#help-development

1 messages · Page 1147 of 1

young knoll
#

Wait

ivory sleet
#

but kat

blazing ocean
#

if your users cannot load mods that won't be possible

young knoll
#

How did we go from running spigot on the client

ivory sleet
#

dont u already get that with finite double/float precision?

chrome beacon
#

You can make an installer for them

young knoll
#

To making a new game

chrome beacon
#

That installs the mods

quaint mantle
ivory sleet
#

or ru looking for even more deviation?

chrome beacon
#

Just wrap PrismLauncher and their CLI or smth

blazing ocean
quaint mantle
#

I don't want them to enter the server without logging in with my client.

worthy yarrow
chrome beacon
quaint mantle
#

In this way, I can prevent cheats a little bit.

chrome beacon
#

If they know about 3rd party ones they know how to install mods

blazing ocean
#

i don't have it installed so am i fucked? probably

#

if the mods aren't publicly downloadable

chrome beacon
#

and then you can just put a pack on CurseForge or Modrinth

worthy yarrow
#

I'm going for a realistic feel when it comes to the disc throwing, lotta factors play into this though

ivory sleet
chrome beacon
worthy yarrow
#

I can grab a clip hold on

chrome beacon
#

There's 0 reason for them not to be

ivory sleet
#

or screenshare

#

w/e u prefer

quaint mantle
#

can i work spigot server with mods?

worthy yarrow
#

sure

blazing ocean
chrome beacon
#

so Spigot doesn't matter there

blazing ocean
#

i did want to make my own launcher for mc events like mcc but never got around to it

quaint mantle
chrome beacon
#

Custom items would need to be on both client and server

quaint mantle
#

Likewise, I can use a creature I added in my plugins.

chrome beacon
#

There are Hybrid implementations available, I don't recommend using them though

#

You're better off not using plugins

quaint mantle
chrome beacon
#

yes

quaint mantle
#

Would it be easier than plugins?

#

i mean developing

chrome beacon
#

eh depends on your knowledge

#

Somethings are easier

#

others are not

blazing ocean
#

mods are generally harder / more complicated than plugins

quaint mantle
quaint mantle
#

I was wondering about this
*

blazing ocean
quaint mantle
#

okey i will use plugins

blazing ocean
quaint mantle
#

but i need add some blocks like furniture

quaint mantle
blazing ocean
#

it sounds like what you want is a modded client and server

quaint mantle
#

i will add blocks such as furniture, i have to use them in my plugins so that they do not break in the lobby, etc.

blazing ocean
#

add custom blocks
use them in my plugins
that will not be working

quaint mantle
#

but i was used

#

worldguard doing this

blazing ocean
#

worldguard only works with spigot and you most likely wanna do a modded server and client

quaint mantle
#

i wrote the id i wrote somewhere in the config file.

#

and the modded block not breaking

blazing ocean
#

wha

quaint mantle
#

i launch my server with mods

#

and i was using anotherfurniture mod

#

and worldguard was preventing them from breaking

blazing ocean
#

worldguard is spigot only.

quaint mantle
#

so y r saying it can't be?

kind hatch
#

Cause mods != plugins

#

Link us to the “mod” you are using.

quaint mantle
#

well forget all my questions

#

or not

#

wait

brazen badge
#

i've created the recipes and registered it, but i doesn't work with no error

quaint mantle
# kind hatch Cause mods != plugins
event-handling:
    block-entity-spawns-with-untraceable-cause: false
    interaction-whitelist: []
    emit-block-use-at-feet: []
    ignore-hopper-item-move-events: false
    break-hoppers-on-denied-move: true```
#

this is worldguard config

#

and this is anotherfurniture mod

#

can i send links like this?

#

nvm i used them

#

both

kind hatch
#

Yes, relevant links are fine

quaint mantle
#

worldguard is protected

#

anotherfurniture blocks

#

btw

kind hatch
#

Link to where you got worldguard?

quaint mantle
#

idk but

#

from spigot

#

or craftbukkit

brazen badge
quaint mantle
#

btw i add another furniture block to intreaction-whitelist (i mean add block id)

#

and worked

kind hatch
brazen badge
quaint mantle
#

like this

brazen badge
#

recipes are in the list

#

so the list isn't empty

sullen marlin
#

what is the IS ingredient

quaint mantle
#
    block-entity-spawns-with-untraceable-cause: false
    interaction-whitelist:
    - anotherfurniture:oak_table```
young knoll
#

You add it to something named recipes

#

But that loop uses something named itemsShapedRecipes

chrome beacon
brazen badge
chrome beacon
#

You should ask them

brazen badge
chrome beacon
brazen badge
chrome beacon
#

ah ok

quaint mantle
#

can i force players to enter my server only with my client by coding any plugin?

slender elbow
blazing ocean
chrome beacon
#

Modloaders will already take care of that for you

quaint mantle
#

well, didn't you say that i can't run my server with mods?

blazing ocean
#

your server has no say over what server the client connects to lmao

chrome beacon
#

If you want to add modded items and such you should run a modded server

blazing ocean
#

and also @quaint mantle crossposting in paper does not make it better

chrome beacon
#

Just don't run a hybrid

quaint mantle
#

wdym for run hybrid?

