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Bukkit port of the Stargate plugin by Dinnerbone
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mejohn/Stargate-Bukkit
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# Current working spigot version: 1.14.2 ============= Description ============= This is a port of the Stargate plugin from hMod by Dinnerbone. 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. ============= Instructions ============= Building a gate: OO O O - These are Obsidian blocks. You need 10. O O - Place a sign on either of these two blocks of Obsidian. O O OO Sign Layout: - Line 1: Gate Name (Max 12 characters) - Line 2: Destination Name [Optional] (Max 12 characters, used for fixed-gates only) - Line 3: Network name [Optional] (Max 12 characters) - Line 4: Options [Optional] : 'A' for always-on fixed gate 'H' for hidden networked gate 'P' for a private gate 'F' for a free gate 'B' is for a backwards facing gate (You will exit the back) 'S' is for showing an always-on gate in the network list 'N' is for hiding the network name 'R' is for random gates. These follow standard permissions of gates, but have a random exit location every time a player enters. Options: The options are the single letter, not the word. So to make a private hidden gate, your 4th line would be 'PH'. Using a gate: - Right click the sign to choose a destination. - Right click the button to open up a portal. - Step through. Fixed gates: - Fixed gates go to only one set destination. - Fixed gates can be linked to other fixed gates, or normal gates. A normal gate cannot open a portal to a fixed gate however. - To create a fixed gate, specify a destination on the second line of the stargate sign. - Set the 4th line of the stargate sign to "A" to enable an always-open fixed gate. Gate networks: - Gates are all part of a network, by default this is "central". - You can specify (and create) your own network on the third line of the sign when making a new gate. - Gates on one network will not see gates on the second network, and vice versa. - Gates on different worlds, but in the same network, will see eachother. Hidden Gates: - Hidden gates are like normal gates, but only show on the destination list of other gates under certain conditions. - A hidden gate is only visible to the creator of the gate, or somebody with the stargate.hidden permission. - Set the 4th line of the stargate sign to 'H' to make it a hidden gate. Economy Support: 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: usecost=5 destroycost=5 createcost=5 toowner=true ============== Custom Gate Layout ============== You can create as many gate formats as you want, the gate layouts are stored in plugins/Stargate/gates/ 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: portal-open=NETHER_PORTAL portal-closed=AIR X=OBSIDIAN -=OBSIDIAN XX X..X -..- X*.X XX portal-open/closed are used to define the material in the gate when it is open or closed. "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. ============== Configuration ============== default-gate-network - The default gate network portal-folder - The folder your portal databases are saved in gate-folder - The folder containing your .gate files destroyexplosion - Whether to destroy a stargate with explosions, or stop an explosion if it contains a gates controls. useeconomy - Whether or not to use Economy createcost - The cost to create a stargate destroycost - The cost to destroy a stargate (Can be negative for a "refund" usecost - The cost to use a stargate chargefreedestination - Enable to allow free travel from any gate to a free gate freegatesgreen - Enable to make gates that won't cost the player money show up as green toowner - Whether the money from gate-use goes to the owner or nobody maxgates - If non-zero, will define the maximum amount of gates allowed on any network. lang - The language to use (Included languages: en, de) destMemory - Whether to set the first destination as the last used destination for all gates ignoreEntrance - Set this option to true to not check the entrance of a gate on startup. This is a workaround for snowmen breaking gates. handleVehicles - Whether or not to handle vehicles going through gates. Set to false to disallow vehicles (Manned or not) going through gates. sortLists - If true, network lists will be sorted alphabetically. 