#help-development

1 messages · Page 851 of 1

tender shard
#

Anyway mongodb has some nice usecases

#

Whats oneblock?

shadow night
dry hazel
#

I mean postgres also has json data types :trollface:

tender shard
shadow night
tender shard
dry hazel
#

ferretdb my beloved 😎

eternal night
#

YamlConfiguration my beloved OMEGALUL

hasty oyster
#

Can you just store arbitrary ints in blocks persistently like this?

        if ((block.getState() instanceof TileState) && (block.getType() == Material.BIRCH_SIGN)) {
            NamespacedKey key = new NamespacedKey(Chunktycoon.getInstance(), "last_timestamp");
            TileState tileState = (TileState) block.getState();
            PersistentDataContainer container = tileState.getPersistentDataContainer();
            Integer now = (int) Math.floor((System.currentTimeMillis() / 1000L) - 1704067200);
            Integer lastTimestamp = container.get(key, PersistentDataType.INTEGER);
            if ((lastTimestamp == null)) {
                player.sendMessage("No last timestamp found, setting to now");
                lastTimestamp = now;
            }
            Integer difference = now - lastTimestamp;
            player.sendMessage("Last check: " + String.valueOf(lastTimestamp));
            player.sendMessage("Seconds since last check: " + String.valueOf(difference));
            player.sendMessage("Time since Jan 1st 2024: " + String.valueOf(now));
            container.set(key, PersistentDataType.INTEGER, now);
            player.sendMessage("Setting the sign's data to " + String.valueOf(now));
        }
    }
#

For some reason, the container.set() doesn't seem to work?

eternal night
#

you need to update the tilestate

hasty oyster
#

Ah, I see

#

Works great, thanks!

pliant topaz
#

Is there a way to remove the item description of armor trims? like, this 'can be applied to' etc.?

pliant topaz
#

ik, but there's nothing about it

#

It's the description of the actual trim (while not being on an armor) I want to remove

tender shard
#

hm try to add all ItemFlags

#

if that still doesnt work, then it's not possible

pliant topaz
#

sadly doesn't work

#

why do mojnag had to hardcode that 😭

tender shard
#

sad

#

usually the POTION_EFFECTS flag is what hides everything that's not listed separately

astral pilot
#

how do i stop entities from getting their helmet broken from the sunlight

shadow night
#

That's a thing?

grand flint
#

its not

torn shuttle
#

it is a thing

grand flint
#

no way

torn shuttle
#

but only for mobs that burn up in daytime

grand flint
#

well its obv server sided

chrome beacon
#

I had no idea that was a thing

torn shuttle
#

you guys haven't done enough mob work

#

it's a classic

shadow night
#

I haven't even added custom entities to my lib yet

#

Blocks? Yes. Items? Yes. Entities? No.

torn shuttle
#

if it helps I am pretty sure it's modifying the helmet's durability directly, entirely bypassing the mob, so I'd look there

remote swallow
#

sounds correct to me

torn shuttle
#

I mean it's pretty obvious behavior

#

problem: some mobs spawn with random armor, and survive into daytime and may even never die if the chunk never unloads

#

solution: break the helmet

tender shard
#

kinda weird. a helmet on the ground is immune to sun but once a zombie wears it, now the helmet doesn't like the sun anymore lol

grand flint
#

mobs litearally

#

despawn automatically

torn shuttle
#

if you afk at your base for a few hours and helmets didn't break there is a decent chance when you went outside you'd be greeted by nothing but a mob-capped population of helmeted enemies

grand flint
#

no cuz they despawn plus i doubt it takes 2 mins for the helmet to break

#

i had tons of zombies w helmets never seen it break once

#

how long does it take

shadow night
#

They can pickup some random item like rotten flesh and never despawn I think

torn shuttle
#

mobs don't depawn if the chunks remain

grand flint
#

ye

torn shuttle
#

they will be around for as long as the chunks are loaded

grand flint
#

u said if u unload the chunk lol

torn shuttle
#

I specifically said if you afk at your base

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it's the first 6 words of the sentence I wrote

grand flint
#

i miss read it

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the other one

torn shuttle
#

oh then you're just plain illiterate because I specifically said they don't die if the chunk doesn't unload in my previous statement

grand flint
#

are u stupid

astral pilot
#

it doesn't seem to work

grand flint
#

"if the chunk never unloads"

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i misread it

#

its not that deep

torn shuttle
#

fire invulnerability doesn't help, unbreakable doesn't help

#

as far as I know you can't prevent the damage

torn shuttle
#

iirc the helmets break even if the mob is invulnerable

pliant topaz
#

You could try looping through the entitys and resetting took damage on the helmet

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But I don't know how efficient that would be

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well, killed the chat lmao

tender shard
#

better than killing the cat!

pliant topaz
#

jep :)

quaint mantle
shadow night
# tender shard my favorite food

I remember that one time you sent a photo of a lot of meat and you said you had to throw it all out because you bought to much and it didn't fit in your fridge so you didn't close it properly and it went bad

torn shuttle
#

mfnalex's life is like seeing a trainwreck continuously developing on discord

astral pilot
#

what is entitycombustevent btw

echo basalt
#

#general message

#

gem

icy beacon
#

Well I assume it's when an entity catches fire from the sun

#

Maybe not from the sun but in general

#

?tas

undone axleBOT
astral pilot
icy beacon
#

Yeah combust is catch fire

#

So I assume so lol

astral pilot
#

ah

torn shuttle
echo basalt
#

p sure it is

astral pilot
#

is there a helmet break event

torn shuttle
#

yknow all of the sudden I am starting to understand some of the holes I've hard to repair and paint over from previous tenants when I was doing property management

astral pilot
#

or armor break event

icy beacon
#

I don't think so

#

Not even in Paper it seems

quiet ice
#

ArmorBreakEvent is provided by a plugin iirc

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mfnalex probably maintains a fork of it

eternal night
#

EntityDamageItemEvent exists (paper only tho)

icy beacon
#

Ah

eternal night
#

wtf is ArmorBreakEvent

icy beacon
#

An edge case of EntityDamageItemEvent lol

quiet ice
icy beacon
astral pilot
#

so ig there's no way to stop mobs from getting their helmets broken by the sun

chrome beacon
#

I'd take a look at the nms

#

See where it damages the helmets and if you can do anything about it

fair breach
quiet ice
#

Actually no, it's a playerevent so that makes no sense

ivory sleet
young knoll
#

Does making it unbreakable not work

undone axleBOT
halcyon hemlock
#

no

#

something else crazy happened today

halcyon hemlock
topaz cape
#

yo people i got a question

these are the dependancies I have in my core gradle module

#

but when i implement that module into other ones i need for somereason to add it again in there

#

if i really want it

#

is there a workaround for that

eternal night
#

Instead of the java plugin use java-library

topaz cape
#

in the core module only right?

eternal night
#

That exposes the api configuration

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And then yea, what purp said

topaz cape
#

uhh?