#

omg

#

im confused

chrome beacon
#

Run a modded server

#

Don't use plugins.

quaint mantle
#

ah

#

well, what if the mod i made is client side and i use the plugins?

young knoll
#

You’ll never be able to stop someone determined from joining with whatever hacks they want

chrome beacon
quaint mantle
#

do mods work more effectively than plugins?

chrome beacon
#

When you make mods you have easier control of server internals

nova quail
#

Hello! I made custom enchant and I want to do compatible with other enchants. So pickaxe can have my enchant and efficiency 5. I have made a event that works but I have a problem that my custom enchant removes after adding another enchant. So if I add first efficiency 5 then my enchant all works, and if I add miner 2 and then efficiency 5 it don't work. What could be the problem?
My code: https://paste.md-5.net/amijirarub.java

quaint mantle
#

i mean item things look like this

#

example hands

chrome beacon
#

That link doesn't work

quaint mantle
#

wth

chrome beacon
#

You can do that if you want

quaint mantle
#

on clientside?

chrome beacon
#

yeah

quaint mantle
#

aight ty

velvet ember
#

anyone know why this pom.xml isnt working?

#

I get core successfully, but the other artifacts dont get added to my external libraries

#

as far as i understand, im using the right artifact ids too

#

it also shows up in my maven dependencies, its just unusable

#

nevermind, i fixed it by invalidating my caches and restarting

tender shard
nova quail
unique shuttle
#

Hello! I'm trying to cancel when the Warden targets a player, but I don't know which event to use. I tried EntityTargetLivingEntityEvent and EntityTargetEvent, but neither seems to be called. Does anyone know which one I should use? Thanks!

kind hatch
grim hound
#

the hell

#

why is that?

nova quail
kind hatch
#

Show code

nova quail
fair rock
#

So

Item (with effi 5) + miner 2 (books?) Works

Item (with miner 2) + effi 5 (book?) = only effi 5?

nova quail
#

So it removes on adding new enchant

fair rock
#

Sout 9 was printed? So you enchantment got recognized?

nova quail
#

In both ways 9 is printing

#

But enchant don't saves

#

Just tried again now only miner 2 saves and new added encants removes

#

Maybe edited something before but the problem is the same

fair rock
#

Wanna try meta.addEnchantment? Would be interesting idk

kind hatch
#

Only thing I can think to try too. lol

fair rock
#

All my input now is stupid because of too less brain power at 2am👀

nova quail
#

So as I see it removes the last which I am adding after I added miner enchant

#

Don't understand why

fair rock
#

Did you specify something in your custom enchantment?

kind hatch
#

If this is an ordering issue, then you either need to force the item order, or make extra checks for the different ways items can be ordered.

nova quail
#

So the other enchants work great

grim hound
#

Is there any way to have all players experience the same FOV, no matter their fov setting?

young knoll
#

I don’t think so

#

Even if you apply effects that change the fov those can be disabled in accessibility settings

grim hound
#

So I can't even calculate how much I should zoom in

#

Or out

grim hound
young knoll
#

Yeah that’s another issue

grim hound
#

That's the only issue

grim hound
#

Wait, what about spectating an entity?

young knoll
#

I don’t think that overrides fov settings

grim hound
#

I think then the fov doesn't matter

young knoll
#

Could be wrong

grim hound
grim hound
young knoll
#

Idk whenever spectator mode was added

grim hound
#

1.8

#

But was spectating entities added alongside with it?

young knoll
#

Yeah afaik

#

Why don’t you

#

?tas

undone axleBOT
grim hound
#

Oh I guess

#

Clicking

#

Nice

young knoll
#

… launch 1.8 and click an entity in spectator mode?

grim hound
#

Going to sleep

#

Thnx for help

#

Gn

wet breach
#

And then there was 1.9 right after that

quartz goblet
#

I haven't developed in awhile, whats the deal with new particles, potioneffect, and sound? Is there a breakdown of the changes made?

#

eventPriority, etc

merry cove
unique shuttle
merry cove
#

can you show the code

unique shuttle
# merry cove can you show the code

It doesn't make sense to show it. It's simply an EntityTargetLivingEntityEvent, and that's it. With a zombie or any other mob, the event is called, but with the warden, it isn't

merry cove
# unique shuttle It doesn't make sense to show it. It's simply an `EntityTargetLivingEntityEvent`...

It makes sense, but you do you. try

    @EventHandler
    public void onAttacked(EntityDamageByEntityEvent event) {
        this.plugin.getLogger().info("[EntityDamageByEntityEvent] has fired");
        if(event.getEntity() instanceof Player
                && event.getDamager().getType() == EntityType.WARDEN) {
            this.plugin.getLogger().info("A player was attacked by a 'Warden' setting the damage to 0.");
            event.setDamage(0);
        }
    }``` did that in a spigot project, so might have to adapt idk.
unique shuttle
merry cove
#

Ok, but it does fix your issue though ~ but if you want to know why the event won't fire you need to debug your own project... cause the event works fine for me.

winged compass
#

yo im looking for a plugin dev

#

the job is paid but does require a bit

#

of work

compact haven
#

mm can message me but need more details

buoyant viper
#

?services

undone axleBOT
barren gust
#

hiii

lost matrix
#

Does someone have utility to apply default attributes to ItemStacks?

young knoll
#

There’s Material#getDefaultAttributeModifiers

#

You can then just apply all of those

lost matrix
#

Nice, thx

grim hound
#

damn

grim hound
#

Does anyone know of a way to have players experience the same FOV?

eternal oxide
#

FOV is a client side setting. The server can not dictate it as players have different setups and monitors. The same setting may look different for different players

sinful kiln
#

Is there a way to trigger a soundwave signal for skulk sensors using the bukkit api?

blazing ocean
grim hound
#

and Normal FOV is just way too big

grim hound
blazing ocean
#

it's in a resourcepack

grim hound
#

oh, can I do it with a resourcepack?

eternal oxide
#

don't adjust the FOV, adjust the distance/placing of your particles/displays

blazing ocean
#

keep in mind that you'll have to make a lot of variants of the shader if you wanna support multiple versions

blazing ocean
upper hazel
#

I have a problem with api that I can't talk about fully for some reasons, but I will try to give you the gist of it.

