to true
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NotifyRespectVanishLevels: false
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# What should be the highest level for both PremiumVanish permissions?
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# Lower amounts might improve performance with more players since they reduce the amount of permission checks
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MaxLevel: 100
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LimboAPI:
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# No swap messages for players swapping to or from limbo servers
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SuppressSwapMessages: true
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# No join messages for players joining limbo servers
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SuppressJoinMessages: false
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# No leave messages for players leaving from limbo servers
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SuppressLeaveMessages: false
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debug: false
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# Do not touch this
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config-version: 14
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