Makes it easier to use any compatible block as a button

This commit is contained in:
2021-02-10 03:29:28 +01:00
parent 7b9f5a6de5
commit 095e59c65e
5 changed files with 25 additions and 7 deletions

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@@ -138,11 +138,21 @@ X*.X
XX
```
The keys `portal-open` and `portal-closed` are used to define the material in the gate when it is open or closed.
The key `button` is used to define the type of button that is generated for this gate. It must be a button material.
The key `button` is used to define the type of button that is generated for this gate. It can be a button (of any type),
a type of wall coral (dead or alive), a type of shulker box or a chest.
`X` and `-` are used to define block types for the layout (Any single-character can be used, such as `#`).
In the gate format, you can see we use `X` to show where obsidian must be, `-` where the controls (Button/sign) are.
You will also notice a `*` in the gate layout, this is the "exit point" of the gate, the block at which the player will teleport in front of.
# Underwater Portals
You can add a custom portal which will work underwater. You need to use `WATER`, not `AIR`, for the `portal-closed` material.
The button must be a type of wall coral, like `BRAIN_CORAL_WALL_FAN` or `DEAD_BRAIN_CORAL_WALL_FAN`.
Using `KELP_PLANT` as `portal-open` looks the part, but there are no particular restrictions.
Any solid block can be used for the frame.
# Configuration
```
default-gate-network - The default gate network
@@ -228,6 +238,7 @@ bungeeSign=Teleport to
- Uses text from the language files in more places
- Changes how backup language works, causing english strings to be shown if not available from the chosen language
- Removes some pre-UUID code
- Adds underwater portals
#### \[Version 0.8.0.3] PseudoKnight fork
- Fix economy
- Add custom buttons