466 lines
20 KiB
Plaintext
466 lines
20 KiB
Plaintext
=============
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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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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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iConomy support added back in, only costs are create, destroy and use.
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=============
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Permissions
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=============
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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 (For Permissions 2.x/3.x please use stargate.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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stargate.network -- Allow use of gates on all networks (For Permissions 2.x/3.x please use stargate.network.*)
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stargate.network.{network} -- Allow use of all gates in {network}. Set to false to disallow use.
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stargate.option -- Allow use of all options
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stargate.option.hidden -- Allow use of 'H'idden
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stargate.option.alwayson -- Allow use of 'A'lways-On
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stargate.option.private -- Allow use of 'P'rivate
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stargate.option.free -- Allow use of 'F'ree
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stargate.option.backwards -- Allow use of 'B'ackwards
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stargate.option.show -- Allow use of 'S'how
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stargate.option.nonetwork -- Allow use of 'N'oNetwork
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stargate.create -- Allow creating gates on any network (Override all create permissions)
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stargate.create.personal -- Allow creating gates on network {playername}
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stargate.create.network -- Allow creating gates on any network (For Permissions 2.x/3.x please use stargate.create.network.*)
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stargate.create.network.{networkname} -- Allow creating gates on network {networkname}. Set to false to disallow creation on {networkname}
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stargate.create.gate -- Allow creation of any gate layout (For Permissions 2.x/3.x please use stargate.create.gate.*)
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stargate.create.gate.{gatefile} -- Allow creation of only {gatefile} gates
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stargate.destroy -- Allow destruction gates on any network (Orderride all destroy permissions)
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stargate.destroy.personal -- Allow destruction of gates owned by user only
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stargate.destroy.network -- Allow destruction of gates on any network (For Permissions 2.x/3.x please use stargate.destroy.network.*)
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stargate.destroy.network.{networkname} -- Allow destruction of gates on network {networkname}. Set to false to disallow destruction of {networkname}
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stargate.free -- Allow free use/creation/destruction of gates
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stargate.free.use -- Allow free use of Stargates
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stargate.free.create -- Allow free creation of Stargates
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stargate.free.destroy -- Allow free destruction of Stargates
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stargate.admin -- Allow all admin features (Hidden/Private only so far)
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stargate.admin.private -- Allow use of Private gates not owned by user
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stargate.admin.hidden -- Allow access to Hidden gates not ownerd by user
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=============
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Default Permissions
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=============
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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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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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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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- 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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- Line 4: Options [Optional] :
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'A' for always-on fixed gate
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'H' for hidden networked gate
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'P' for a private gate
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'F' for a free gate
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'B' is for a backwards facing gate (You will exit the back)
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'S' is for showing an always-on gate in the network list
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'N' is for hiding the network name
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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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- 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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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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iConomy Support:
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The latest version of Stargate has support for iConomy. 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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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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portal-open=90
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portal-closed=0
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X=49
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-=49
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XX
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X..X
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-..-
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X*.X
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XX
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portal-open/closed are used to define the material in the gate when it is open or closed.
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"X" and "-" are used to define block "types" for the layout (Any single-character can be used, such as "#").
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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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As of version 0.5.5 you can supply block data in the format
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X=35:15
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Which would only allow black wool. If no data is supplied any version of a block will work (Any color of wool for example)
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==============
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Configuration
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==============
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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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destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls.
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useiconomy - Whether or not to use iConomy
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createcost - The cost to create a stargate
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destroycost - The cost to destroy a stargate (Can be negative for a "refund"
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usecost - The cost to use a stargate
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chargefreedestination - Enable to allow free travel from any gate to a free gate
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freegatesgreen - Enable to make gates that won't cost the player money show up as green
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toowner - Whether the money from gate-use goes to the owner or nobody
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maxgates - If non-zero, will define the maximum amount of gates allowed on any network.
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lang - The language to use (Included languages: en, de)
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destMemory - Whether to set the first destination as the last used destination for all gates
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ignoreEntrance - Set this option to true to not check the entrance of a gate on startup. This is a workaround for snowmen breaking gates.