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i implement the core module

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yes

eternal night
#

Your code module

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Core

topaz cape
#

oh

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will shadowjar still shadow those

topaz cape
#

so this?

eternal night
#

Ye

topaz cape
#

tysm ❤️

#

ok now apparently all those are shadowed w/ shadowJar on the other modules (the core one doesn't have shadowJar)

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even the compileOnly ones

pine forge
#

Is there a way to listen for when a vanilla command is executed?
The docs say PlayerPreprocessCommand shouldnt be ussed for logic so im wondering if theres a different way.
(Or if someone knows whether there's a TeamChangeEvent of some sort that would be even better becauses thats what im ultimately looking for)

#

I dont want to override it though, i want to extend it

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I want the original logic to keep happening

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Basically, im just trying to do stuff when a team gets removed, or when members get added or removed

#

Not sure how bad it is to use the preprocess event for that, im scheduling a task a tick later when the calculations are done and then do stuff with the team

clever lantern
#

how to make display name not italic

worldly ingot
#

Give it a colour - white if you'd like

river oracle
#

If you're using components you need to set italic to false

#

Wait spigot doesn't have that yet

clever lantern
#

ty

river oracle
#

You're using paper aren't you 😔

shadow night
river oracle
#

No I use nms for components

#

I just forget their not fully integrated sometimes because I spent so long making em that way in my library

shadow night
#

ohh

tender shard
topaz cape
#

or do you mean like a gradle plugin (is there one?)

tender shard
#

the gradle plugin. IIRC that's the encouraged way

#
plugins {
  id("io.freefair.lombok") version "8.4"
}
#

instead of the two dependencies

ivory sleet
#

yea

topaz cape
#

done

#

i never knew it existed till now tbh

tender shard
#

yeah it's kinda easy to oversee because it's just hidden behind that link. at first glance one only sees the dependency way

topaz cape
#

true

#

can i define a value in the core module and use it in other ones

#

like a string or smth

tender shard
#

in source code or in your build files?

topaz cape
#

I just want to define the version of adventure platform globally instead of definingit everywhere

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and some other dependancies too

tender shard
#

i'd use a buildSrc script

topaz cape
#

i tried using ext but wasn't really helpful

tender shard
topaz cape
#

hmm that seems very intersting o.O

tender shard
topaz cape
#

well

#

i still dont get how would that define a value because all that will do is add dependancies

#

because every platfrom has dependencies yk

tender shard
#

you can just do this and include it in all modules where you need it

val whatever = "asd"
proud badge
#

is this fine?

tender shard
#

wdym "is this fine"?

#

you mean whether you may compare enums using ==? If so, yes

proud badge
#

yes

#

ok epic

halcyon hemlock
#

im back

halcyon hemlock
shadow night
#

how do I check if an item can break a block?

halcyon hemlock
#

im jk

#

let me look it up for you

tender shard
shadow night
#

idk how describe

#

doesn't nms have a method for that

tender shard
#

Block#isPreferredTool(ItemStack)

#

but not sure what that returns for blocks that have different possibilities... e.g. dirt would also drop using any item, but probably only returns true for shovels

#

you could also check Block#getDrops(ItemStack) and see if it's empty

shadow night
#

hmm

tender shard
#

why not?

shadow night
#

never knew that's a thing

topaz cape
#

thats why it would be kinda useful lmao

tender shard
#

if you only wanna declare a property you can also just use properties.gradle

topaz cape
#

you mean settings.gradle?

tender shard
#

no, properties.gradle in your project folder

#

I mean gradle.properties*

topaz cape
#

in here you do compileOnly and test even though you dont have the java plugin

#

how

#

oh its in your build.gradle

tender shard
topaz cape
#

so this is what i made

#

and here is my mutuals.gradle

#

my buildSrc/build.gradle

#

thats what heppens when i use it

#

its weirdddddddddddddd

#

yk what doesnt matter

next zinc
#

Anyone know why FastBoard isn't able to register events properly?

topaz cape
#

that means you didnt shade it in properly

chrome beacon
#

^^

#

Code that doesn't exist cannot run

#

So you need to load it

next zinc
#
<build>
    <plugins>
        <plugin>
            <groupId>org.apache.maven.plugins</groupId>
            <artifactId>maven-shade-plugin</artifactId>
            <version>3.3.0</version>
            <executions>
                <execution>
                    <phase>package</phase>
                    <goals>
                        <goal>shade</goal>
                    </goals>
                </execution>
            </executions>
            <configuration>
                <relocations>
                    <relocation>
                        <pattern>fr.mrmicky.fastboard</pattern>
                            <!-- Replace 'com.yourpackage' with the package of your plugin ! -->
                        <shadedPattern>com.yourpackage.fastboard</shadedPattern>
                    </relocation>
                </relocations>
            </configuration>
        </plugin>
    </plugins>
</build>

I put this in my pom based off the github maven import thing so is there something wrong with it?

#

*I also added the dependency

chrome beacon
#

Show the dependency

next zinc
#
<dependency>
            <groupId>fr.mrmicky</groupId>
            <artifactId>fastboard</artifactId>
            <version>2.0.2</version> <!-- Make sure to use the correct version -->
        </dependency>
chrome beacon
#

also fix that shaded pattern

next zinc
#

oh shoot didnt see that

topaz cape
#

well that was not the issue anyway, it's most likely the code

chrome beacon
#

It is the issue

#

If the shading had worked the error would show the relocated package

next zinc
#

I mean I just edited it and it still doesnt work

chrome beacon
#

Did you repackage your jar

topaz cape
chrome beacon
#

also make sure to use the jar without a prefix and suffix

next zinc
#

yeah it doesnt seem like changing the shadedPattern worked

next zinc
#

Yeah I fixed that too

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jar looks like that now

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made sure to repackage it

topaz cape
#

then this probably should work

next zinc
#

Still getting the same error sadly

chrome beacon
#

How did you package your jar

topaz cape
#

I recommend 'clean package'

next zinc
#

Im using eclipse so all I do is export it

topaz cape
#

oh boy

next zinc
#

lmao

chrome beacon
#

so you're not using maven

#

💀

next zinc
#

I am

tender shard
chrome beacon
#

No you're using Eclipse to export

#

So just skipping maven

next zinc
#

But then if I wasn't using maven how am I using the spigot API?