The problem concerns general processes that affect the whole plugin build. When using an api, a developer can create a process which, for example, by his negligence will return null and then an exception will be thrown and absolutely all plugins using this api will fail. I thought about using error messages instead of exceptions, but I would like to know what else can be done.

eternal oxide
#

Exceptions should not be used for flow control. Detect null when needed

brazen badge
#

i'm creating a smithing recipe but I have a problem.

Item ItemStack: https://paste.md-5.net/jexawumavu.cs

result PDC(s): []

Can anyone help me to understand why the result item it's different?

glossy laurel
#

Can I make the tab completer make the command field red like with vanilla commands?

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.

eternal oxide
#

Pretty sure a crafting recipe will not transfer a PDC when crafted

#

in the event apply the PDC

brazen badge
eternal oxide
#

sounds like you are matching the default recipe

glossy laurel
eternal oxide
#

likely

brazen badge
#

so I need to call PrepareSmithingEvent and set the result?

upper hazel
#

There is one more problem how to make to listen to the event when all plugins are loaded and the most recent plugin that is loaded realized it and started a certain process

grim hound
eternal oxide
#

You adjust so it visible correctly with a default FOV

#

pretty much no one is going to have a smaller FOV than default

grim hound
#

barely visible

eternal oxide
#

who the heck uses quake pro

grim hound
#

Me

#

and

#

many others

glossy laurel
#

Me

grim hound
eternal oxide
#

me

glossy laurel
grim hound
grim hound
blazing ocean
#

what

grim hound
blazing ocean
#

?

grim hound
#

fuckin keyboard

blazing ocean
#

"that is - make it a server resource pack" what does that mean 😭

grim hound
#

send a packet

#

and they download it

#

from the server

blazing ocean
#

there's api for that

grim hound
blazing ocean
grim hound
#

really convenient

grim hound
#

many places for that

blazing ocean
#

"really convenient" "packets" 💀

grim hound
#

thinking of either mediafire or github

grim hound
blazing ocean
#

have the mc server host it

grim hound
blazing ocean
#

packets are NOT convenient

shadow night
blazing ocean
#

yeah...

grim hound
shadow night
grim hound
#

solve things not possible in the api

blazing ocean
#

don't think anyones ever done that before Clueless

eternal oxide
#

You can not get the Players FOV so the best you can achieve is a middle of the road implementation

grim hound
blazing ocean
#

lol

grim hound
#

worse than talking to a stone wall

blazing ocean
#

how nice of you

grim hound
blazing ocean
#

just so you know, you are mostly on your own with shaders

#

there is like zero documentation

grim hound
#

you mean optifine shaders?

blazing ocean
#

no

#

core shaders

grim hound
sinful kiln
blazing ocean
sinful kiln
#

You can displace the particles / entities / blocks using those shaders

blazing ocean
# grim hound

this is what happens when you ask chatgpt about modern stuff

grim hound
sinful kiln
#

Nope

grim hound
#

1.17

#

nice

#

but I can install a core shader in a client from a server with a packet, right?

eternal oxide
#

resource pack

grim hound
blazing ocean
#

yes

eternal oxide
#

you are diving into a whole lot of hurt messing with shaders

quaint mantle
#

can i check if player click advancements menu?

blazing ocean
#

it's possible, but definitely not fun nor easy

grim hound
#

what kind of language is this?

eternal oxide
#

shaders. fragment and vertex

#

lots of math

#

you need minecraft specific shaders

#

the fields passed to the shaders are minecraft specific

blazing ocean
#

and using chatgpt for shaders is a recipe for disaster

quaint mantle
#

can i check open minecraft advancement menu with any event?

grizzled cedar
#

Hello guys someone knows how to handle OnPacketSending event in NMS?

chrome beacon
#

Use PacketEvents or ProtocolLib

lofty badge
#

guys, help
i trying make npc for my own minecraft server for world selection, but i have some problems in my code:

how i can make npc look at nearest player and disable head shaking animation?

        Location location = new Location(Bukkit.getWorld("hub"), x, y, z);
        Villager villager = (Villager) Bukkit.getWorld("hub").spawnEntity(location, EntityType.VILLAGER);
        villager.setCustomName(ChatColor.GREEN + customName);
        villager.setCustomNameVisible(true);
        villager.setAI(false);
        villager.setInvulnerable(true);
        villager.setSilent(true);
        villager.getPersistentDataContainer().set(new NamespacedKey(this, "menuType"), PersistentDataType.STRING, type);
    }```
chrome beacon
#

When spawning and modifying an entity you should use the spawn method that accepts a consumer

#

The villager should already look at the player from time to time

#

If that isn't enough you might need to tweak the AI Goals with NMS

lofty badge
#

i got smth like this, but now i need disable head shaking animation

chrome beacon
#

Canceling the interact event should work

alpine urchin
fading beacon
#

Hi

alpine urchin
#

the language typically used in writing shaders, essentially programming on the graphics card

fading beacon
#

Im trying to sent a sound effect to play for every player everytime someone dies
But theres a small issue:
If the sound plays and i face in an opposite direction, it fades away horribly

#

Is there a way to go around this?

eternal oxide
#

are you using world.playsound or player?

fading beacon
#

player.playsound

#

should i use world.playsound? @eternal oxide

river oracle
#

Depends

#

Play.playSound only plays to the player

#

World broadcasts it to everyone near that location

eternal oxide
#

slight confusing part, volume is not the actual volume of the sound to play. Its the distance the sound will fall off at

fading beacon
#

So

#

If i do world.playsound

#

And set an absurd volume

#

Will that help?

