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https://github.com/TotalFreedomMC/TF-PlotSquared.git
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Merge pull request #2230 from N0tMyFaultOG/breaking
Cleanup - Removing bo3
This commit is contained in:
commit
daf3e3dde5
4 changed files with 1 additions and 139 deletions
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@ -13,7 +13,7 @@ import com.sk89q.jnbt.CompoundTag;
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import java.net.URL;
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@CommandDeclaration(usage = "/plot download [schematic|bo3|world]", command = "download",
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@CommandDeclaration(usage = "/plot download [schematic|world]", command = "download",
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aliases = {"dl"}, category = CommandCategory.SCHEMATIC, requiredType = RequiredType.NONE,
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description = "Download your plot", permission = "plots.download") public class Download
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extends SubCommand {
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@ -69,7 +69,6 @@ public enum C {
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"static.permissions"), PERMISSION_AUTO_MEGA("plots.auto.mega",
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"static.permissions"), PERMISSION_CLAIM_SCHEMATIC("plots.claim.%s0",
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"static.permissions"), PERMISSION_ADMIN_COMMAND_SCHEMATIC("plots.admin.command.schematic",
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"static.permissions"), PERMISSION_ADMIN_COMMAND_BO3("plots.admin.command.bo3",
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"static.permissions"), PERMISSION_ADMIN_COMMAND_CLEAR("plots.admin.command.clear",
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"static.permissions"), PERMISSION_CONTINUE("plots.continue",
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"static.permissions"), PERMISSION_CLUSTER_LIST("plots.cluster.list",
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@ -100,7 +99,6 @@ public enum C {
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"static.permissions"), PERMISSION_DENY_EVERYONE("plots.deny.everyone",
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"static.permissions"), PERMISSION_ADMIN_COMMAND_DONE("plots.admin.command.done",
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"static.permissions"), PERMISSION_ADMIN_COMMAND_DOWNLOAD("plots.admin.command.download",
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"static.permissions"), PERMISSION_DOWNLOAD_BO3("plots.download.bo3",
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"static.permissions"), PERMISSION_DOWNLOAD_WORLD("plots.download.world",
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"static.permissions"), PERMISSION_SET_FLAG_OTHER("plots.set.flag.other",
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"static.permissions"), PERMISSION_SET_FLAG("plots.set.flag",
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@ -119,7 +119,6 @@ public class Settings extends Config {
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// Schematics
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Paths.SCHEMATICS = config.getString("schematics.save_path", Paths.SCHEMATICS);
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Paths.BO3 = config.getString("bo3.save_path", Paths.BO3);
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// Web
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Web.URL = config.getString("web.url", Web.URL);
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@ -230,7 +229,6 @@ public class Settings extends Config {
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@Comment("Configure the paths that will be used") public static final class Paths {
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public static String SCHEMATICS = "schematics";
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public static String BO3 = "bo3";
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public static String SCRIPTS = "scripts";
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public static String TEMPLATES = "templates";
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public static String TRANSLATIONS = "translations";
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@ -1,134 +0,0 @@
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | BO3 object | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# This is the config file of a custom object.
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# If you add this object correctly to your BiomeConfigs, it will spawn in the world.
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# This is the creator of this BO3 object
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Author: %owner%
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# A short description of this BO3 object
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Description: %alias%
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# The BO3 version, don't change this! It can be used by external applications to do a version check.
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Version: 3
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# The settings mode, WriteAll, WriteWithoutComments or WriteDisable. See WorldConfig.
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SettingsMode: WriteDisable
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Main settings | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# This needs to be set to true to spawn the object in the Tree and Sapling resources.
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Tree: false
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# The frequency of the BO3 from 1 to 200. Tries this many times to spawn this BO3 when using the CustomObject(...) resource.
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# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
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Frequency: 5
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# The rarity of the BO3 from 0 to 100. Each spawn attempt has rarity% chance to succeed when using the CustomObject(...) resource.