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) signColor: This allows you to specify the color of the gate signs. Valid colors: verifyPortals: Whether or not all the non-sign blocks are checked to match the gate layout when a stargate is loaded. debug - Whether to show massive debug output permdebug - Whether to show massive permission debug output ============= Known Bugs ============= Stargates are stored under player names, not UUIDs. This will be changed in the future. ============= Changes ============= [Version 0.9.0.0] mejohn fork - Upgraded to 1.14, removed Vault dependency, removed economy support, removed permissions. Bare bones teleportation. [Version 0.8.0.0] PseudoKnight fork - Update for 1.13 compatibility. This changes gate layouts to use new material names instead of numeric ids. You need to update your gate layout configs. - Adds "verifyPortals" config option, which sets whether a stargate layout is verified when it is loaded. [Version 0.7.9.11] PseudoKnight fork - Removed iConomy support. Updated Vault support. Changed setting from "useiconomy" to "useeconomy". - Updated to support Metrics for 1.7.10 [Version 0.7.9.10] - Fix personal gate permission check for players with mixed-case names [Version 0.7.9.9] - Remove "Permissions" support, we now only support SuperPerms handlers. [Version 0.7.9.8] - Make sure buttons stay where they should [Version 0.7.9.7] - Do the Bungee check after the gate layout check. [Version 0.7.9.6] - Actually remove the player from the BungeeQueue when they connect. Oops :) - Implement stargate.server nodes - Improve the use of negation. You can now negate networks/worlds/servers while using stargate.use permissions. [Version 0.7.9.5] - Fixed an issue with portal material not showing up (Oh, that code WAS useful) [Version 0.7.9.4] - Fixed an issue where water gates broke, oops [Version 0.7.9.3] - Update BungeeCord integration for b152+ [Version 0.7.9.2] - Remove my custom sign class. Stupid Bukkit team. - Will work with CB 1.4.5 builds, but now will break randomly due to Bukkit screwup - Update MetricsLite to R6 [Version 0.7.9.1] - Optimize gate lookup in onPlayerMove - Resolve issue where Stargates would teleport players to the nether [Version 0.7.9.0] - Added BungeeCord multi-server support (Requires Stargate-Bungee for BungeeCord) - Updated Spanish language file - Added basic plugin metrics via http://mcstats.org/ - Resolve issue where language updating overwrote custom strings [Version 0.7.8.1] - Resolve issue of language file being overwritten as ANSI instead of UTF8 [Version 0.7.8.0] - Updated languages to include sign text (Please update any languages you are able!) - Resolved NPE due to Bukkit bug with signs - Resolved issue regarding new getTargetBlock code throwing an exception - Languages now auto-update based on the .JAR version (New entries only, doesn't overwrite customization) - New command "/sg about", will list the author of the current language file if available - Language now has a fallback to English for missing lines (It's the only language I can personally update on release) - Added Spanish (Thanks Manuestaire) and Hungarian (Thanks HPoltergeist) - Added portal.setOwner(String) API [Version 0.7.7.5] - Resolve issue of right clicking introduced in 1.3.1/2 [Version 0.7.7.4] - Removed try/catch, it was still segfaulting. - Built against 1.3.1 [Version 0.7.7.3] - Wrap sign changing in try/catch. Stupid Bukkit [Version 0.7.7.2] - Load chunk before trying to draw signs - Implement a workaround for BUKKIT-1033 [Version 0.7.7.1] - Permission checking for 'R'andom gates. - Random now implies AlwaysOn - Added all languages to JAR [Version 0.7.7.0] - Added 'R'andom option - This still follows the permission rules defined for normal gate usage - Added a bit more debug output [Version 0.7.6.8] - Hopefully fix backwards gate exiting [Version 0.7.6.7] - Reload all gates on world unload, this stops gates with invalid destinations being in memory. [Version 0.7.6.6] - Check move/portal/interact/signchange events for cancellation [Version 0.7.6.5] - Resolve issue with buttons on glass gates falling off - /sg reload can now be used ingame (stargate.admin.reload permission) [Version 0.7.6.4] - Move blockBreak to HIGHEST priority, this resolves issues with region protection plugins [Version 0.7.6.3] - Fixed issue with displaying iConomy prices - iConomy is now hooked on "sg reload" if not already hooked and enabled - iConomy is now unhooked on "sg reload" if hooked and disabled [Version 0.7.6.2] - Button now activates if gate is opened, allowing redstone interaction - Fixed issue with sign line lengths. All sign text should now fit with color codes. [Version 0.7.6.1] - Update API for StargateCommand - Resolved issue with block data on explosion - Added signColor option - Added protectEntrance option [Version 0.7.6] - Moved gate opening/closing to a Queue/Runnable system to resolve server lag issues with very large gates [Version 0.7.5.11] - PEX now returns accurate results without requiring use of the bridge. [Version 0.7.5.10] - Added sortLists options [Version 0.7.5.9] - Quick event fix for latest dev builds - Fix for sign ClassCastException [Version 0.7.5.8] - Fixed an exploit with pistons to destroy gates [Version 0.7.5.7] - Removed SignPost class - Resolved issues with signs in 1.2 [Version 0.7.5.6] - Quick update to the custom event code, works with R5+ now. [Version 0.7.5.5] - PEX is built of fail, if we have it, use bridge instead. [Version 0.7.5.4] - Fix issue with