Avaryan

EnderPortal.shape

Dec 10th, 2011
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  1. # The name for this shape
  2. Name=EnderPortal
  3. # Version 2 of shape files allows for many new things.
  4. # 3D gates, new format for blocks, woosh and light order etc
  5. Version=2
  6.  
  7. # GateShape now needs "Layer" lines
  8. # Each Layer requires a #number= and then a newline.
  9. # Blocks can only be placed into layers.
  10. # a 2D gate would have only 1 layer.
  11. # Acceptable blocks are:
  12. # [I] = Ignored
  13. # [S] = Stargate Material
  14. # [P] = Air blocks that will turn into the portal material when activated.
  15.  
  16. # Extra parameters:
  17. # --- These parameters are 1 of each per gate ---
  18. # :N = Block where the name sign will be created. This is optional.
  19. # :EP = Block where players teleport in at. The players feet will be on this block.
  20. # :EM = Block where minecarts teleport in at. The minecart wheels will be on this block.
  21. # :A = Block where the activation switch is attached to. 1 per gate!
  22. # The only restriction is that the block that faces it must be "I" (so nothing is in the way)
  23. # The switch will face in the positive layer direction.
  24. # In this example the switch will face towards where layer 3 would be (if there was a 3rd layer)
  25. # :D = Block the sign dialer hangs from. Only 1 per gate!
  26. # The only restriction is that the block that faces it must be "I" (so nothing is in the way)
  27. # This block is not required, so shapes with this block can be either type. (sign or dial)
  28. # Without this block a gateshape can only be /dial gate.
  29. # :IA = Iris Activation Switch - Not required unless you want to be able to place an Iris on the gate.
  30. #
  31. # IA, D, N, and A cannot be the same block, and none of those can contain W
  32. #
  33. # --- There can be many of these per gate -- (Currently no restriction)
  34. # :L = Blocks that will light when gate is activated
  35. # Optionally you may add a #number after L to indicate the order it lights.
  36. # Defaults to 1 if there is no #
  37. # :W = Blocks that will woosh when gate is activated
  38. # Optionally you may add a #number after W to indicate the order it wooshes in.
  39. # Defaults to 1 if there is no # and the wait between numbers is configurable below.
  40. # After all #s are active it removes them in reverse order but
  41. # if a block is [P:W] the block will stay as portal material until gate is shutdown.
  42. #
  43. # Redstone Blocks:
  44. # --- There can only be 1 of each of these per gate, and they can-not occupy the same block as anything else ---
  45. # [RD] = Redstone activation block. A redstone charge next to this block will activate the gate.
  46. # This block requires a :D block for targetting. This block should be on top of a [S] block.
  47. # [RS] = Redstone sign dialer cycle block. A redstone charge next to this block will cycle sign targets.
  48. # This block requires a :D block for targetting. This block should be on top of a [S] block.
  49. # [RA] = Redstone gate Activated block. This block will provide redstone charge when the gate is activated.
  50. # This block should be on top of a [S] block.
  51.  
  52. GateShape=
  53.  
  54. Layer#1=
  55. [I][I][I][I][I][I]
  56. [I][S][S][S][I][I]
  57.  
  58. Layer#2=
  59. [I][I][I][I][I][I]
  60. [S][P][P][P][S][I]
  61.  
  62. Layer#3=
  63. [I][I][I][I][I][I]
  64. [S][P][P][P][S][I]
  65.  
  66. Layer#4=
  67. [I][I][I][I][I][I]
  68. [S][P][P][P][S][I]
  69.  
  70. Layer#5=
  71. [I][I][I][I][I][I]
  72. [I][S][S][S][I][I]
  73.  
  74. Layer#6=
  75. [I][I][I][I][I][I]
  76. [I][I][I][I][I][I]
  77.  
  78. Layer#7=
  79. [I][I][I][I][O:A][O:D]
  80. [I][I][I:EP][I][I][I]
  81.  
  82. # Number of ticks to wait before activating each # of the woosh. 1 tick = ~50ms
  83. WOOSH_TICKS = 3;
  84. # Number of ticks to wait before activating each # of the lights. 1 tick = ~50ms
  85. LIGHT_TICKS = 2;
  86.  
  87. # None of the follow materials are required, they will default if not set.
  88. # Portal material the material the [P] blocks will be when gate is active.
  89. # Suggested values are as follows: STATIONARY_WATER, STATIONARY_LAVA, PORTAL, and AIR
  90. PORTAL_MATERIAL=ENDER_PORTAL
  91.  
  92. # Iris material is the material the [P] block become when iris is active
  93. # Suggested values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
  94. IRIS_MATERIAL=STONE
  95.  
  96. # Stargate material is the material the [O] blocks are made of
  97. # Reasonable values are as follows: STONE, DIAMOND_BLOCK, GLASS, IRON_BLOCK, BEDROCK, OBSIDIAN, GLOWSTONE and LAPIS_BLOCK
  98. STARGATE_MATERIAL=ENDER_PORTAL_FRAME
  99.  
  100. # Active material is the material that :L blocks become when gate is active
  101. # Suggested Values are as follows: GLOWSTONE and GLOWING_REDSTONE_ORE
  102. ACTIVE_MATERIAL=GLOWSTONE
  103.  
  104. # Redstone activated is the parameter to allow redstone to/from redstone locations.
  105. REDSTONE_ACTIVATED=FALSE
  106.  
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