river oracle
fading beacon
#

Ohh

#

I tried to play

#

Player.playsound

#

At like

#

10k volume

river oracle
#

Yeah that won't do anything

fading beacon
#

But it still fades away

river oracle
#

The actual volume is client side for obvious reasons

fading beacon
#

I need to fix this so bad

#

Its like the only issue in the whole thing

#

WAIT

#

What about MinVolume?

river oracle
#

All other controls are client side for obvious safety reasons

fading beacon
#

How much is 1.0

river oracle
#

Idk I'd have to look at internals

#

Probably client code

fading beacon
#

Im good with 100 block radius

eternal oxide
#

what sound are you trying to play?

fading beacon
#

Blaze death at pitch 0

#

It plays when someone dies

#

But only for a few seconds

eternal oxide
#

does it really matter if it is quieter when the player turns around?

fading beacon
#

I want it to be loud everywhere you look

eternal oxide
#

your only real choice then is to play it to each player individually

fading beacon
#

Yea yeah

#

Thats how the plugin works

eternal oxide
#

with a full volume it should play correctly and follow the player if they move

fading beacon
#

My current parameters for volume are
Volume: 100
Pitch: 0

#

But i havent tried minvolume

fading beacon
eternal oxide
#

if Player#playSound is used it should follow the player, World#playSound plays at a specific location.

#

a player playSound should not go quiet if they turn around

fading beacon
#

You mean player.playsound?

eternal oxide
#

unless the sound is played from a resource pack and is not a mono audio file

fading beacon
#

I cant send media herw

#

I have a screenshot of the code

eternal oxide
#

?img

undone axleBOT
#

Can't send images? That's because you're not verified! Use !verify to complete verification.
Alternatively, you can upload screenshots to any image hosting site and share the link.

Here's some screenshot utilities that you can use to upload images.
Lightshot: https://prnt.sc
Imgur: https://imgur.com/upload
Flameshot: https://flameshot.org

fading beacon
#

!verify

undone axleBOT
#

Usage: !verify <forums username>

fading beacon
#

@eternal oxide

eternal oxide
#

so this is a resource pack sound?

fading beacon
#

Theres 2 sounds

#

The vanilla blaze death goes first

#

Then rada final

#

But both fade away after i look away

eternal oxide
#

odd

fading beacon
#

Im gonna try to add MinVolume

wind gull
chrome beacon
#

Try running it again in an empty folder

wind gull
inland hemlock
#

Is there a way to naturally change the killer in an EntityDeathEvent? Trying to make a particle gun without a projectile. I don't want to just change the death message and fake a killed by player x, I want minecraft to think he got killed by it, but is that possible? (Reason is, I want my plugin to be compatible with others, and if I'd make a custom death message such as (xy got killed b xz), it wouldn't be..)

quaint mantle
#

can i make per world datapack?
i have multiworld plugin
when i add my datapack to multiworld's world
doesnt working
only working default bukkit world

worthy yarrow
quaint mantle
#

can i set player oxygen when moving land?

tulip patrol
quaint mantle
#

yep?

#

i wanna decrease player oxygen

#

when walking land

#

not only for water

#

is this possible?

worthy yarrow
quaint mantle
#

this not work for me

worthy yarrow
#

Why

tulip patrol
#

You could make a running timer that could lower the remaining air a certain amount every tick?

worthy yarrow
#

outdated I assume

quaint mantle
#

#setRemainingAir

#

what u think for this method?

#
    @EventHandler
    public void onPlayerAdvancementDone(PlayerMoveEvent e) {
        e.getPlayer().setRemainingAir(1);
    }```
tulip patrol
quaint mantle
#

this not work for me

#

brb

worthy yarrow
#

You're literally using it

#

What do you mean it doesn't work for you

worthy yarrow
#

Every time a player moves their oxygen will be set to 1 tick not what I think you want lol

tulip patrol
#

or I guess it would be a Runnable

worthy yarrow
#

Basically same thing

#

tomato tomatoe

tulip patrol
#

havent really dabbled in Java since like 2014 lol

worthy yarrow
#

Use j21 now kek

#

It's pretty fun

#

spigot benchmarked j21 uh

#

1.20.4 iirc

#

one of the 1.20.x

tulip patrol
#

I don't know your experience level, but if you want to critique or give me some advice, feel free. I'm working on a command (doing everything from scratch so not perfect)

worthy yarrow
#

Not gonna read it cuz I bet you're not using a command framework

tulip patrol
#

nah

worthy yarrow
#

Don't reinvent the wheel kek, couple good libs for command framework

tulip patrol
#

Not sure what you mean by that xD I'm really just using the built-in parts and running the arguments lol

worthy yarrow
#

I cannot for the life of me find the link

worthy yarrow
#

removes the need to put them in your plugin.yml

tulip patrol
#

Well here's a question then, I can get over the command part but I want to avoid using Static as much as I possibly can but cant remember for the life of me

#

I have all these "managers", which I want accessible from everywhere

worthy yarrow
#

?di

undone axleBOT
tulip patrol
#

So essentially they're just utility classes, but they just contain Map/HashMap for available data.

worthy yarrow
#

Util classes should never hold what you'd call state

#

If it's a manager class, just use di

#

Otherwise for stateless operations such as like math calcs or wtv, those are fine as static methods

tulip patrol
worthy yarrow
#

yup di

#

You've got the manager instance, pass that around, and use it as you need

tulip patrol
#

Yeah I just wanted to get it all settled before I really get deeper into the development of this project, lol.

worthy yarrow
#

Yeah no worries, I know that cafebabe has some good links

#

(the bot)

