Updated Component Configuration (markdown)

mikeprimm 2011-08-22 22:55:58 -07:00
parent 6845e4dfbe
commit 6f71242912
1 changed files with 102 additions and 0 deletions

@ -202,6 +202,7 @@ This component supports the display of regions defined in the WorldGuard plugin,
filename: regions.yml
basenode: regions
use3dregions: true
infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname%</span><br /> Owner <span style="font-weight:bold;">%playerowners%</span><br />Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
regionstyle:
strokeColor: "#FF0000"
strokeOpacity: 0.8
@ -230,6 +231,28 @@ The settings for this component include the following:
* _use3dregions_ : If set to _true_, the regions will be presented with their vertical limits shown (as a cubiod or other volume). If set to _false_, the region is shown 2D at a position corresponding to average ground level (Y=64).
* _infowindow_ : this setting controls the generation of the HTML within the popup window displayed with the region is clicked. Several substitution macros are supported, which will be resolved into appropriate data specific to the region being displayed:
+ %regionname% - the name of the region
+ %playerowners% - the names of the players that own the region
+ %groupowners% - the names of the groups that own the region
+ %playermanagers% - the names of the managers or associated for the region
+ %playermembers% - the names of the players that are members of the region
+ %groupmembers% - the names of the groups that are members of the region
+ %parent% - the name of the parent of the region
+ %priority% - the region's priority
+ %nation% - the nation or group that the region is a member of
+ $flags% - the various attribute flags for the region
* _regionstyle_ : this is a map of attributes used for describing the coloring of the outline and fill for the regions being presented. The attributes include:
+ _strokeColor_ : this specified the color of the outline of the regions
@ -247,3 +270,82 @@ The settings for this component include the following:
* _hiddenregions_ : this optional parameter, if defined, is used to provide a list of region names to NOT be shown.
* _customstyle_ : this optional parameter, if defined, allows the _regionstyle_ attributes used for specific regions to be overridden. The sections under the _customstyle_ correspond to the name of the region to be customized, and the attributes within that section are the style settings (_strokeColor_, _strokeOpacity_, _strokeWeight_, _fillColor_, _fillOpacity_) that will be used in place of the defaults from the _regionstyle_ setting.
## Residence Regions Component
The Residence Regions Component functions in a very similar fashion to the WorldGuard component, and shares many of the same settings. The component supports the display of Residences and the first level of subareas within those residences. The Residence component is defined by the following lines in the _components_ section:
- class: org.dynmap.regions.RegionsComponent
type: regions
name: Residence
useworldpath: false
filename: res.yml
basenode: Residences
use3dregions: false
infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname%</span><br /> Owner <span style="font-weight:bold;">%playerowners%</span><br />Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
regionstyle:
strokeColor: "#FF0000"
strokeOpacity: 0.8
strokeWeight: 3
fillColor: "#FF0000"
fillOpacity: 0.35
visibleregions:
- homebase
- miningsite
hiddenregions:
- hiddenplace
- secretsite
customstyle:
homebase:
strokeColor: "#00FF00"
groupstyle:
homebase:
strokeColor: "#007F00"
The parameters for this component are the same as those of the WorldGuard Regions Component, with the following differences and additions:
* _name_ : For Residence, this must be _Residence_
* _useworldpath_ : For Residence, this must be _false_
* _filename_ : For Residence, this must be _res.yml_
* _basenode_ : For Residence, this must be _Residences_
* _customstyle_ : This works as in WorldGuard. To tailor a subarea of a Residence, add a section named _residencename_._areaname_ (e.g. myresidence.lot123).
* _groupstyle_ : This works like the _customstyle_ attribute, but applies to the group of subareas under the residence with the given name. That is, to tailor the display style for the subareas of residence XYZ, add a section named _XYZ_ under _groupstyle_ and set its attributes to the appropriate colors. Put another way, _customstyle_ tailors the attributes of a specific region, while _groupstyle_ tailors the attributes of the children of that region.
** Towny Region Component
The Towny Region Component is also very similar in function to the WorldGuard Region Component. As with Residence, most of the settings are common. With the Towny Component, all regions refer to towns, while region groups refer to nations. The component is defined by the following set of lines in the _components_ section:
- class: org.dynmap.regions.RegionsComponent
type: regions
name: Towny
use3dregions: false
infowindow: '<div class="infowindow"><span style="font-size:120%;">%regionname% (%nation%)</span><br /> Mayor <span style="font-weight:bold;">%playerowners%</span><br /> Associates <span style="font-weight:bold;">%playermanagers%</span><br/>Flags<br /><span style="font-weight:bold;">%flags%</span></div>'
regionstyle:
strokeColor: "#FF0000"
strokeOpacity: 0.8
strokeWeight: 3
fillColor: "#FF0000"
fillOpacity: 0.35
visibleregions:
- homebase
- miningsite
hiddenregions:
- hiddenplace
- secretsite
customstyle:
homebase:
strokeColor: "#00FF00"
groupstyle:
MyNation:
strokeColor: "#007F00"
The settings for this component are common with the WorldGuard Region Component, with the following exceptions and additions:
* _name_ : this must be _Towny_
* _groupstyle_ : This works like the _customstyle_ attribute, but applies to all the towns that are members of the nation with the given name. That is, to tailor the display style for all the towns of nation XYZ, add a section named _XYZ_ under _groupstyle_ and set its attributes to the appropriate colors. Put another way, _customstyle_ tailors the attributes of a specific town, while _groupstyle_ tailors the attributes of all the towns of a given nation. If both apply to a given town, _customstyle_ has priority over _groupstyle_.