topaz cape
next zinc
#

since im using the pom.xml to do so and that works fine

river oracle
chrome beacon
#

^^

#

Let Maven make the jar

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not eclipse

river oracle
#

just because it works fine in your IDE doesn't mean its not going to reek havock on the end jar

shadow night
river oracle
#

please use mvn package

tender shard
topaz cape
#

which does work just fine

tender shard
#

yeah sure that's basically the same except for all modules

#

I would rather create a adventure-depencency.gradle file in buildSrc and include that as plugin whenever needed

topaz cape
#

well, the platform is different from adventure

jovial kraken
#
        Scoreboard sb = Bukkit.getScoreboardManager().getMainScoreboard();
        String prefix = ChatColor.translateAlternateColorCodes('&', "&c[TNT] ");
        Team t = sb.getTeam("TNT");
        if (t == null)
            t = sb.registerNewTeam("TNT");
        t.setPrefix(prefix);
        t.setSuffix(ChatColor.RESET + " ");
        if(t.hasEntry(player.getName())) {
            t.removeEntry(player.getName());
        }
        t.addEntry(player.getName());
    }

    public static void getNormalTeam(Player player) {
        Scoreboard sb = Bukkit.getScoreboardManager().getMainScoreboard();
        String prefix = ChatColor.translateAlternateColorCodes('&', "&7");
        Team t = sb.getTeam("Players");
        if (t == null)
            t = sb.registerNewTeam("Players");
        t.setPrefix(prefix);
        t.setSuffix(ChatColor.RESET + " ");
        if(t.hasEntry(player.getName())) {
            t.removeEntry(player.getName());
        }
        t.addEntry(player.getName());
    }```

Hello! im doing a TNTTag plugin and im trying to set the nametag and tablist prefix of the player like this BUT its not like updating when i want to

for example when a player HITS another player

it only updates if a player leaves and rejoins
and since im doing a competitive gamemode i cant really do 
p.hidePlayer
p.ShowPlayer
for everybody

i tried with protocol lib but it seems there is still something im lacking any1 can tell me?
im gonna send another message with what i did in protocol lib
#
        PacketContainer packet = ProtocolLibrary.getProtocolManager().createPacket(PacketType.Play.Server.SCOREBOARD_TEAM);
        // Set the team name
        packet.getStrings().write(0, "TNT");
        // Set the team display name
        packet.getStrings().write(1, ChatColor.translateAlternateColorCodes('&', "&c[TNT] "));
        // Set the team prefix
        packet.getStrings().write(2, ChatColor.translateAlternateColorCodes('&', "&c[TNT] "));
        // Set the team suffix
        packet.getStrings().write(3, ChatColor.RESET + " ");
        Set<String> teamMembers = t.getEntries();
        // Set the team members
        packet.getSpecificModifier(Collection.class).write(0, teamMembers);
        // Send the packet to the player
        for (Player onlinePlayer : Bukkit.getOnlinePlayers()) {
            ProtocolLibrary.getProtocolManager().sendServerPacket(onlinePlayer, packet);
        }```
proud badge
#
    public void onInteract(PlayerInteractEvent event) {
        if (event.getPlayer().hasPermission("griefalert.use")) {
            if (event.getAction().equals(Action.RIGHT_CLICK_BLOCK) && event.getHand() == EquipmentSlot.HAND) {
                Player player = event.getPlayer();
                if (!player.isSneaking()) {
                    ItemStack item = player.getInventory().getItemInMainHand();
                    NamespacedKey pkey = new NamespacedKey(GriefAlert3.getInstance(), "mode");
                    if(item.getItemMeta() != null) {
                        if (item.getItemMeta().getPersistentDataContainer().has(pkey, PersistentDataType.INTEGER)) {
                            Integer type = item.getItemMeta().getPersistentDataContainer().get(pkey, PersistentDataType.INTEGER);
                            if (type == 2) {
                                Block clickedBlock = event.getClickedBlock();
                                BlockFace blockFace = event.getBlockFace();
                                if (clickedBlock != null) {
                                    Block block = clickedBlock.getRelative(blockFace);
                                    Location blockLocation = block.getLocation();
                                    if (AlertMap.getAlertByLocation(blockLocation) != null) {
                                        Integer alertNum = AlertMap.getAlertByLocation(blockLocation);
                                        player.performCommand("ga fix " + alertNum);
                                    } else {
                                        player.sendMessage("§eNo alert found at this location");
                                    }

                                }
                            }
                        }
                    }
                }
            }
        }
    }``` anyone know why this event is firing twice?
remote swallow
#

?interactevent

undone axleBOT
#

The PlayerInteractEvent may be called once per hand. If you only want code to be executed once, you can check the result of https://hub.spigotmc.org/javadocs/spigot/org/bukkit/event/player/PlayerInteractEvent.html#getHand(), then decide functionality.

For example, only executing code if the main hand was used:

@EventHandler
public void onPlayerInteract(PlayerInteractEvent event) {
    if (event.getHand() != EquipmentSlot.HAND) { // * if the hand used is NOT the main hand:
        return; // do not progress past this point  |
    }
    // provide functionality
}
river oracle
#

Can you formulate a delete query in SQLite with less than symbols like so?
DELETE FROM "current_offers" WHERE "last_refresh" <= ? couldn't find anything simple exampling something like this online

#

nvm it works!

trim elk
#

Guys, I have a problem here, could someone help me?

What happens is that I have a plugin here and I use ArmorStands to do some things, but I need that when the server restarts it picks up the armorStands of the world checks if it has a certain item with NBT and if so it needs to "start" that armorStands, but the problem is that it is not finding the ArmorStands, but I have 2 armorStands in my world with this item NBT

#
    public void onChuckEvent(ChunkLoadEvent event){
      Chunk chunk = event.getChunk();
      Common.broadcast("chunk is Loaded / "+chunk.isLoaded());

        Common.runLaterAsync(1, () -> {
            for(World world : Bukkit.getWorlds()){
                for(Entity entity : world.getEntities()) {
                    Common.broadcast("is instanceOf " + (entity instanceof ArmorStand));
                    Common.broadcast("entity" + entity.getName() + entity.getLocation());
                    if (!(entity instanceof ArmorStand armorStand)) return;
                    ItemStack item = armorStand.getItemInHand();
                    Common.broadcast("" + EntityMinionNBT.hasNBT(new NBTItem(item)));
                    if (!EntityMinionNBT.hasNBT(new NBTItem(item))) return;

                    EntityMinion minion = EntityMinionNBT.getEntityMinion(item);
                    AutoFarm.getArmorStandManager().startEntityArmor(
                            minion,
                            item,
                            armorStand
                    );
                }
            }
        });

    }```
pliant topaz
#

I don't think Armor stands count to 'living' entities

tender shard
#

why are you checking the entities of all loaded worlds instead of just checking the chunk's entities?

trim elk
tender shard
#

also why do you return if the first entity is not an armorstand?