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handleVehicles - Whether or not to handle vehicles going through gates. Set to false to disallow vehicles (Manned or not) going through gates.
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sortLists - If true, network lists will be sorted alphabetically.
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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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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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ecoRefund=Refunded %cost%
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ecoObtain=Obtained %cost% from Stargate %portal%
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As you can see, these three strings have %cost% and %portal% variables in them. These variables are fairly self-explanatory.
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The full list of strings is as follows:
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prefix=[Stargate]
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teleportMsg=Teleported
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destroyMsg=Gate Destroyed
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invalidMsg=Invalid Destination
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blockMsg=Destination Blocked
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denyMsg=Access Denied
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destEmpty=Destination List Empty
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ecoDeduct=Deducted %cost%
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ecoRefund=Redunded %cost%
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ecoObtain=Obtained %cost% from Stargate %portal%
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ecoInFunds=Insufficient Funds
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createMsg=Gate Created
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createNetDeny=You do not have access to that network
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createPersonal=Creating gate on personal network
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createNameLength=Name too short or too long.
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createExists=A gate by that name already exists
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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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Changes
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=============
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[Version 0.7.6.1]
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- API update to support StargateCommand
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[Version 0.7.6]
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- Moved gate opening/closing to a Queue/Runnable system to resolve server lag issues with very large gates
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[Version 0.7.5.11]
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- PEX now returns accurate results without requiring use of the bridge.
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[Version 0.7.5.10]
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- Added sortLists options
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[Version 0.7.5.9]
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- Quick event fix for latest dev builds
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- Fix for sign ClassCastException
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[Version 0.7.5.8]
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- Fixed an exploit with pistons to destroy gates
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[Version 0.7.5.7]
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- Removed SignPost class
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- Resolved issues with signs in 1.2
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[Version 0.7.5.6]
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- Quick update to the custom event code, works with R5+ now.
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[Version 0.7.5.5]
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- PEX is built of fail, if we have it, use bridge instead.
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[Version 0.7.5.4]
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- Fix issue with private gates for players with long names
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[Version 0.7.5.3]
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- Added another check for Perm bridges.
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[Version 0.7.5.2]
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- Make sure our timer is stopped on disable
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- Move Event reg before loading gates to stop portal material vanishing
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[Version 0.7.5.1]
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- Don't create button on failed creation
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[Version 0.7.5.0]
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- Refactored creation code a bit
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- Added StargateCreateEvent, see Stargate-API for usage.
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- Added StargateDestroyEvent, see Stargate-API for usage.
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- Updated Event API to the new standard, please see: http://wiki.bukkit.org/Introduction_to_the_New_Event_System
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- Added handleVehicles option.
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- Added 'N'o Network option (Hides the network from the sign)
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[Version 0.7.4.4]
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- Changed the implementation of StargateAccessEvent.
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- Disable Permissions if version is 2.7.2 (Common version used between bridges)
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- Fix long-standing bug with hasPermDeep check. Oops.
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[Version 0.7.4.3]
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- Implement StargateAccessEvent, used for bypassing permission checks/denying access to gates.
