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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

type: BlockInteract Only

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

type: BlockBreak Only

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

type: PlayerMove Only

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

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