#

you should continue instead of returning

trim elk
#

I've fixed the code

tender shard
#

and as said, check event.getChunk().getEntities() instead of looping over all worlds' entities

trim elk
tender shard
#

I already told you what the issue is

#

you're returning as soon as you encounter one entity that is not an armorstand

#

don't do that

trim elk
hasty oyster
#

Best way to have mobs that despawn if the server dies or is stopped?
Basically want to have a mob linked to a player, and if the player leaves, or the server dies/restarts, it'll despawn.
Obviously for the linking, just store it and kill/spawn on join/leave, but if the server gets killed, the mob will remain right?

sterile flicker
#

how do I create a link and where for a resource pack so that it works as an argument to Player#setResourcePack and .json 3d models are supported in resource packs or only regular textures?

tender shard
#

you must continue instead of returning

shadow night
#

continue; I think goes to the next loop cycle, break; breaks out of the loop but stays in method and return; just ends the method

chrome beacon
chrome beacon
#

and yes resourcepacks can have 3d models as long as you follow the correct format

#

also it's limited to certain things

trim elk
#
                Common.broadcast("is instanceOf " + (entity instanceof ArmorStand));
                Common.broadcast("entity" + entity.getName() + entity.getLocation());
                if (entity instanceof ArmorStand armorStand) {
                    ItemStack item = armorStand.getItemInHand();
                    Common.broadcast("" + EntityMinionNBT.hasNBT(new NBTItem(item)));
                    if (EntityMinionNBT.hasNBT(new NBTItem(item))) {
                        EntityMinion minion = EntityMinionNBT.getEntityMinion(item);
                        AutoFarm.getArmorStandManager().startEntityArmor(
                                minion,
                                item,
                                armorStand
                        );    
                    }
                        
                }
                
            }```
#

oh, is that it?

sterile flicker
chrome beacon
#

Use custom model data

trim elk
chrome beacon
#

I hope you aren't doing it on chunk load

shadow night
#

how does Furnace#setBurnTime(short) work? Usually you get a float that is from 1 to 0 or in case of burn time, you can set the max, but I have no idea what this short is

sterile flicker
# chrome beacon Use custom model data

suppose i have assets/minecraft/models/itemjson { "parent": "minecraft:models/block/butcher_axe", "display": { "firstperson_righthand": { "translation": [0, 5, 0], "scale": [1.25, 1.25, 1.25] } } } May I add