#

#bot-commands and check the commands

tulip patrol
#

aight

#

yeah I'm just working on Property claims right now basically (not trying to use WG or other associated plugins)

worthy yarrow
#

I hope that's just for practice lol no reason not to use wg

tulip patrol
#

I have it this way just because of the end goal

#

Territory / TerritoryManager -> Property / PropertyManager lol

#

Territory = ChunkData basically / Property is just like more specific data

#

but then falls into Town / Nation

#

sort of developing it my own way because of all the different aspects

#

not specifically just for protection alone

#

if that makes sense to you lol

worthy yarrow
#

Sure but I mean you could use wg for the region stuff and then just do whatever you want with those regions whether it be permission aspects for protection or whatever, wg just makes it easier

#

seeing as wg already comes with certain flags and what not though I would say it's easier anyway to just use wg, that's not to say you can't manipulate it in a way that suits your use case better

tulip patrol
#

I'll probably look into it, I just don't want to really rely on dependencies so much lol

#

Just because I want this to function as a standalone basically.

#

end-goal is to make this kind of work similar to that game Eco (but with more of a PVP Aspect)

worthy yarrow
#

You could always just add the lib to the project so it compiles with it rather than shading/normal dependency stuff

quaint mantle
#

LOL

worthy yarrow
#

No shame in "relying" on depends tho, why reinvent the wheel simply because "I don't want to have so many depends"

tulip patrol
worthy yarrow
#

Still kinda terrible for testing imo but sure

worthy yarrow
tulip patrol
#

I don't have a lot of time to do work, lol.

#

Just because I'm always working xD

worthy yarrow
#

fair enough anyway I gotta head outa here gl with the project man

tulip patrol
#

Although I am gonna get into ProtocolLib for sure

#

ty, gl to you too

tulip patrol
quaint mantle
#

wdym?

tulip patrol
# quaint mantle wdym?

It's just the information you gave, lol. If you're gonna test it differently then thats fine, lol.

upper hazel
#

who knows how to make a mob move in the direction the player is going? It doesn’t matter what kind of mob it is, absolutely any

#

need protocol lib?

tulip patrol
#

So if you can use ProtocolLib to work with the pathfinding then thats one option.

lethal onyx
#

    private PacketPlayOutChat packet;

    public ActionBar(String text) {
        PacketPlayOutChat packet = new PacketPlayOutChat(ChatSerializer.a("{\"text\":\"" + text + "\"}"), (byte) 2);
        this.packet = packet;
    }

    public void sendToPlayer(Player p) {
        ((CraftPlayer)p).getHandle().playerConnection.sendPacket(packet);
    }

    public void sendToAll() {
        for (Player p : Bukkit.getServer().getOnlinePlayers()) {
            ((CraftPlayer)p).getHandle().playerConnection.sendPacket(packet);;
        }
    }



@EventHandler
    public void onPlayerJoin(PlayerJoinEvent e) {
        Player p = e.getPlayer();
        ActionBar actionBar = new ActionBar(CC.translate(ConfigFile.getConfig().getString("ACTIONBAR")));
        actionBar.sendToPlayer(p);
    }
}```

how do i make this message to stay and not to go away
chrome beacon
#

You keep sending it

#

multiple times

#

over multiple ticks

junior cradle
#

Friends who do not need discount telegram bots or perhaps plugins or sites can be made for a reasonable price, I will be honest, I am collecting for a new video card that I dream of, I am not enough, so I am looking for buyers uwu

torn shuttle
#

I'm going to start going REEE with this one

lethal onyx
torn shuttle
#

that image definitely should not happen

#

and I can't even think of a good way of debugging this

chrome beacon
#

All you did was create a variable

lethal onyx
#

ye nvm

lilac dagger
#

is that eclipse?

upper hazel
tulip patrol
#

and I don't usually recommend using NMS unless you know what you're doing and want your plugin to break on every update.

quiet ice
upper hazel
lethal onyx
lilac dagger
#

i haven't seen this color style in intellij

lethal onyx
#

its a theme that im using

lilac dagger
#

this is how mine look like lol

lethal onyx
#

theres plenty of them

lilac dagger
#

i see

upper hazel
#

I have a mob from a mod and I need to somehow change its logic and take the horse functionality and put it there

#

i try create custom horse usage custom mob

lilac dagger
#

do you have an api to this mod?

upper hazel
#

no💀

#

and you know what

lilac dagger
#

what's the name of this mod

upper hazel
upper hazel
#

this castom mod💀

#

bruh

#

all entity has move logic right?

#

so i can somehow change

#

?

#

or i need use ai

#

idk

#

change path logic

lilac dagger
#

it is not exposed, you either need a library that gives it to you or you need to use nms

upper hazel
#

so i can succeed with mobs flying or controlling them?

lilac dagger
#

i think so

#

tho the dragon is a bit more complicated as far as i know

#

if you mean to make mobs fly, you can achieve this pretty much from bukkit

#

just send a direction vector to a mob and they'll fly however you want them to

upper hazel
#

hm

#

i can just change entity path ?

#

i mean say him "move"

#

and he will move?

#

with bukkit

lilac dagger
#

no

#

you need nms for that

upper hazel
#

how i see this Mob class analog

#

in mod forge

#

enttiy extend Mob

lilac dagger
#

wdym by class analog?

#

in nms it's either EntitySentiant(i think md5 mapping) or Mob(i think is mojang name)

#

that has the look controller move controller

#

and the jump controller

upper hazel
#

not Entity

tulip patrol
#

wouldn't it be more like public class EliteZombie extends EntityZombie

#

just an example, like you're extending the actual base entity you're trying to extend and go off of

upper hazel
#

hm

kind hatch
blazing ocean
#

But @lethal onyx You can player.spigot().sendMessage(ChatType.ACTION_BAR, ...) or something similar

kind hatch
#

Oh, woops

#

But yea, player.spigot().sendMessage() should get the job done.

