ChestShop-3/com/Acrobot/ChestShop/Config/Property.java

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package com.Acrobot.ChestShop.Config;
import java.util.LinkedHashMap;
import java.util.Map;
/**
* @author Acrobot
*/
public enum Property {
//I put \n here, so the properties are nicely spaced out
PREFERRED_ECONOMY_PLUGIN("", "WHEN NOT USING VAULT. Preferred (if not found, uses any other) economy plugin (iConomy, BOSEconomy, Essentials).\n"),
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SHOP_INTERACTION_INTERVAL(100, "(In 1/1000th of a second) How often can a player use the shop sign?"),
IGNORE_CREATIVE_MODE(true, "Do you want to allow using shops to people in creative mode?"),
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REVERSE_BUTTONS(false, "If true, people will buy with left-click and sell with right-click."),
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ALLOW_SIGN_CHEST_OPEN(true, "Can shop's chest be opened by owner with right-clicking a shop's sign?"),
ALLOW_LEFT_CLICK_DESTROYING(true, "If true, if you left-click your own shop sign you won't open chest's inventory, but instead you will start destroying the sign.\n"),
REMOVE_EMPTY_SHOPS(false, "If true, if the shop is empty, the sign is destroyed and put into the chest, so the shop isn't usable anymore.\n"),
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ADMIN_SHOP_NAME("Admin Shop", "First line of your Admin Shop's sign should look like this"),
SERVER_ECONOMY_ACCOUNT("", "The economy account which Admin Shops should use and to which all taxes will go"),
TAX_AMOUNT(0, "Percent of the price that should go to the server's account. (100 = 100 percent)"),
SERVER_TAX_AMOUNT(0, "Percent of the price that should go to the server's account when buying from an Admin Shop\n"),
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SHOP_CREATION_PRICE(0, "Amount of money player must pay to create a shop"),
SHOP_REFUND_PRICE(0, "How much money do you get back when destroying a sign?\n"),
BLOCK_SHOPS_WITH_SELL_PRICE_HIGHER_THAN_BUY_PRICE(true, "Should we block shops that sell things for more than they buy? (This prevents newbies from creating shops that would be exploited)\n"),
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ALLOW_MULTIPLE_SHOPS_AT_ONE_BLOCK(false, "Do you want to allow other players to build a shop on a block where there's one already?"),
ALLOW_PARTIAL_TRANSACTIONS(true, "Can shops be used even when the seller doesn't have enough items? (The price will be scaled adequatly to the item amount)\n"),
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SHOW_MESSAGE_OUT_OF_STOCK(true, "Do you want to show \"Out of stock\" messages?"),
SHOW_TRANSACTION_INFORMATION_CLIENT(true, "Do you want to show \"You bought/sold... \" messages?"),
SHOW_TRANSACTION_INFORMATION_OWNER(true, "Do you want to show \"Somebody bought/sold... \" messages?\n"),
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LOG_TO_FILE(false, "If true, plugin will log transactions in its own file"),
LOG_TO_CONSOLE(true, "Do you want ChestShop's messages to show up in console?"),
LOG_TO_DATABASE(false, "If true, plugin will log transactions in EBean database"),
RECORD_TIME_TO_LIVE(600, "How long should transaction information be stored in the database (in seconds, -1 means forever)?\n"),
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USE_BUILT_IN_PROTECTION(true, "Do you want to use built-in protection against chest destruction?"),
PROTECT_CHEST_WITH_LWC(false, "Do you want to protect shop chests with LWC?"),
PROTECT_SIGN_WITH_LWC(false, "Do you want to protect shop signs with LWC?\n"),
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//Statistics page
GENERATE_STATISTICS_PAGE(false, "If true, plugin will generate shop statistics webpage."),
STATISTICS_PAGE_PATH("plugins/ChestShop/website.html", "Where should your generated website be saved?"),
STATISTICS_PAGE_GENERATION_INTERVAL(60, "How often should the website be generated?\n"),
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//Towny stuff
TOWNY_INTEGRATION(false, "Do you want to only let people build inside shop plots?"),
TOWNY_SHOPS_FOR_OWNERS_ONLY(true, "If true, only plot owners are able to build inside a shop plot. If false, every town's resident is able to build there.\n"),
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//WorldGuard stuff
WORLDGUARD_INTEGRATION(false, "Do you want to only let people build inside regions?"),
WORLDGUARD_USE_FLAG(true, "Do you want to only let poeple build inside region flagged by doing /region regionName flag chestshop allow?"),
WORLDGUARD_USE_PROTECTION(false, "Do you want ChestShop to respect WorldGuard's chest protection?\n"),
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//Heroes stuff
HEROES_EXP(100, "How much Heroes exp should people get for creating a ChestShop?\n");
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private final Object value;
private final String comment;
private static final Map<String, Value> PROPERTIES = new LinkedHashMap<String, Value>();
private Property(Object value, String comment) {
this.value = value;
this.comment = comment;
}
public Value getValue() {
return new Value(value, comment);
}
public String toString() {
return name();
}
public static Map<String, Value> getValues() {
return PROPERTIES;
}
static {
for (Property property : Property.values()) {
PROPERTIES.put(property.name(), property.getValue());
}
}
}