"overrides": [
      {
        "predicate": {
          "custom_model_data": 1
        },
        "model": "minecraft:item/butcher_axe"
      }
    ]
``` and use ```java
ItemStack item = new ItemStack(Material.DIAMOND_AXE);
ItemMeta meta = item.getItemMeta();
meta.setCustomModelData(1);```
trim elk
chrome beacon
chrome beacon
#

?tas

undone axleBOT
shadow night
trim elk
shadow night
#

where did I fuck my maths up

slender elbow
#

10000 / 10000 = 1

#

1 > 0.5

shadow night
#

WAIT

#

is there an else there?

#

my gosh

#

do I have dementia or something

pseudo hazel
#

not really how dementia works

#

but oh well

shadow night
#

idk what the medical condition is to describe me

river oracle
#

the normal forgetfullness of a human

#

its a lame condition but we all have it

shadow night
pseudo hazel
#

yeah not a medical condition

shadow night
#

??? furnaces are causing too many questions

sterile flicker
# chrome beacon ?tas

It doesn't work for me. are there any logs that will tell me what went wrong and where to get them from?

chrome beacon
#

You could try checking the client logs

#

Also don't use the Minecraft namespace for your model

sterile flicker
#

There are no errors other than this one

chrome beacon
#

Looks like it failed to read the resource pack zip

#

and you're pirating the game

#

._.

sterile flicker
sterile flicker
glossy venture
#

cool how running an acf command with an unknown offline player completely freezes the server for like 5 seconds

chrome beacon
#

get offline player network request be like;

glossy venture
#

unsure

#

paper

tender shard
#

huh weird

glossy venture
#

dont be mad but im on 1.8 tho so yeah lol

#

thats probably it

tender shard
#

oh no clue lol

#

do you use OfflinePlayer as method argument?

glossy venture
#

yes

sterile flicker
#

at 1.20.4

slate tinsel
#

How can I hide "Projectile: [Normal Arrow]"

tender shard
#

that doesnt look like it's from vanilla?

glossy venture
#

i think it might be

slate tinsel
#

I'm running version 1.20.1 vanilla

shadow night
#

damn, they added even that?

grand flint
#

that is not vanilla 😭

tender shard
#

looks a bit different for me, but yeah

grand flint
#

^

#

ye

#

thats vanilla

chrome beacon
#

Try the hide flags

tender shard
#

could try ItemFlag.HIDE_POTION_EFFECTS

slate tinsel
#

okey

proud badge
#

Is there any easy way to loop through all blocks in a radius of 10 blocks of a player's location?

chrome beacon
#

a couple of for loops should do it

proud badge
#

ok

#

I knew that, I just wanted to know if there was a simpler method for it

inner mulch
#

Did you try tjat ?

tender shard
#

that won't work

#

because it does not exist

inner mulch
#

oh paper only?

tender shard
inner mulch
#

I suppose paper only

#

I thought spigot had it as well

tender shard
#

paper's HIDE_ITEM_SPECIFICS is the same it seems

#

the same as POTION_EFFECTS

eternal night
#

its a rename because like

#

well

remote swallow
#

kekw

eternal night
#

Yea I mean

#

HIDE_POTION_EFFECTS is just an old outdated name 😅

inner mulch
#

When will it be deleted?

chrome beacon
#

probably never, need to keep that legacy compatability

inner mulch
#

why tho

tender shard
#

what's the advantage of deleting it

eternal night
#

I mean, it could be yeeted

#

and just commodore

inner mulch
#

what?

chrome beacon
#

can't read minds

#

so no

plucky skiff
#

does somebody know why this doesn't work?

            player.setAbsorptionAmount(event.getDamage());
}```
chrome beacon
#

?notworking

undone axleBOT
#

"Does not working" is a useless statement. Please describe what exactly is not working, what you expect it to do, and what actually happens. If you get any console errors, also ?paste the entire stacktrace.

plucky skiff
#

ok, sry

river oracle
plucky skiff
eternal night
#

you'll have to set the absorption max amount

#

E.g.

#
final AttributeInstance maxAbsorption = player.getAttribute(Attribute.GENERIC_MAX_ABSORPTION);
maxAbsorption.setBaseValue(Math.max(maxAbsorption.getBaseValue(), event.getDamage()));
player.setAbsorptionAmount(event.getDamage());
#

its like max health

#

you don't magically get to give a player more health than they can maximally have

magic raptor
#

Hello guys, I was messing around with TabCompleteResponse from API, I'm just wondering why does it return ALL spigot commands but not BungeeCord commands, what's the sense?

(BungeeCord)

strong parcel
#

Hey, I am having a hard time extinguishing a player when they are on fire. My plugin has an ability where the player spawns fire around them when they walk, but when the power is disabled, the player needs to be extinguished so they don't burn.

#

I have tried canceling the EntityCombustEvent, and I have tried running delayed tasks to set fire ticks to 0.

chrome beacon
#

add fire resistance

#

The fire effect will show up clientside if you don't have it

strong parcel
#

I currently add fire resistance, but due to fire ticks, they can be on fire for sometimes more than 10 seconds after the power ends.

magic raptor
glad prawn
#

Is there a way to set food for players to more than 20?

magic raptor
#

I actually need to remove some suggestions from 1.13 and up using TabCompleteResponse

#

this one

sullen marlin
#

????

#

that's a packet?

magic raptor
#

Yep

sullen marlin
#

Use the API - TabCompleteResponseEvent

magic raptor
#

Doesn't work for what I need

sullen marlin
#

what isnt wortking

magic raptor
#

I need to remove those commands

sullen marlin
#

TabCompleteResponseEvent.getSuggestions().remove("bungee");

magic raptor
#

doubt will work that easy

sullen marlin
#

well you're wrong

magic raptor
#

in fact, it doesn't

sullen marlin
#

sorry those initial completes are from the Commands packet

#

simply remove permissions or disabble the commands in config.yml

magic raptor
#

i really need to remove them using a packet or something else

#

just curious, why tabcompleteresponse returns spigot list? 🤔

sullen marlin
#

if you dont want people using the commands, disable them

#

dont just hide them, that does nothing

magic raptor
#

but still, i want to hide them

sullen marlin
#

how did you disable them

magic raptor
#

that doesn't matter

slender elbow
#

by cancelling the preprocess event of course :^)

magic raptor
sullen marlin
#

it does matter, because if you disabled them by removing permission or disabling in config.yml they wont appear

magic raptor
#

i can't simply kill those for normal players, administrator need other commands

slender elbow
sullen marlin
#

take the permission away from normal players

chrome beacon
#

Why add your own permission to something that already has a permission

magic raptor
sullen marlin
#

that packet should only be for argument suggestions, but its not really clear what your setup is

magic raptor
#

my plugin needs to remove from tabcomplete a single command if player doesn't have the permission.
running bungeecord with 1.20 client.

sullen marlin
#

bungee will already remove commands which are disabled or player has no permission

magic raptor
#

that's not what i'm asking for

chrome beacon
#

tbh looking at the code above what you're doing seems quite useless

#

Just use a permissions plugin

magic raptor
#

i made a command with my plugin, if a player doesn't have the admin perm, poof, the command should disappear for those WITHOUT.
but still, needs to be here for administrators (tabcomplete)

#

i already have the logic for disabling the command

sullen marlin
#

did you put a permission in your command

#

post the command code

magic raptor
#

i'll do myself

#

thanks for not helping

rotund ravine
#

He is literally telling you

sullen marlin
#

in bungee a permission is the second argument to the command constructor

rotund ravine
#

If you have permission the command will appear if not it will not as long as it is setup correctly

chrome beacon
#

md I think you're just wasting your time on this one

magic raptor
rotund ravine
#

It shouldn’t

#

As he said

sullen marlin
#

yes, this is the default behaviour of commands in bungee which have defined a permission as the second argument to the command constructor

magic raptor
sullen marlin
#

have you defined a permission as the second argument to the command constructor

#

post the code of your command

#

?nocode

magic raptor
undone axleBOT
#

It’s hard to answer a programming question without code