#

Will still have to have a runnable to keep it active though.

#

Cause we don't have control over actionbar timings sadly.

blazing ocean
#

Actionbars are just system messages with overlay set to true

brazen badge
#

is there a way, with protocol lib, to disable the sound of footsteps?

rotund ravine
#

Yes

lime hare
#

pls help me in setup of essential chat

#

i have installed it on server but its not working

brazen badge
wet breach
lime hare
#

pls help me

#

EssentialsX-2.21.0-dev+24-0af4436 i need this version essential chat

chrome beacon
#

why that specific one

#

also don't post in multiple channels...

slate siren
#

Hey guys, I'm coding a guild plugin and I encountered a problem, there is a suffix tag in the plugin, and this tab makes the tag visible, but I also use a plugin called TAB These two plugins conflict and my tag is not visible, what do you suggest about this?

echo basalt
#

TIL that PlayerStatisticIncrementEvent doesn't fire for certain statistics

#

nothing a little NMS couldn't fix >:)

#

muahahahaha

chrome beacon
#

🔫

pseudo hazel
#

iirc it mostly doesnt fire for stats that happen very often

#

like players moving

echo basalt
#

I'm specifically interested in the playtime one

proud badge
#

If a spigot plugin specifies API version 1.20.4 in the build.gradle, but doesn't use any of the newer API, will it work on older versions?

echo basalt
#

Just set it to 1.13 and move on

brazen badge
#

https://paste.md-5.net/xijeluvuha.cs

i'm using this, but the step sound is null, why?

[22:21:58 INFO]: null
[22:21:58 INFO]: null
[22:21:58 INFO]: null
[22:21:59 INFO]: null
[22:21:59 INFO]: null
[22:21:59 INFO]: null
[22:22:00 INFO]: null
[22:22:00 INFO]: null
[22:22:00 INFO]: null
[22:22:00 INFO]: null
proud badge
#

damn does 1.13 not have PDC?

unique shuttle
proud badge
tulip patrol
#

Anyone have a good library suggestion for MySQL?

proud badge
echo basalt
#

it's ass

tulip patrol
echo basalt
#

If you're using kotlin I'm a fan of Jetbrains Exposed

#

shame it's kotlin-only

tulip patrol
#

About to start database integration in my plugin and wanted peoples opinions on all that, lol.

echo basalt
#

Hibernate is whatever

#

Quite overkill for a minecraft plugin

tulip patrol
#

Ah no I'm not using kotlin

hazy parrot
#

I'm not sure what's wrong with jdbc

sturdy sand
#

hy one question

#

?paste

undone axleBOT
quaint mantle
#

can i make per world datapack?

sturdy sand
brazen badge
keen charm
#

Hello. I'm trying to create spoofed players, which is basically replicating player behaviour. But I don't listen to incoming packets except a few ones for sure so the spoofed players don't receive unnecessary information and put a high load on the server. In the network side, I'm replicating NioSocketChannel class with the name FakeChannel. However, I have to filter ClientboundCustomPayloadPacket so some plugins which use messaging system to sync player data can function properly. But the issue starts here: I override writeAndFlush(Object msg) method. Here, I only accept ByteBuf, String, PacketPlayOutSetSlot and ClientboundCustomPayloadPacket. But when a ClientboundCustomPayloadPacket passes through, I get this error: https://pastes.dev/Uz1UTkQS5J

What seems to be wrong with this? If you could help it'd be awesome, thank you.

proud badge
#

well just keep track of how many times the command was executed (maybe with PDC of the player)

sturdy sand
tulip patrol
#

so that it persists

proud badge
sturdy sand
#

eee no era spigot

tulip patrol
#

because even reboots/reloads it will reset unless you store it/load it back

sturdy sand
#

mmm ok

proud badge
sturdy sand
#

I understand

tulip patrol
# sturdy sand mmm ok

just think of it like, if you have player /homes, these are saved in files and loaded

#

same concept, thats the only way you can retain it between reloads/reboots

sturdy sand
#

I understand, thanks, I'll try to do it, another thing, do you know of a command called /redeem, I'm creating that, I just want to implement a check-in system, that is, if I use /redeemckeck <user> tells me who I vote for and so on!

#
package org.eredeem.commands;

import org.bukkit.command.Command;
import org.bukkit.command.CommandExecutor;
import org.bukkit.command.CommandSender;
import org.bukkit.entity.Player;
import org.eredeem.ERedeem;
import org.eredeem.utils.MessageUtils;

public class RedeemCheckCommand implements CommandExecutor {

    private ERedeem plugin;
    public RedeemCheckCommand(ERedeem plugin){
        this.plugin = plugin;
    }


    @Override
    public boolean onCommand(CommandSender sender, Command command, String alias, String[] args) {

        if(!(sender instanceof Player)){
            if (args.length == 0){
                sender.sendMessage(MessageUtils.getColoredMessage("&cSi vale"));
                return true;
            }
        }

        Player player = (Player) sender;

        if(args.length == 0){
            sender.sendMessage(MessageUtils.getColoredMessage("&cSi vale"));
        }
        
        return true;
    }
}
#

this test command

quaint mantle
remote swallow
#

Your checking if it's not instance of player

quaint mantle
#

no FFM!?

