AFKGuard allows you to detect even the most tricky AFK machines and cheats, by being fully configurable and accessible!
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# Plugin config
# ______ _ _______ _
# /\ | ____| |/ / ____| | |
# / \ | |__ | ' / | __ _ _ __ _ _ __ __| |
# / /\ \ | __| | <| | |_ | | | |/ _` | '__/ _` |
# / ____ \| | | . \ |__| | |_| | (_| | | | (_| |
# /_/ \_\_| |_|\_\_____|\__,_|\__,_|_| \__,_|
#
# By EntryRise S.R.L - https://www.entryrise.com
#
# Support at:
# - https://www.entryrise.com/discord
# - Stefatorus#9382
#
settings:
# The AFK detection system of AFKGuard uses a score system
# to allow you to have complete control on the way AFKGuard
# checks if players are actually AFK or just less active.
#
# (!) We recommend testing once you change settings here,
# as not to affect normal players.
afk-detection:
# The punishment table allows you to run actions when a player is found to be afk-ing.
#
# This allows you to discourage AFK-ing without outright kicking players.
#
# Current actions:
# cmd:<COMMAND TO RUN>:<COUNTER TO RESET TO> - Run a command
# payment:<MONEY>:<COUNTER TO RESET TO> - Force player to pay money to stay AFK. If he pays, the punishment value will not increment. Useful for charging for chunk loading bots.
# captcha:<COUNTER TO RESET TO> - Send the player a captcha he will need to complete to reset his punishment value.
#
# If there are multiple counters, it will reset to the last counter in the action chain.
punishment-table:
5:
# The player will have to run a captcha. If he does, the counter will reset to 3. If not, the counter will keep ticking.
- "captcha:3"
6:
# Force player to pay 3000 if he wants the counter not to increment. Useful for regulating AFK farms.
- "payment:3000:5"
# If the player fails to complete the captcha or pay, kick the player out, and set his counter to 0.
10:
- "cmd:kick %player% AFK-ing too much!:0"
#
# The counter is based on scores to allow better management of what is considered AFK or just low activity from the player.
# The calculation is done the following way:
#
# Each counter cycle (configurable timer), the score will reset to the starting score you configure. Each action they do will
# slowly reduce the score, until it reaches 0. If the score is above 0, the player is considered to be AFK at that minute.
# If the player is AFK, we increase counter by one. Otherwise, we decrease by one.
counter:
# 1200 ticks = 1 minute
timer: 1200
# What should be the starting score. Larger = easier to get flagged as AFK.
start-score: 100
# How much should we decrease the afk score when player proves not to be AFK?
#
# (!) Setting it to a smaller amount (eg: 1) will allow for activity checkup, meaning
# even small amounts of inactivity will get punished.
decrease-amount: 5
# What actions should reduce the score. Larger values here = harder to get flagged as AFK.
actions:
# What should we reduce the score by each chat message
chat: 15
# People can afk and block break, but for sanity purposes, we gave block breaking a minimal value.
# This should allow people to mine normally, but not AFK at generators.
block-break: 1
# Placing blocks is harder to do while AFK, so we give it a higher value.
block-place: 5
# The movement check multiplies blocks moved by the value underlined here. I recommend as smaller value, as
# people can AFK in minecarts to move larger distances.
#
# (!) This also accounts for teleportation, which will almost never be done by AFK bots.
# Please note this uses the movement*movement, so for 10 blocks moved, the value will actually be 100 blocks * location-movement.
location-movement: 0.07
# Movement riding something. This should be set low to account for minecart afk machines.
riding-movement: 0.01
# Mouse movement multiplies by the angle difference between player's current looking angle, and his previous
# angle.
#
# (!) Non-hacking afk farms will have this always equal to 0, as the mouse is not moved.
#
# Example: Looking the opposite way, your movement would be 180 * 0.2 = 36 (YAW) + 30 * 0.2 = 6 (PITCH)
mouse-movement: 0.01
# World change is rarely done by AFK actors, meaning that we can assign a high value to it.
world-movement: 75
# Picking up items can be done by bots, so we will actually reduce the score by a slight amount on item pickup.
#
# Example: Picking 5 stacks = -5
pickup-item: -1.0
# Generally, players will sprint when they need to move around. We can reduce the score when player toggles sprinting on.
toggle-sprint: 5.0
# Flight is rarely implemented by cheats, so it can be a good check for creative servers.
toggle-flight: 15.0
# Bots are often used for fishing. Penalize players when they are fishing.
fishing: -5.0
#
# The captcha tool is used to verify if people are AFK-ing or if they are properly in game. It is intrusive, so players will definetly see
# it and have time to react.
captcha:
# What should we do on failed attempt.
fail-command: "kick %player% You failed the AFK Captcha"
# What should we run on success attempt.
success-command: "bc %player% You sucessfully finished the afk captcha"
# The categories for validating if player is afk.
#
# (!) THESE ARE VERSION DEPENDANT. USING INVALID VALUES WILL LEAD TO ERRORS.
gui:
title: "&0&lCaptcha: &8&l%category%"
glass-pane:
material: "LIME_STAINED_GLASS_PANE"
name: "&7"
lore:
- ""
shiny: false
example:
# Material will get replaced during execution.
material: "PAPER"
name: "&e&lAnswer Example"
lore:
- ""
- "&7This is an example of a"
- "&7correct answer"
- ""
shiny: false
item:
# Material will get replaced during execution.
material: "PAPER"
name: "&c&lChoose Answer"
lore:
- ""
- "&7Click here if you feel"
- "&7this is the correct answer"
- ""
shiny: false
categories:
Stairs:
- "PURPUR_STAIRS"
- "OAK_STAIRS"
- "COBBLESTONE_STAIRS"
- "BRICK_STAIRS"
- "STONE_BRICK_STAIRS"
- "SANDSTONE_STAIRS"
Fence:
- "OAK_FENCE"
- "SPRUCE_FENCE"
- "BIRCH_FENCE"
- "JUNGLE_FENCE"
- "ACACIA_FENCE"
- "DARK_OAK_FENCE"
Log:
- "OAK_LOG"
- "SPRUCE_LOG"
- "BIRCH_LOG"
- "JUNGLE_LOG"
- "ACACIA_LOG"
- "DARK_OAK_LOG"
Sapling:
- "OAK_SAPLING"
- "SPRUCE_SAPLING"
- "BIRCH_SAPLING"
- "JUNGLE_SAPLING"
- "ACACIA_SAPLING"
- "DARK_OAK_SAPLING"
Wool:
- "WHITE_WOOL"
- "ORANGE_WOOL"
- "MAGENTA_WOOL"
- "LIGHT_BLUE_WOOL"
- "YELLOW_WOOL"
- "LIME_WOOL"
- "PINK_WOOL"
- "GRAY_WOOL"
- "LIGHT_GRAY_WOOL"
- "CYAN_WOOL"
Spawnegg:
- "BAT_SPAWN_EGG"
- "BLAZE_SPAWN_EGG"
- "CHICKEN_SPAWN_EGG"
- "COD_SPAWN_EGG"
- "COW_SPAWN_EGG"
- "CREEPER_SPAWN_EGG"
- "DOLPHIN_SPAWN_EGG"
- "DONKEY_SPAWN_EGG"
- "DROWNED_SPAWN_EGG"
# Version is used for future updates
version: 1