Oh no! You ran into a problem. But no worries, people are willing to help, but first they need to see your code. This is because otherwise, they would be providing help based on guesses instead of concrete knowledge. Whether it be a compile error, runtime error, or an unexpected output, I'm sure that if you were to provide code, you'd receive a quick solution.

sullen marlin
#

Command#setPermissionMessage(...) then

magic raptor
sullen marlin
#

its protected so should be done within the command class

#

?nocode

undone axleBOT
#

It’s hard to answer a programming question without code
Oh no! You ran into a problem. But no worries, people are willing to help, but first they need to see your code. This is because otherwise, they would be providing help based on guesses instead of concrete knowledge. Whether it be a compile error, runtime error, or an unexpected output, I'm sure that if you were to provide code, you'd receive a quick solution.

magic raptor
magic raptor
#

sorry, understood

#

thank you md5

#

my bad

#

sorry, how am I supposed to assign it?

sullen marlin
#

second argument to Command constructor

#

probably the super call in SubCommandManager

#

but

#

?nocode

undone axleBOT
#

It’s hard to answer a programming question without code
Oh no! You ran into a problem. But no worries, people are willing to help, but first they need to see your code. This is because otherwise, they would be providing help based on guesses instead of concrete knowledge. Whether it be a compile error, runtime error, or an unexpected output, I'm sure that if you were to provide code, you'd receive a quick solution.

magic raptor
#

i just need the message

sullen marlin
#

call it in the constructor of SubCommandManager (probably)

#

and delete that code above, overriding it with a blank method will obviously break it

magic raptor
sullen marlin
#

put setPermissionMessage on line 26 or something

#

and delete lines 87 to 91

magic raptor
#

ah i see

#

but now i have a different issue

#

as you can see, i was totally hiding the command here

#

now, the no permission output will popup

sullen marlin
#

set permission message to blank then

#

although not sure why it matters

magic raptor
sullen marlin
#

ask yourself why

magic raptor
#

now i can't hide the command output anymore keeping both

magic raptor
#

What

#

Apart from not messing up with nms, using Bungeecord api, I'm not adding useless shit as you think, I'm making my plugin 🙂

#

That's why most of plugins ever made suck

eternal night
#

Useful comments once more from purp my goodness

magic raptor
#

Asking help here it's the worst idea I ever thought

eternal night
magic raptor
#

Because you all complain other ppl work

#

I think that's your faulty ego

#

Continue talking, I'll be sure to hear your useless opinion, bye

eternal night
#

I mean, you can have whatever opinion you want

#

spewing the toxic garbage you consider a valid text message in spigots discord does not seem like a nice thing to do

magic raptor
#

Wtf why disrespect other people work

magic raptor
#

Wtf

eternal night
#

your issue is fine, I hope someone cal help you

dry hazel
#

how does this pertain to any ongoing discussion here

eternal night
#

purp has just apparently been finding their lifes goal by shitting on things for no reason.

magic raptor
#

What the hell is he saying

#

Sorry lynx, thought you were talking to me

#

My bad

eternal night
#

nah, you are fine 😅 I am not too familiar with the bungee command api

#

so I doubt I'll be of much help

magic raptor
#

Yeah I'm just messing with it to understand more of it, now I can see of tab complete is handled

eternal night
#

I know what you are saying yes. I believe it to be pretty damn disrespectful to join a projects discord server and talk shit about it.

#

I am sure there are people out there that love to listen to your opinion. Talk to them. I doubt you'll find them in this discord

magic raptor
#

Anywayyy, gotta find another way or just keep it as that

astral scroll
#

hey

#

this method disappeared in PotionType#getByDamageValue() how can i replace it?

eternal night
#

to kinda persist your issue, so it won'T get spammed away with other peopls question

#

I feel like if you turn a bit to the left or right, find your rooms wall and talk to that, the wall would be more interested in your mental output than anyone else here

slender elbow
#

oh my god bomp is that you?

remote swallow
#

ban speedrun fr

river oracle
#

hi

remote swallow
#

are you a good thing that came out of spigot

river oracle
#

discord told me to say hi since you are new here

sullen marlin
#

?ban @sterile sinew

undone axleBOT
#

Done. That felt good.

river oracle
#

lol

eternal night
#

lul

#

thank god

river oracle
#

come on I didn't even get to play with my new toy

#

well whatever

eternal night
#

another day, maybe they'll come back with another alt to play with

river oracle
#

🤷‍♂️ who knows

remote swallow
#

did you guys see what he sent just before he was banned

river oracle
#

yeah

#

It gave me a good laugh anyways need any spigot help dev?

remote swallow
#

how do i rembake the hipiockzles with all the gamebxomes even skybwock and bedwarbz with ebery freature the sbame

river oracle
remote swallow
#

its stupid yeah

kind hatch
#

Hmm, why is it that my method does not show up from the handle?

worldly ingot
#

Does getHandle() actually return you the correct type?

#

CraftEntity implementations tend to override getHandle() and cast it to the appropriate type, otherwise it just defaults to Entity

#

(see literally any type of CraftEntity impl)

kind hatch
#

Apparently it comes from CraftPlayer.

#

Which yea, is being cast from EntityPlayer

strange lagoon
#

Hey, I need your help regarding the Minecraft package.
Not linked to spigotmc (I want to create my server from NodeJS except Java ecosystem).

Some things I checked:

  • Package documentation (fields, types)
  • Prismarine etc... (obsolete since 1.16.4)
    I knew I had to rewrite Minecraft's gameplay logic...

The question is where can I find more detailed documentation about the packages. Like packets order/schedule?
Thanks in advance.

worldly ingot
#

Pretty much anything and everything you need to know about how a client and server communicates will be in there

kind hatch
worldly ingot
#

Well I think OfflinePlayer's handle should actually be EntityPlayer iirc. I believe that is correct

#

idk. Where are you trying to call getLastLocation() from?

kind hatch
#

From OfflinePlayer

#

OfflinePlayer#getLastLocation() is what I'm aiming for.

worldly ingot
#

I'm confused PES_Think org.bukkit.OfflinePlayer? Because you can't define implementation with its own declaration

#

Or is there an NMS OfflinePlayer type you're trying to access?

strange lagoon
worldly ingot
#

That page definitely tells you the order in which packets should be sent. Although really, there are few places where order matters. Login, for instance, it matters

#

Also, internal packet ids are associated with each packet

#

The whole login process is pretty thoroughly documented there

kind hatch
#

Hmm, maybe I'm missing something then. Cause yes, I am trying to update org.bukkit.OfflinePlayer with a new method (#getLastLocation()).
I'd just need to make the interface method in Bukkit > mvn install > implement method in CraftOfflinePlayer > update anything else that is attached. Right?

worldly ingot
#

Well, yeah, but you have to implement it to actually do something

#

You can't have CraftOfflinePlayer's getLastLocation() implementation call OfflinePlayer's getLastLocation(). It is getLastLocation()

kind hatch
#

Is that not what I have done?

worldly ingot
#

Yeah there you go, that's fine

worldly ingot
kind hatch
#

I was trying to fix a StackOverflowError. Originally, it was getHandle().getBukkitEntity().getLastLocation();, but looking at the other methods in CraftPlayer, I thought I should be able to access #getLastLocation() from the handle.

shy wolf
#

spigot build-tools error (1.19.4)

worldly ingot
#

Oh, well getLastLocation() for a Player doesn't really make much sense. Unfortunately that's the nature of hierarchy, but I'd just say it should default to getLocation()

#
@Override
public Location getLastLocation() {
    return getLocation();
}

Probably fine

kind hatch
#

Does that mean that I can leave HumanEntity alone then and just add the method to OfflinePlayer directly?

worldly ingot
#

I guess you could impl it in CraftEntityHuman tbh

#

They both have getLocation() from Entity

kind hatch
#

I was looking at the chain and trying to figure out where it would fit best, but idk as I haven't messed with CB till now.

worldly ingot