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# Ignored by Tree(..), Sapling(..) and CustomStructure(..)
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Rarity: 10.0
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# If you set this to true, the BO3 will be placed with a random rotation.
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RotateRandomly: false
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# The spawn height of the BO3 - randomY, highestBlock or highestSolidBlock.
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SpawnHeight: highestBlock
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# The height limits for the BO3.
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MinHeight: 0
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MaxHeight: 256
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# Objects can have other objects attacthed to it: branches. Branches can also
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# have branches attached to it, which can also have branches, etc. This is the
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# maximum branch depth for this objects.
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MaxBranchDepth: 16
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# When spawned with the UseWorld keyword, this BO3 should NOT spawn in the following biomes.
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# If you writer.write the BO3 name directly in the BiomeConfigs, this will be ignored.
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ExcludedBiomes: All
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Source block settings | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# The block(s) the BO3 should spawn in.
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SourceBlocks: AIR
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# The maximum percentage of the BO3 that can be outside the SourceBlock.
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# The BO3 won't be placed on a location with more blocks outside the SourceBlock than this percentage.
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MaxPercentageOutsideSourceBlock: 100
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# What to do when a block is about to be placed outside the SourceBlock? (dontPlace, placeAnyway)
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OutsideSourceBlock: placeAnyway
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Blocks | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# All the blocks used in the BO3 are listed here. Possible blocks:
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# Block(x,y,z,id[.data][,nbtfile.nbt)
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# RandomBlock(x,y,z,id[:data][,nbtfile.nbt],chance[,id[:data][,nbtfile.nbt],chance[,...]])
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# So RandomBlock(0,0,0,CHEST,chest.nbt,50,CHEST,anotherchest.nbt,100) will spawn a chest at
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# the BO3 origin, and give it a 50% chance to have the contents of chest.nbt, or, if that
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# fails, a 100% percent chance to have the contents of anotherchest.nbt.
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%blocks%
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | BO3 checks | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# Require a condition at a certain location in order for the BO3 to be spawned.
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# BlockCheck(x,y,z,BlockName[,BlockName[,...]]) - one of the blocks must be at the location
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# BlockCheckNot(x,y,z,BlockName[,BlockName[,...]]) - all the blocks must not be at the location
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# LightCheck(x,y,z,minLightLevel,maxLightLevel) - light must be between min and max (inclusive)
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# You can use "Solid" as a BlockName for matching all solid blocks or "All" to match all blocks that aren't air.
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# Examples:
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# BlockCheck(0,-1,0,GRASS,DIRT) Require grass or dirt just below the object
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# BlockCheck(0,-1,0,Solid) Require any solid block just below the object
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# BlockCheck(0,-1,0,WOOL) Require any type of wool just below the object
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# BlockCheck(0,-1,0,WOOL:0) Require white wool just below the object
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# BlockCheckNot(0,-1,0,WOOL:0) Require that there is no white wool below the object
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# LightCheck(0,0,0,0,1) Require almost complete darkness just below the object
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BlockCheck(0,-1,0,Solid)
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#######################################################################
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# +-----------------------------------------------------------------+ #
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# | Branches | #
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# +-----------------------------------------------------------------+ #
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#######################################################################
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# Branches are objects that will spawn when this object spawns when it is used in
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# the CustomStructure resource. Branches can also have branches, making complex
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# structures possible. See the wiki for more details.
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# Regular Branches spawn each branch with an independent chance of spawning.
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# Branch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][IndividualChance])
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# branchName - name of the object to spawn.
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# rotation - NORTH, SOUTH, EAST or WEST.
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# IndividualChance - The chance each branch has to spawn, assumed to be 100 when left blank
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# Weighted Branches spawn branches with a dependent chance of spawning.
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# WeightedBranch(x,y,z,branchName,rotation,chance[,anotherBranchName,rotation,chance[,...]][MaxChanceOutOf])
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# MaxChanceOutOf - The chance all branches have to spawn out of, assumed to be 100 when left blank
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%branches%
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