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=============
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   Updates
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=============
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Please visit http://forum.thedgtl.net for all updates and support!
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=============
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 Description
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=============
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This is a port of the Stargate plugin from hMod by Dinnerbone.
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# Description
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Create gates that allow for instant-teleportation between large distances. Gates can be always-open, or triggered, they can be hidden, or accessible to everybody, they can share a network, or they can be split into clusters.
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This port will import your existing locations.dat file from the hMod Stargate plugin!
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Economy support added back in, only costs are create, destroy and use.
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Vault economy support: only costs are create, destroy and use.
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=============
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 Permissions
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=============
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## Background
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This was originally TheDgtl's Bukkit port of the Stargate plugin for hMod by Dinnerbone.
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This fork updates it for modern versions of Spigot.
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# Permissions
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stargate.use -- Allow use of all gates linking to any world in any network (Override ALL network/world permissions. Set to false to use network/world specific permissions)
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  stargate.world -- Allow use of gates linking to any world
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    stargate.world.{world} -- Allow use of gates with a destination in {world}. Set to false to disallow use.
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@@ -52,9 +45,7 @@ stargate.admin -- Allow all admin features (Hidden/Private only so far)
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  stargate.admin.hidden -- Allow access to Hidden gates not ownerd by user
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  stargate.admin.reload -- Allow use of /sg reload
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=============
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Default Permissions
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=============
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## Default Permissions
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stargate.use -- Everyone
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stargate.create -- Op
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stargate.destroy -- Op
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@@ -62,17 +53,18 @@ stargate.option -- Op
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stargate.free -- Op
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stargate.admin -- Op
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=============
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Instructions
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=============
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Building a gate:
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# Instructions
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## Building a gate:
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This is the default gate configuration. This can be modified in the /gates/ directory.
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    OO 
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   O  O - These are Obsidian blocks. You need 10.
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   O  O - Place a sign on either of these two blocks of Obsidian.
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   O  O
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    OO
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Sign Layout:
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### Sign Layout:
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 - Line 1: Gate Name (Max 12 characters)
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 - Line 2: Destination Name [Optional] (Max 12 characters, used for fixed-gates only)
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 - Line 3: Network name [Optional] (Max 12 characters)
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@@ -86,41 +78,38 @@ Sign Layout:
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 			'N' is for hiding the network name
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 			'R' is for random gates. These follow standard permissions of gates, but have a random exit location every time a player enters.
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Options:
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The options are the single letter, not the word. So to make a private hidden gate, your 4th line would be 'PH'.
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Using a gate:
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 - Right click the sign to choose a destination.
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 - Right click the button to open up a portal.
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 - Step through.
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Fixed gates:
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 - Fixed gates go to only one set destination.
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 - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to a fixed gate however.
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 - To create a fixed gate, specify a destination on the second line of the stargate sign.
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 - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.
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Gate networks:
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### Gate networks:
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 - Gates are all part of a network, by default this is "central".
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 - You can specify (and create) your own network on the third line of the sign when making a new gate.
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 - Gates on one network will not see gates on the second network, and vice versa.
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 - Gates on different worlds, but in the same network, will see eachother.
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### Fixed gates:
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 - Fixed gates go to only one set destination.
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 - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to a fixed gate however.
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 - To create a fixed gate, specify a destination on the second line of the stargate sign.
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 - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate.
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Hidden Gates:
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### Hidden Gates:
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 - Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions.
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 - A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission.
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 - Set the 4th line of the stargate sign to 'H' to make it a hidden gate.
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## Using a gate:
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 - Right click the sign to choose a destination.
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 - Right click the button to open up a portal.
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 - Step through.
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Economy Support:
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 The latest version of Stargate has support for Vault. Gate creation, destruction and use can all have different costs associated with them. You can also define per-gate layout costs. The default cost is assigned in the config.yml file, while the per-gate costs re defined in the .gate files. To define a certain cost to a gate just add these lines to your .gate file:
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## Economy Support:
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The latest version of Stargate has support for Vault. Gate creation, destruction and use can all have different costs associated with them. You can also define per-gate layout costs. The default cost is assigned in the config.yml file, while the per-gate costs re defined in the .gate files. To define a certain cost to a gate just add these lines to your .gate file:
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usecost=5
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destroycost=5
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createcost=5
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toowner=true
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==============
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Custom Gate Layout
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==============
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# Custom Gate Layout
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You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/
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The .gate file must be laid out a specific way, the first lines will be config information, and after a blank line you will lay out the gate format. Here is the default nether.gate file:
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@@ -140,9 +129,7 @@ portal-open/closed are used to define the material in the gate when it is open o
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In the gate format, you can see we use "X" to show where obsidian must be, "-" where the controls (Button/sign) are.
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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.
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==============
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Configuration
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==============
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# Configuration
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default-gate-network - The default gate network
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portal-folder - The folder your portal databases are saved in
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gate-folder - The folder containing your .gate files
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@@ -162,15 +149,13 @@ handleVehicles - Whether or not to handle vehicles going through gates. Set to f
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sortLists - If true, network lists will be sorted alphabetically.
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protectEntrance - If true, will protect from users breaking gate entrance blocks (This is more resource intensive than the usual check, and should only be enabled for servers that use solid open/close blocks)
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signColor: This allows you to specify the color of the gate signs. Valid colors:
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verifyPortals: Whether or not all the non-sign blocks are checked to match the gate layout when an old stargate is loaded.
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verifyPortals: Whether or not all the non-sign blocks are checked to match the gate layout when an old stargate is loaded at startup.
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debug - Whether to show massive debug output
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permdebug - Whether to show massive permission debug output
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=======================
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 Message Customization
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=======================
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As of 0.6.5 it is possible to customize all of the messages Stargate displays, including the [Stargate] prefix. You can find the strings in plugins/Stargate/lang/en.txt. 
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# Message Customization
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It is possible to customize all of the messages Stargate displays, including the [Stargate] prefix. You can find the strings in plugins/Stargate/lang/en.txt. 
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If a string is removed, or left blank, it will not be shown when the user does the action associated with it.
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There are three special cases when it comes to messages, these are:
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ecoDeduct=Spent %cost%
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@@ -202,14 +187,7 @@ createFull=This network is full
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createWorldDeny=You do not have access to that world
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createConflict=Gate conflicts with existing gate
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=============
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 Known Bugs
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=============
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Stargates are stored under player names, not UUIDs. This will be changed in the future.
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=============
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  Changes
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=============
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# Changes
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[Version 0.8.0.0] PseudoKnight fork
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 - Update for 1.13/1.14 compatibility. This changes gate layouts to use new material names instead of numeric ids. You need to update your gate layout configs.
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 - Adds "verifyPortals" config option, which sets whether an old stargate's blocks are verified when loaded.
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@@ -557,4 +535,4 @@ Stargates are stored under player names, not UUIDs. This will be changed in the
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[Version 0.03]
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 - Changed package to net.TheDgtl.*
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 - Everything now uses Blox instead of Block objects
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 - Started on vehicle code, but it's still buggy
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 - Started on vehicle code, but it's still buggy
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