#

Yeah, CraftOfflinePlayer#getLastLocation() can remain implemented as you have it, then I'd just add that snippet I sent above into CraftEntityHuman

#

CraftPlayer will inherit it

kind hatch
#

Cool. I'll try that out real quick.

#

Yep, that solved the problem I was having. lol
Do you typically test /reload when you make changes to CB?

worldly ingot
#

No that's fine

kind hatch
#

In cases like this, the plugin author would be responsible for null checks correct?

quaint mantle
#

If so, yes, it's plugin author fault, otherwise, and if only spigot API were used, it's not the plugin author fault

kind hatch
#

I'm adding a method to CraftBukkit itself. I'm just wondering if I need to do extra validation on CB's end or if I can just mark it as @Nullable and have the plugin authors cover the checks.

quaint mantle
#

Otherwise if it can be null, just add the @Nullable annotation to concern the author that the value might be null

kind hatch
quaint mantle
#

Is not OfflinePlayer#getName nullable?

#

It doesn't pull data, but fills only the known data

#

You could do the same

shy wolf
#

could some one jump into #1193674105136889886 and help me please, not forcing just the message of the thread is up there

agile hollow
#

how can i do a server selector without using the plugin messagging?

young knoll
#

Player extending OfflinePlayer is pain

#

:c

eternal night
quiet ice
ivory kiln
#

hey!

#

an alien question for the pioneers

#

I want to get a player's nickname using only his UniqueId. Is there any API (json format) that allows me to query the UniqueId and consequently obtain the corresponding nickname?

quiet ice
#

With API do you mean an API on the web or?

ivory kiln
quiet ice
#

so that kind of API. I donno. I can guarantee you that such an API exists, but I cannot tell you the specifics

ivory kiln
#

Apart from this thesis, is there any other way to get the result I expect?

quiet ice
ivory kiln
#

the getPlayer method only queries connected players, plus I'm using BungeeCord

hazy parrot
agile hollow
undone axleBOT
quiet ice
#

God damn it, javadocs are broken for bungee

ivory kiln
#

i found!

#

thanks

quiet ice
#

yep. As it seems like bungee's API is incredibly barebones

ivory kiln
#

yes

#

In my view, there could be a caching of all connections made

topaz cape
#

This char in test appear as § for me

#

i tried setting everything to UTF-8

#

but tests suck man

eternal oxide
#

you must create the original file AS UTF8

#

not just load it as UTF8

topaz cape
#

it is UTF-8

#

it says it right here

wet breach
#

carriage return line?

#

there is no character to display that if you have your IDE set to display spaces, so it has to use some other character for that. Probably could change it

#

my IDE uses dots to show me spaces

quaint mantle
#

is it possible to write unit tests for minecraft plugins ?

topaz cape
#

no its like

#

for this

#

its just weird man

wet breach
hazy parrot
#

mockbukkit

topaz cape
#

or even this

eternal night
wet breach
quaint mantle
#

thanks !

remote swallow
topaz cape
#

lmao

wet breach
#

actually there is different ways this could be happening

topaz cape
#

well its not the ide, not the arguments, not the file

#

its almost nothing

wet breach
#

there is a difference between reading something as utf8 and setting something utf8, so while it may be utf8 is the junit test actually interpreting it as UTF8? Also your test is flawed. You are testing for Test but the input includes the double S

#

Test != §Test

topaz cape
#

??

#

it reads § as §

#

extra character

wet breach
topaz cape
#

it reads § just fine

hazy parrot
#

any reason you are not using ChatColor.stripColor ?

wet breach
#

anyways, either strip the character away or update your test

topaz cape
#

dude in which test are you talking about

#

you're confusing me

wet breach
#

I linked it

#

you are the one that posted it here

#

so how is that confusing? At the top of it says very clearly what it expected

#

and what the actual value was provided

topaz cape
#

there is no §Test

wet breach
#

indeed so it failed

#

because you are testing for Test

topaz cape
#

it didnt

#

what happened is simple

#

i inserted §8Test
it read it as §8Test
it treated it as §8Test
it ended up removing §8 and keeping ÂTest

spare mason
#

there's any bukkit runnable on nms?

hazy parrot
#

what

wet breach
#

sounds like your lib has a flaw in it or something

topaz cape
#

bro

#

the issue is the Â

#

and its not from the lib

#

💀

wet breach
#

oh magic then

topaz cape
#

read this

wet breach
#

yes looks like your lib has a flaw

#

because stripping colors from the bukkit api removes that double s character

topaz cape
#

can you read it 💀

#

if you actually read it you'll know its not

wet breach
#

its impossible it has a flaw?

topaz cape
#

did you read it

#

this is not the strip color method

#

this is a diff one

wet breach
#

so it means it can't be flawed?

topaz cape
#

brother i love you frostalf but you literally need to just read it once

spring stag
#

Is there a way to make an ingredient a specific potion for a shaped recipe?

wet breach
topaz cape
#

brother it is not the test is clear

#

omg

#

i put "§1Test" it expected "§1Test"

#

please for god's sake im really in need of a painkiller rn

quiet ice
#

Use \u00A7 instead of §

wet breach
#

this only proves your api is doing something

topaz cape
#

how

quiet ice
wet breach
topaz cape
#

my god.

quiet ice
hazy parrot
#

frostalf, expected value is wrong

quiet ice
#

Hence the left one is wrong.

#

And that is an encoding error caused by not using \u00A7

wet breach
hazy parrot
#

expected value is left one in junit

topaz cape
#

im not using my own test library!!!!!! imusing org.junit.jupiter

quiet ice
#

Or more specifically, the compiler compiling the test.

hazy parrot
#

this is expected

wet breach
wet breach
#

I told them to use the U code

#

there is a difference between setting something as UTF8 and reading it as UTF8 lol

quiet ice
#

Great why is this a problem then

wet breach
#

just because it is set as UTF8 doesn't necessarily mean whatever reads it, also reads it as utf8. Why Junit is not doing so is weird because I always thought it assumed utf8

#

so its possible that Junit is using ASCII instead?

quiet ice
#

It's the compiler

hazy parrot
#

I can't see how it is junits problem

topaz cape
#

oh yes \u00A7 fixed it

quiet ice
#

If I had to guess it's because the caches were not cleared

topaz cape
#

but i can't that everywhere 💀

quiet ice
hazy parrot
quiet ice
#

I mean it can just be a find and replace

topaz cape
#

i wish it was kotlin 😭

#

i need panadol

#

1s

hazy parrot
#

Are string templates also proposed to java?

quiet ice
#

Well that is because kotlin probably doesn't use your OS default

tender shard
hazy parrot
#

Cool

tender shard
#

But they have a weird syntax in java

topaz cape
#

iirc

wet breach
young knoll
#

Please just use &

tender shard
#

return STR
. "Today's weather is { feelsLike }, with a temperature of { temperature } degrees { unit }" ;

young knoll
#

Or the ChatColor constants

quiet ice
tender shard
hazy parrot
#

Wtf is this syntax for str template 😭

#

It really is ugly

young knoll
#

At least you can make your own stuff

wet breach
#

is message template not good enough?

young knoll
#

COMPONENT.”<red> I like beans”

tender shard
quiet ice
#

static finals in a nutshell

remote swallow
#

GIMME GODDAMN COMPONENT WITH RED i like beans BITCHES

quaint mantle
spare mason
#

how can i modify the MoveController of a nms mob

quiet ice
eternal night
#

you have no idea how much I want that

#

not even that but like, even
MM."<red>Hi there \{player.name()}"

remote swallow
#

how does that player name work

rare rover
#

Why tf did they decide to use \{} out of everything else

#

I swear

eternal night
#

I mean

#

you gotta somehow escape shit I guess

#

I think swift does it this way too

eternal night
remote swallow
#

how does it like work to have a method in that

#

it seems kotlin

atomic niche
#

Is mojang ever going to do something about furnace minecarts? 😔
They are truly terrible entities that should either be fixed or removed.

eternal night
#

well the string templates takes any object ?

#

include the return of a method

remote swallow
#

huh

#

sounds cool

eternal night
#

\{} is the escape sequence

#

anything in there just has to end up being an Object

wise mesa
#

is there a good way to modify a private field without having to use the obfuscated field name

eternal night
#

and then its passed to the string processor

wise mesa
