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Config (portals.*)
Ameliorate edited this page Nov 23, 2018
·
4 revisions
| Path | Explanation | Default | Example |
|---|---|---|---|
portals.*.type |
Determines the action that will "trigger" the portal, or in other words what the player will need to do to go through the portal to either enter or exit the dungeon. | N/A | BlockInteract |
portals.*.entryOrExit |
Determines if the portal is inside a dungeon and can be used to exit it, or if it is outside the dungeon and can be used to enter a dungeon. | entry |
exit |
portals.*.cancelEvent |
If the bukkit event that triggered the portal should be canceled. For example, if the portal is triggered by a block break event, the block will not actually be broken. In other words, if this is true, then the action that triggered the portal will be undid in some way. |
false |
true |
portals.*.x1, .y1, .z1
|
One of two points that defines the area where the portal is. If the portal is triggered by opening a door (implemented using type: BlockInteract and rightclick: true), then only opening a door within this area will trigger the portal. |
N/A | X: 0, Y:48, Z: 0 |
portals.*.x2, .y2, .z2
|
The other of the two points defining the area where the portal is. If any of these values are left blank the individual value will be assumed to be the same as the first point defining the area. |
.x1, .z1, .y1
|
X: 16, Y: 100, Z: 16 |
portals.*.spawnX, .spawnY, .spawnZ
|
Where the player that activated the portal will end up after being teleported. | Defined by dungeon | X: 0, Y: 80, Z: 0 |
portals.*.spawnWorld |
The world where the player that activated the portal will spawn. This is ignored if entryOrExit: entry. |
Defined by dungeon | world |
portals.*.world |
The world that contains the portal. If entryOrExit is exit for this portal, then dungeon will take priority over this value. If you want to have a portal inside one dungeon leading to another dungeon, you can say world: dungeon_[DUNGEON'S NAME]. |
N/A | world |
| `portals.*.dungeon | The dungeon that this portal either leads to (if entryOrExit is entry) or is inside of (if entryOrExit is exit). |
N/A | testdungeon |
portals.*.delaySeconds |
How many seconds that the portal should wait before sending the player that activated it into the dungeon. | 0 | 0.2 |
| Path | Explanation | Default | Example |
|---|---|---|---|
portals.*.rightclick |
If the portal will be triggered by right clicking. Note that due to a quirk in vanilla if this is true and material is AIR, the player will have to right click in the air with an item with a right click action, such as an egg. |
true |
false |
portals.*.leftclick |
If the portal will be triggered by left clicking. Leftclicks do not possess this quirk of vanilla. | true |
false |
portals.*.physical |
If the portal will be triggered by actions like stepping on redstone and making it light up, walking on a pressure plate, triggering a tripwire, or jumping on soil to turn it into dirt. | false |
true |
portals.*.material |
Interactions this material will trigger the portal. Using material: AIR will trigger the portal if the player interacts with air while in the area, while other materials trigger the portal based on the coordinates of the block. See the spigot list of materials for the list of names that are valid here. |
N/A | STONE |
| Path | Explanation | Default | Example |
|---|---|---|---|
portals.*.material |
The material of the block to break. See the spigot list of materials for the list of names that are valid here. | N/A | STONE |
| Path | Explanation | Default | Example |
|---|---|---|---|
portals.*.sprinting |
If sprinting through this portal will trigger it. | true |
false |
portals.*.walking |
If walking through this portal, without sneaking or sprinting, will trigger it. | true |
false |
portals.*.sneaking |
If sneaking through this portal will trigger it. | true |
false |
portals.*.triggerMoveInside |
If moving inside this portal, without entering or exiting, will trigger this portal. | true |
false |
portals.*.triggerMoveEnter |
If entering the area of this portal will trigger it. | true |
false |
portals.*.triggerMoveExit |
If exiting the area of this portal will trigger it. For example, if you wanted to make a room that would teleport the player into the dungeon only when they left the room, you would set triggerMoveInside and triggerMoveEnter to false, and leave this as true, while also having the area of this portal cover the entire room. |
true |
false |