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[Version 0.7.4.2]
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- stargate.create.personal permission now also allows user to use personal gates
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[Version 0.7.4.1]
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- Quick API update to add player to the activate event
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[Version 0.7.4.0]
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- Fixed issue with non-air closed portal blocks
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- Added StargatePortalEvent/onStargatePortal event
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[Version 0.7.3.3]
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- Added "ignoreEntrance" option to not check entrance to gate on integrity check (Workaround for snowmen until event is pulled)
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[Version 0.7.3.2]
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- Actually fixed "><" issue with destMemory
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[Version 0.7.3.1]
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- Hopefully fixed "><" issue with destMemory
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[Version 0.7.3]
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- Lava and water gates no longer destroy on reload
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- "sg reload" now closes gates before reloading
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- Added Vault support
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- Added missing "useiConomy" option in config
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[Version 0.7.2.1]
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- Quick fix for an NPE
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[Version 0.7.2]
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- Make it so you can still destroy gates in Survival mode
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[Version 0.7.1]
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- Added destMemory option
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- Switched to sign.update() as Bukkit implemented my fix
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- Threw in a catch for a null from location for portal events
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[Version 0.7.0]
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- Minecraft 1.0.0 support
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- New FileConfiguration implemented
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- Stop gates being destroyed on right-click in Creative mode
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- Fixed signs not updating with a hackish workaround until Bukkit is fixed
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[Version 0.6.10]
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- Added Register support as opposed to iConomy
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[Version 0.6.9]
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- Added UTF8 support for lang files (With or without BOM)
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[Version 0.6.8]
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- Fixed unmanned carts losing velocity through gates
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- /sg reload now properly switches languages
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[Version 0.6.7]
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- Added lang option
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- Removed language debug output
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- Added German language (lang=de) -- Thanks EduardBaer
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[Version 0.6.6]
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- Added %cost% and %portal% to all eco* messages
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- Fixed an issue when creating a gate on a network you don't have access to
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[Version 0.6.5]
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- Moved printed message config to a seperate file
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- Added permdebug option
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- Hopefully fix path issues some people were having
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- Fixed iConomy creation cost
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- Added 'S'how option for Always-On gates
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- Added 'stargate.create.gate' permissions
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[Version 0.6.4]
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- Fixed iConomy handling
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[Version 0.6.3]
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- Fixed (Not Connected) showing on inter-world gate loading
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- Added the ability to negate Network/World permissions (Use, Create and Destroy)
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- Fixed Lockette compatibility
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- More stringent verification checks
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[Version 0.6.2]
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- Fixed an issue with private gates
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- Added default permissions
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[Version 0.6.1]
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- Stop destruction of open gates on startup
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[Version 0.6.0]
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- Completely re-wrote Permission handling (REREAD/REDO YOUR PERMISSIONS!!!!!!!!)
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- Added custom Stargate events (See Stargate-DHD code for use)
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- Fixed portal event cancellation
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- Umm... Lots of other small things.
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[Version 0.5.5]
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- Added 'B'ackwards option
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- Fixed opening of gates with a fixed gate as a destination
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- Added block metadata support to gates
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[Version 0.5.1]
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- Take into account world/network restrictions for Vehicles
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- Properly teleport empty vehicles between worlds
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- Properly teleport StoreageMinecarts between worlds
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- Take into account vehicle type when teleporting
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[Version 0.5.0]
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- Updated the teleport method
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- Remove always-open gates from lists
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- Hopefully stop Stargate and Nether interference
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[Version 0.4.9]
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- Left-click to scroll signs up
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- Show "(Not Connected)" on fixed-gates with a non-existant destination
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- Added "maxgates" option
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- Removed debug message
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- Started work on disabling damage for lava gates, too much work to finish with the current implementation of EntityDamageByBlock
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[Version 0.4.8]
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- Added chargefreedestination option
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- Added freegatesgreen option
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[Version 0.4.7]
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- Added debug option
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- Fixed gates will now show in the list of gates they link to.
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- iConomy no longer touched if not enabled in config
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[Version 0.4.6]
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- Fixed a bug in iConomy handling.
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[Version 0.4.5]
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- Owner of gate now isn't charged for use if target is owner
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- Updated for iConomy 5.x
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- Fixed random iConomy bugs
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[Version 0.4.4]
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- Added a check for stargate.network.*/stargate.world.* on gate creation
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- Check for stargate.world.*/stargate.network.* on gate entrance
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- Warp player outside of gate on access denied
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[Version 0.4.3]
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- Made some errors more user-friendly
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- Properly take into account portal-closed material
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[Version 0.4.2]
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- Gates can't be created on existing gate blocks
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[Version 0.4.1]
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- Sign option permissions
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- Per-gate iconomy target
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- /sg reload command
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- Other misc fixes
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[Version 0.4.0]
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- Carts with no player can now go through gates.
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- You can set gates to send their cost to their owner.
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- Per-gate layout option for "toOwner".
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- Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now.