#

something something specialsource

#

trying to modify the useItemRemaining field in LivingEntity

spring stag
#

How would I go about adding a strength potion to a new recipe?

slender elbow
eternal night
#

🤓

young knoll
#

Where’s my get 👀

spring stag
#

How do i get the player's off hand? the shield hand?

sullen marlin
#

Feel like typing offhand into the javadocs should answer that

#

?jd-s

undone axleBOT
astral scroll
#

how can i know

#

if a player is mining a block

#

and the block that he's mining

young knoll
#

BlockDamageEvent is called when they start

astral scroll
#

mhm

young knoll
#

BlockDamageAbortEvent is called when they stop, unless they break it

#

In which case BlockBreakEvent

astral scroll
#

sure

#

and there's no way to check without the event, right?

#

but i dont need that

#

thanks coll

#

you always help me :)

lunar wigeon
wise mesa
remote swallow
wise mesa
#

Is there a guide on how to make a spigot pr

remote swallow
#

?contributing

#

?contribute

wise mesa
#

Thanks

#

How’s progress on the removing enums coming along? Did that already happen

remote swallow
#

im guessing thats waiting for 1.21

river oracle
wise mesa
#

Cool

#

I haven’t been doing anything spigot in a few months so was just curious

young knoll
#

Oh yeah that needs to be worked on

#

Kek

river oracle
young knoll
#

Yeah

#

I believe lynx did a draft without them

river oracle
#

I liked that but idk what slime thinks

young knoll
#

Slome

astral scroll
#

is there a limit in a HashMap for how many keys and values i can put on it?

river oracle
young knoll
#

Probably 2^31 - 1

astral scroll
#

thats a shitload of keys

#

and values

astral scroll
river oracle
young knoll
#

Ur a chain

astral scroll
#

i dont think that i'll be fulling 8gb of ram

#

with doubles

#

and player values

river oracle
#

That would kill memory usage to have an array that large

young knoll
#

Hey man idk how hash works

#

Drugs are bad

river oracle
spring stag
#

I am adding an item that gives the player strength when the item is in the player's offhand. How would I ensure that when the item is removed that the effect is removed?

astral scroll
#

yeah already thought abt that

#

may i tell you my idea?

river oracle
#

But collisions shouldn't really happen to a detrement unless you add a couple million entries especially using UUIDs you should get a decent spread

river oracle
#

It's just a fancy linked list array

turbid scarab
#

why is load not defined

EditSession editSession = Objects.requireNonNull(ClipboardFormats.findByFile(myfile)).load(myfile)```
spring stag
#

Can I get some help regarding a PlayerItemHeldEvent? When player holds the item in their off hand, it should apply the PotionEffect. Currently I am not getting any effect

quaint mantle
#

try .equals

young knoll
#

Does the event fire

#

Also use isSimilar to compare items

river oracle
#

its def the == here

#

doubt the memory addresses are the same

carmine mica
#

you should really just use PDC to identify your item, not isSimilar either

river oracle
#

^ +1 to that as well

#

if you aren't familiar with pdc read the article

#

?pdc

young knoll
#

Well yes but I didn’t want to confuse people

remote swallow
#

thats ur job

young knoll
#

Your job is to confuse me specifically

wraith dragon
#

PDC is awesome

fathom jay
#

I'm trying to develop a small event where I check how much XP the XP bottle has and tells the player how much it is...

    public void onXPBottleBreak(ExpBottleEvent e){
        if (e.getEntityType() == (EntityType.PLAYER)){
            int exp = e.getExperience();
            e.getEntity().sendMessage("You received " + exp + " EXP!");
        }
    }```

seems like it doesnt work, I'm still learning... where am I being stupid?
carmine mica
#

the entity is never a player, the entity in that event is always the xp bottle

young knoll
#

Well the entity is always a thrown xp bottle

#

You need to get the shooter and check if it’s a player

fathom jay
#

ok, can I grab the entity receiving the XP? or is it a different event?

carmine mica
#

the entity getting the xp is unknown when that event fires

fathom jay
#

understandable

carmine mica
#

that happens after the xp orbs are spawned and go to a player

fathom jay
#

makes sense

#

I just wanted to change the experience of the bottle but I guess I need to find other ways

carmine mica
#

you can set the amount of xp that will be created in that event

vagrant girder
young knoll
#

Try the various ItemMeta flags

#

Most likely the potion effect one

#

If that doesn’t work it’s client side

carmine mica
#

they are all client-sided. If you specify the entity type in the spawndata tag in the block entity tag, it goes away and just says

#

it says the mob type in its place

#

that "interact" bit is only there cause currently it's empty

young knoll
#

Wonder what happens if you specify an invalid id

carmine mica
#

it shows the interact thing

young knoll
#

Rip

quartz solstice
#

Does anyone know how to reset scoreboards? (.resetScore(entry) isn't working)

sullen marlin
#

Did you open a bug report?

young knoll
#

I know there was a patch related to scores recently

#

Make sure you are up to date

quartz solstice
#

would that affect anything

#

also what patch are you talking about

young knoll
#

Oh

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Yes that would affect all the things

sullen marlin
#

?1.8

undone axleBOT
sullen marlin
#

Lol

young knoll
#

The patch was for latest, and a bug report for 1.8 will just get closed

rotund ravine
#

The scoreboard in 1.8 works fine

spring stag
tender shard
#

or you just check the slot once per second or sth

spring stag
spring stag
rotund ravine
#

Sure

hollow oxide
#

i want to make operations from string ||for exemple: "3*3+5" would return "14"||

i'm getting this error Error occurred while enabling wamasterv3 v${project.version} (Is it up to date?) java.lang.NoClassDefFoundError: com/ezylang/evalex/EvaluationException

i'm using this project from github: https://github.com/ezylang/EvalEx

here is my pom.xml
https://hastebin.skyra.pw/redorufuqi.htm

i still suck with pom

sullen marlin
#

are you using the jar in this folder \Users\aXsc6_l\Documents\kode\skript\1.20.1\plugins

hollow oxide
#

yup

sullen marlin
#

is that folder inside the jar

#

post your maven log

hollow oxide
#

where do i get that?

agile hollow
#

how can i check if an user have a paid or non paid account ?

wet breach
#

offline mode usage is not supported here 🙂

agile hollow
hollow oxide
sullen marlin
#

Make sure it's actually being built with maven

hollow oxide
#

yup the package button in maven

valid burrow
#

try verifying

#

then clean

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then build

unreal gazelle
#

when i launch the jar file I only get a bundler server. Does anyone know how to fix this?

unreal gazelle
#

like im tryna launch a MC server but when i launch the spigot jar it only creates a bundler folder

#

yes

valid burrow
#

how do u run it

unreal gazelle
#

bat file

valid burrow
#

yeah but whats in the bat xs

#

should be like

unreal gazelle
#

java -Xmx1028M -Xms1028M -jar server.jar nogui

valid burrow
#

looks good

#

uh

#

how did you build the jar

unreal gazelle
#

i downloaded it from spigot

valid burrow
#

you downloaded buildtools right?

unreal gazelle
#

no i downloaded directly through spigot

valid burrow
#

you need to download buildtools and then do java -jar BuildTools.jar --rev latest

valid burrow
#

no clue what you download but the correct way is buildtools

unreal gazelle
valid burrow
#

wait

#
  1. download build tools
  2. run the command from the cmd to build spigot-1.20.4.jar
  3. use spigot-1.20.4.jar instead of the file you originally downloaded
unreal gazelle
#

unable to access jarfile

valid burrow
#

did you run it in the correct directory

#

open a folder that contains the buildtools jar

unreal gazelle
#

i did it

valid burrow
#

you did it in terms of it works or you ran it in the proper directory and it doesnt work

unreal gazelle
#

it works

valid burrow
#

arl

unreal gazelle
# valid burrow arl

it finished loading now i have a bunch of folders like Spigot-Server and Spigot-API where is the jar file located so i can launch?

valid burrow
#

did you build —latest?

unreal gazelle
#

no i did 1.18.2

valid burrow
#

okay show me a screen shot

sullen marlin
#

the jar is located in the same folder, spigot-1.18.2.jar

unreal gazelle
#

oh i see it

valid burrow
#

what he said

unreal gazelle
#

Thanks yall i appreciate it