remote swallow
#

Infact I can't see where the braces end

eternal oxide
sturdy sand
keen charm
remote swallow
keen charm
#

I literally said "spoofed players" in the text

sturdy sand
#

ok ok

quaint mantle
orchid rapids
#

I'm having a hard time with chunk snapshots 😭 When trying to getBlockType(), the code passes the validateChunkCoordinates() check, but then throws an index out of bounds exception when trying to access the corresponding section: Index 24 out of bounds for length 24. Since the coordinate check succeeds I assume that the call I am doing is valid, but some math inside the snapshot class is misbehaving.

hybrid spoke
orchid rapids
#

Yup, hang on. I'm working on producing some logs that show the values I pass

#

Hm. Looks like I'm accessing y=320. That's probably not supposed to pass validateChunkCoordinates()?

remote swallow
#

319 is height limit so 320 is too high

hybrid spoke
#

there you have the bounds

orchid rapids
#

Supposedly

#

y=320 passes

#
    static void validateChunkCoordinates(int minY, int maxY, int x, int y, int z) {
        Preconditions.checkArgument(0 <= x && x <= 15, "x out of range (expected 0-15, got %s)", x);
        Preconditions.checkArgument(minY <= y && y <= maxY, "y out of range (expected %s-%s, got %s)", minY, maxY, y);
        Preconditions.checkArgument(0 <= z && z <= 15, "z out of range (expected 0-15, got %s)", z);
    }
#

Yup, the code does a <=

#

I'll fix my own code though, and see where that gets me. I'm not supposed to be checking 320

#

Math is hard

#

Yeah that solves it

inland hemlock
#

Does anyone know a list where I can see the particles for net.minecraft.core.particles.Particles;? called Particles.a,b,c...

#

nvm found it

slate siren
#

guys guys
I have 2 plugins. How can I integrate them with each other? I want to get data from one plugin data.db from another plugin

sullen marlin
#

make a public method and then use it from the other plugin

inland hemlock
stuck oar
#
  EndlessMode:
    1to5:
      zombie:
    6to10:
      zombie:
      cow:```

how would i double loop this

i want to get every section in EndlessMode, then loop through that section

this is all in config.yml
sweet pike
#

is there any way to check if an item in the left hand would be 'usable' or 'consumable' if the player right clicks?

for example, a shield in their left hand would start blocking, bread in the off-hand would trigger eating only if their hunger is below 20

#

but a grass block in their left-hand would not be usable

summer scroll
summer scroll
sweet pike
#

im trying to differenciate between successful off-hand actions and right-clicks that don't actually do anything

echo basalt
#

Little NMS could help 🤔

tulip patrol
#

org.bukkit.event.player.PlayerItemConsumeEvent?

#

and cancel it if hunger is full?

echo basalt
#

Food components -> can always eat

sweet pike
#

for example, if a shield is in the off-hand, that's always usable

#

what im trying to do is to cancel main-hand behaviour if the off-hand has available function.

sweet pike
tulip patrol
#

use org.bukkit.event.player.PlayerItemConsumeEvent

#

and compare the hands

#

and materials

echo basalt
#

Item#use returns a result holder

sweet pike
echo basalt
#

Yeah

tulip patrol
#

If you use the PlayerItemConsumeEvent, you can get the hand they used and the item they used

echo basalt
#

Thing is it causes side effects

tulip patrol
#

without using NMS

sweet pike
echo basalt
#

Things like shields might trigger consume event

sweet pike
#

i tried, it doesn't

echo basalt
sweet pike
#

let me double check again

sweet pike
#

that event will only fire after something is physically consumed by the client

echo basalt
#

Might be wonky given the client sends packets saying what hand it's using

tulip patrol
#

what about PlayerAnimationEvent?

echo basalt
#

You could mess with hands at a packet level

#

intercept packet, change the hand if it matches your conditions

#

this'll prob mess up

sweet pike
echo basalt
#

unless you set the item, set the hand and at the end of the tick set the item back

sweet pike
echo basalt
#

or you cancel the packet, set the hand, trigger the packet, set back

#

🤔

tulip patrol
#

so

#

wouldn't you just need PlayerInteractEvent then?

echo basalt
#

prolly

#

and then you manually write half a million checks

sweet pike
#

ill have to keep updating it everytime an interactable item is made

#

surely there's an abstract way to do this

tulip patrol
#

PlayerInteractEvent seems like as abstract as you can get it lol

#

and you can still getHand()

sweet pike
#

might as well be called PlayerClickedMouseEvent

#

regardless of whether i can eat the carrot or not, the event will fire. regardless of whether the shield is on cooldown or not, the event will fire

sweet pike
#

but i want to make sure that this specifically doesnt already exist somewhere in the API

restive mango
#

How do you avoid causing redstone to drop if you use .update to update a block with redstone dust on it back into a regular air block?

sullen marlin
#

Add false for no physics

restive mango
#

i do have false for no physics

#

hence my conundrum!

orchid rapids
#

Is it still the case that there's no proper way to read datapack biomes from blocks?