private gates for players with long names [Version 0.7.5.3] - Added another check for Perm bridges. [Version 0.7.5.2] - Make sure our timer is stopped on disable - Move Event reg before loading gates to stop portal material vanishing [Version 0.7.5.1] - Don't create button on failed creation [Version 0.7.5.0] - Refactored creation code a bit - Added StargateCreateEvent, see Stargate-API for usage. - Added StargateDestroyEvent, see Stargate-API for usage. - Updated Event API to the new standard, please see: http://wiki.bukkit.org/Introduction_to_the_New_Event_System - Added handleVehicles option. - Added 'N'o Network option (Hides the network from the sign) [Version 0.7.4.4] - Changed the implementation of StargateAccessEvent. - Disable Permissions if version is 2.7.2 (Common version used between bridges) - Fix long-standing bug with hasPermDeep check. Oops. [Version 0.7.4.3] - Implement StargateAccessEvent, used for bypassing permission checks/denying access to gates. [Version 0.7.4.2] - stargate.create.personal permission now also allows user to use personal gates [Version 0.7.4.1] - Quick API update to add player to the activate event [Version 0.7.4.0] - Fixed issue with non-air closed portal blocks - Added StargatePortalEvent/onStargatePortal event [Version 0.7.3.3] - Added "ignoreEntrance" option to not check entrance to gate on integrity check (Workaround for snowmen until event is pulled) [Version 0.7.3.2] - Actually fixed "><" issue with destMemory [Version 0.7.3.1] - Hopefully fixed "><" issue with destMemory [Version 0.7.3] - Lava and water gates no longer destroy on reload - "sg reload" now closes gates before reloading - Added Vault support - Added missing "useiConomy" option in config [Version 0.7.2.1] - Quick fix for an NPE [Version 0.7.2] - Make it so you can still destroy gates in Survival mode [Version 0.7.1] - Added destMemory option - Switched to sign.update() as Bukkit implemented my fix - Threw in a catch for a null from location for portal events [Version 0.7.0] - Minecraft 1.0.0 support - New FileConfiguration implemented - Stop gates being destroyed on right-click in Creative mode - Fixed signs not updating with a hackish workaround until Bukkit is fixed [Version 0.6.10] - Added Register support as opposed to iConomy [Version 0.6.9] - Added UTF8 support for lang files (With or without BOM) [Version 0.6.8] - Fixed unmanned carts losing velocity through gates - /sg reload now properly switches languages [Version 0.6.7] - Added lang option - Removed language debug output - Added German language (lang=de) -- Thanks EduardBaer [Version 0.6.6] - Added %cost% and %portal% to all eco* messages - Fixed an issue when creating a gate on a network you don't have access to [Version 0.6.5] - Moved printed message config to a seperate file - Added permdebug option - Hopefully fix path issues some people were having - Fixed iConomy creation cost - Added 'S'how option for Always-On gates - Added 'stargate.create.gate' permissions [Version 0.6.4] - Fixed iConomy handling [Version 0.6.3] - Fixed (Not Connected) showing on inter-world gate loading - Added the ability to negate Network/World permissions (Use, Create and Destroy) - Fixed Lockette compatibility - More stringent verification checks [Version 0.6.2] - Fixed an issue with private gates - Added default permissions [Version 0.6.1] - Stop destruction of open gates on startup [Version 0.6.0] - Completely re-wrote Permission handling (REREAD/REDO YOUR PERMISSIONS!!!!!!!!) - Added custom Stargate events (See Stargate-DHD code for use) - Fixed portal event cancellation - Umm... Lots of other small things. [Version 0.5.5] - Added 'B'ackwards option - Fixed opening of gates with a fixed gate as a destination - Added block metadata support to gates [Version 0.5.1] - Take into account world/network restrictions for Vehicles - Properly teleport empty vehicles between worlds - Properly teleport StoreageMinecarts between worlds - Take into account vehicle type when teleporting [Version 0.5.0] - Updated the teleport method - Remove always-open gates from lists - Hopefully stop Stargate and Nether interference [Version 0.4.9] - Left-click to scroll signs up - Show "(Not Connected)" on fixed-gates with a non-existant destination - Added "maxgates" option - Removed debug message - Started work on disabling damage for lava gates, too much work to finish with the current implementation of EntityDamageByBlock [Version 0.4.8] - Added chargefreedestination option - Added freegatesgreen option [Version 0.4.7] - Added debug option - Fixed gates will now show in the list of gates they link to. - iConomy no longer touched if not enabled in config [Version 0.4.6] - Fixed a bug in iConomy handling. [Version 0.4.5] - Owner of gate now isn't charged for use if target is owner - Updated for iConomy 5.x - Fixed random iConomy bugs [Version 0.4.4] - Added a check for stargate.network.*/stargate.world.* on gate creation - Check for stargate.world.