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- Created separate 'stargate.free.{use/create/destroy}' permissions.
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[Version 0.3.5]
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- Added 'stargate.world.*' permissions
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- Added 'stargate.network.*' permissions
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- Added 'networkfilter' config option
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- Added 'worldfilter' config option
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[Version 0.3.4]
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- Added 'stargate.free' permission
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- Added iConomy cost into .gate files
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[Version 0.3.3]
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- Moved sign update into a schedule event, should fix signs
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[Version 0.3.2]
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- Updated to latest RB
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- Implemented proper vehicle handling
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- Added iConomy to vehicle handling
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- Can now set cost to go to creator on use
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[Version 0.3.1]
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- Changed version numbering.
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- Changed how plugins are hooked into.
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[Version 0.30]
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- Fixed a bug in iConomy checking.
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[Version 0.29]
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- Added iConomy support. Currently only works with iConomy 4.4 until Niji fixes 4.5
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- Thanks @Jonbas for the base iConomy implementation
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[Version 0.28]
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- Fixed an issue with removing stargates during load
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[Version 0.27]
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- Fixed portal count on load
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[Version 0.26]
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- Added stargate.create.personal for personal stargate networks
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- Fixed a bug with destroying stargates by removing sign/button
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[Version 0.25]
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- Fixed a bug with worlds in subfolders
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- Fixed gates being destroyed with explosions
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- Added stargate.destroy.owner
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[Version 0.24]
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- Fixed a loading bug in which invalid gates caused file truncation
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[Version 0.23]
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- Added a check to make sure "nethergate.gate" exists, otherwise create it
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[Version 0.22]
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- Fixed multi-world stargates causing an NPE
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[Version 0.21]
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- Code cleanup
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- Added a few more errors when a gate can't be loaded
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- Hopefully fixed path issue on some Linux installs
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[Version 0.20]
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- Fixed the bug SIGN_CHANGE exception when using plugins such as Lockette
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[Version 0.19]
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- Set button facing on new gates, fixes weirdass button glitch
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- Beginning of very buggy multi-world support
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[Version 0.18]
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- Small permissions handling update.
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[Version 0.17]
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- Core GM support removed, depends on FakePermissions if you use GM.
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[Version 0.16]
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- Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1
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- Left-clicking to activate a stargate works again
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[Version 0.15]
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- Built against b424jnks -- As such nothing lower is supported at the moment.
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- Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks.
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- Removed long constructor.
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[Version 0.14]
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- Fixed infinite loop in fixed gates.
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- Fixed gate destination will not open when dialed into.
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[Version 0.13]
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- Fixed gates no longer show in destination list.
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[Version 0.12]
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- Implemented fixed destination block using * in .gate file. This is the recommended method of doing an exit point for custom gates, as the automatic method doesn't work in a lot of cases.
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- Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network.
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- Added the ability to have a private gate, which only you can activate. Use the 'P' option to create.
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- Fixed but not AlwaysOn gates now open the destination gate.
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- Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done)
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[Version 0.11]
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- Fuuuu- Some code got undid and broke everything. Fixed.
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[Version 0.10]
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- Hopefully fixed the "No position found" bug.
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- If dest > origin, any blocks past origin.size will drop you at dest[0]
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- Switched to scheduler instead of our own thread for closing gates and deactivating signs
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- No longer depend on Permissions, use it as an option. isOp() used as defaults.
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[Version 0.09]
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- Gates can now be any shape
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[Version 0.08]
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- Gates can now consist of any material.
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- You can left or right click the button to open a gate
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- Gates are now initialized on sign placement, not more right clicking!
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[Version 0.07]
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- Fixed where the default gate is saved to.
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[Version 0.06]
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- Forgot to make gates load from new location, oops
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[Version 0.05]
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- Moved Stargate files into the plugins/Stargate/ folder
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- Added migration code so old gates/portals are ported to new folder structure
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- Create default config.yml if it doesn't exist
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- Fixed removing a gate, it is now completely removed
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[Version 0.04]
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- Updated to multi-world Bukkit
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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 |