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============= Description ============= This is a port of the Stargate plugin from hMod. 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. This port will import your existing locations.dat file from the hMod Stargate plugin, as well as any custom .gate files you had! iConomy support added back in, only costs are create, destroy and use. No permission bypasses. This version of Stargate is still heavily under development. There are going to be issues for a while yet. ============= Known Issues ============= - Vehicle implementation is nowhere near done. - Signs aren't always updating, I don't know what's causing this, I think it's a Bukkit thing. - There are many bugs with portal material not showing properly. This is a bug I can not track down, and have no fix for at the moment. ============= Permissions ============= - stargate.use - Allow this player/group to use stargates. - stargate.create - Allow this player/group to create new stargates. - stargate.create.personal - Allow this player/group to create new stargates on a network defined as their name. - stargate.destroy - Allow this player/group to destroy existing stargates. (Deprecated) - stargate.destroy.all - Allow this player/group to destroy any existing stargate (Replaces stargate.destroy) - stargate.destroy.owner - Allow this player/group to destroy any stargate that they are the owner of. - stargate.hidden - Allow this player/group to see all hidden stargates. - stargate.private - Allow this player/group to use all private stargates. ============= 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 - Type a name on the first line on the sign, it must be less than 12 characters long. - Type a set destination name on the second line if desired. - Type a network name on the third line if desired. - Type any options on the 4th line if desired. 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) Using a gate: - Right click the sign to choose a destination. - Right/left 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. 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. ============== Configuration ============== default-gate-network - The default gate network not-selected-message - The message when no destination is selected portal-destroy-message - The message when a gate is destroyed portal-create-message - The message when a gate is created not-owner-message - The message when you aren't allowed to push the gate button other-side-blocked-message - The message when the gate you're dialing is open teleport-message - The message when you are teleported 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. useiconomy - Whether or not to use iConomy 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 not-enough-money-message - The message displayed if a player lacks money to do something ============= Changes ============= [Version 0.29] - Added iConomy support. Currently only works with iConomy 4.4 until Niji fixes 4.5 [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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Basic Bukkit port of Stargate
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