*/stargate.network.* on gate entrance - Warp player outside of gate on access denied [Version 0.4.3] - Made some errors more user-friendly - Properly take into account portal-closed material [Version 0.4.2] - Gates can't be created on existing gate blocks [Version 0.4.1] - Sign option permissions - Per-gate iconomy target - /sg reload command - Other misc fixes [Version 0.4.0] - Carts with no player can now go through gates. - You can set gates to send their cost to their owner. - Per-gate layout option for "toOwner". - Cleaned up the iConomy code a bit, messages should only be shown on actual deduction now. - Created separate 'stargate.free.{use/create/destroy}' permissions. [Version 0.3.5] - Added 'stargate.world.*' permissions - Added 'stargate.network.*' permissions - Added 'networkfilter' config option - Added 'worldfilter' config option [Version 0.3.4] - Added 'stargate.free' permission - Added iConomy cost into .gate files [Version 0.3.3] - Moved sign update into a schedule event, should fix signs [Version 0.3.2] - Updated to latest RB - Implemented proper vehicle handling - Added iConomy to vehicle handling - Can now set cost to go to creator on use [Version 0.3.1] - Changed version numbering. - Changed how plugins are hooked into. [Version 0.30] - Fixed a bug in iConomy checking. [Version 0.29] - Added iConomy support. Currently only works with iConomy 4.4 until Niji fixes 4.5 - Thanks @Jonbas for the base iConomy implementation [Version 0.28] - Fixed an issue with removing stargates during load [Version 0.27] - Fixed portal count on load [Version 0.26] - Added stargate.create.personal for personal stargate networks - Fixed a bug with destroying stargates by removing sign/button [Version 0.25] - Fixed a bug with worlds in subfolders - Fixed gates being destroyed with explosions - Added stargate.destroy.owner [Version 0.24] - Fixed a loading bug in which invalid gates caused file truncation [Version 0.23] - Added a check to make sure "nethergate.gate" exists, otherwise create it [Version 0.22] - Fixed multi-world stargates causing an NPE [Version 0.21] - Code cleanup - Added a few more errors when a gate can't be loaded - Hopefully fixed path issue on some Linux installs [Version 0.20] - Fixed the bug SIGN_CHANGE exception when using plugins such as Lockette [Version 0.19] - Set button facing on new gates, fixes weirdass button glitch - Beginning of very buggy multi-world support [Version 0.18] - Small permissions handling update. [Version 0.17] - Core GM support removed, depends on FakePermissions if you use GM. [Version 0.16] - Fixed Permissions, will work with GroupManager, Permissions 2.0, or Permissions 2.1 - Left-clicking to activate a stargate works again [Version 0.15] - Built against b424jnks -- As such nothing lower is supported at the moment. - Moved gate destruction code to onBlockBreak since onBlockDamage no longer handles breaking blocks. - Removed long constructor. [Version 0.14] - Fixed infinite loop in fixed gates. - Fixed gate destination will not open when dialed into. [Version 0.13] - Fixed gates no longer show in destination list. [Version 0.12] - 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. - Split networks up in memory, can now use same name in different networks. As a result, fixed gates must now specify a network. - Added the ability to have a private gate, which only you can activate. Use the 'P' option to create. - Fixed but not AlwaysOn gates now open the destination gate. - Fixed gates now show their network. Existing fixed gates are added to the default network (Sorry! It had to be done) [Version 0.11] - Fuuuu- Some code got undid and broke everything. Fixed. [Version 0.10] - Hopefully fixed the "No position found" bug. - If dest > origin, any blocks past origin.size will drop you at dest[0] - Switched to scheduler instead of our own thread for closing gates and deactivating signs - No longer depend on Permissions, use it as an option. isOp() used as defaults. [Version 0.09] - Gates can now be any shape [Version 0.08] - Gates can now consist of any material. - You can left or right click the button to open a gate - Gates are now initialized on sign placement, not more right clicking! [Version 0.07] - Fixed where the default gate is saved to. [Version 0.06] - Forgot to make gates load from new location, oops [Version 0.05] - Moved Stargate files into the plugins/Stargate/ folder - Added migration code so old gates/portals are ported to new folder structure - Create default config.yml if it doesn't exist - Fixed removing a gate, it is now completely removed [Version 0.04] - Updated to multi-world Bukkit [Version 0.03] - Changed package to net.TheDgtl.* - Everything now uses Blox instead of Block objects - Started on vehicle code, but it's still buggy
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Bukkit port of the Stargate plugin by Dinnerbone
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