#

Ie. we expect all blocks in custom biomes to only report "minecraft:custom", and that's that?

wide vigil
#

BedWars1058 plugin help:

There's a really long wait after finishing a game and then redirecting you to the set lobby
Any way to shorten this to like 5 seconds or something?

sly topaz
sly topaz
#

posting the same message in more than one channel

wide vigil
#

ah i see

#

where should i post it then

sly topaz
#

questions like that go to #help-server, but as I said, it's kind of specific so you're better off asking the developer. This channel is for plugin development questions

wide vigil
#

nobody in the bedwars1058 server is helpful or actually answering my question 💀

sly topaz
#

well, if they can't answer it there, I can't imagine anyone here could either

#

just use a plugin with better support ¯_(ツ)_/¯

sly topaz
#

I assume you still could get the backing registry to get the proper key if anything

wide vigil
#

its not that they cant answer its that the server is dead ;-;

wide vigil
#

the spigot server is my last resort and i get made fun of for crossposting

#

wow ;-;

sly topaz
#

you're not being made fun off, you're just being told to follow the rules. Support for specific plugins is rarely given around these servers anyway, unless the plugin is really well-known like say, WorldEdit or LuckPerms

wide vigil
river oracle
#

Awh man we really need to convert biome

orchid rapids
sly topaz
#

Sure, not as convenient as the API, but there's no alternative to that. It's either doing it yourself or finding a library that does it for you

orchid rapids
#

My plugin has to support Minecraft versions 1.16.5, 1.17.1, 1.18.2, 1.19.2, 1.19.4, 1.20.1, 1.20.2, 1.20.4, 1.20.6, and 1.21.1. I am already using Manifold to do some hackery, but having to maintain working NMS code for all of those would drive me insane. Not to mention that I'd have to run Build Tools in my CI/CD?

sly topaz
#

that's why you'd do it with reflection/method handles, so that you only have to make changes if there is actually a difference in a newer version, otherwise you just use the default implementation (excluding the fact that the package changes every time)

#

people do choose to avoid reflection and do multiple modules instead because it is more clear what the intent is and it doesn't silently break like a reflective implementation would (this is preventable by forcefully disabling the functionality in unsupported versions unless some kind of configuration option is given to ignore it), in which case you'd have to run build tools in your CI/CD, yeah

#

nowadays it is easier than ever, if anything, with official mappings and remapper tools to aid in the understand of internals

#

all of that being said, the choice to maintain multiple versions is really on the developer. I do not believe it is necessary to keep support for that many versions behind when there's literally no reason for people to not upgrade besides maybe some plugin that went unsupported, at most I'd maintain the last 2 versions behind but that's it

river oracle
#

Honestly multiple modules is the way to go. Also cutting fat of versions that are less than optimal to keep supporting you could cut every version up to 1.20.4 with minimal impact

sly topaz
orchid rapids
#

I would gladly, but the list of versions comes from the parent project, which is not mine

river oracle
#

I mean you can always cut support on your fork

#

There no need to maintain 1 to 1 compat

#

So long as it's explicit your fork doesn't support those versions I see no issue

orchid rapids
#

Mine is more of a companion, but you're still correct. I'd of course prefer to maintain compatibility if possible though

#

The current issue with not getting the correct biome key simply manifests in incorrect colors for the player

sly topaz
#

yeah, getting biome keys is a weird hill to die on

#

what you can do is instead just not support this specific feature for older versions

orchid rapids
#

True. I can leave it the way it is right now for the ones that want to run stone age Minecraft

sly topaz
#

or maybe incrementally add support for the older versions as you find time to implement and test it there, as long as it is requested

#

this is also a good way to promote people to upgrade

orchid rapids
#

The plugin still has a quite small install base (100 - 150 servers), so stats aren't necessarily representative of the potential

#

but I guess this is a good place to start

sly topaz
#

Ideally Spigot would just provide the API but we can't just sit around and wait for it, can we 😛

orchid rapids
#

I will make my own API, with blackjack and booze

sly topaz
#

I'd imagine it wouldn't even be hard to implement, just nobody interested enough to PR

#

@river oracle wink wink

orchid rapids
#

I'll make a donation to whoever implements it for 1.21.1, and an additional donation for every version it is backported to x)

sly topaz
#

are backports of API even possible, as in, does Spigot even merge those I wonder

orchid rapids
#

Probably not

sly topaz
#

if they do and those branches aren't just kept frozen, I'd be interested in backporting a few APIs tbh

#

if not, I'm surprised there's no one making a fork to provide new API to older versions, where applicable

worldly ingot
#

We do not maintain older API versions

#

Bukkit moves forwards

sly topaz
#

time to make Cursed Spigot

river oracle
#

but 99% of the time no

river oracle
#

it just needs a PR I could throw it together, but it seems like nothing is getting merged atm

sly topaz
#

md is probably working with the snapshots to even bother

river oracle
#

I will do it once 1.21.2 drops whenever that may be

sly topaz
#

they already added the derp- creaking, so that'll probably be soon

#

I am rather dissapointed at how derp it is, but ig since updates are drops now, it is what it is

river oracle
#

I hope it gets tweaked

#

otherwise it'll be just another one of those things that is just kinda there and you can just avoid and never have to deal with

#

not to mention that the mob itself isn't even really a threat

sly topaz
#

I want it to be more violent and able to teleport, also maybe for it to get angry whenever you try to remove their heart

river oracle
#

like give me a reason to go at night

sly topaz
#

also for the biome to be much larger so that you have no choice but to go through it

river oracle
#

but that's lowest on my list of complains vs the need for actual purpose

sly topaz
#

I'm fine with it being an alternative dark forest, I just don't find much purpose about it since you can just go around it with no issue

river oracle
#

if they implement some purpose the fact its a dark forsest reskin is fine

sly topaz
#

then again, if it were to be bigger then people would ask for more things to be in the biome, so it is a lose-lose situation

#

the fact that the mob drops nothing is also rather disappointing

#

I couldn't care less about the advancements, they don't reward you for them in the game anyway

river oracle
#

if this was a yearly update I'd feel way more confident with their ability to actually morph this into something neat

sly topaz
#

they just began experimenting with this new version format so I assume we're getting the worst of it right now and it'll get better as they adapt to the new release cycle

river oracle
#

like honestly Trial Chambers are dope as hell 1.21 was a super great update

sly topaz
#

I do not like how comfortable they've gotten with experiments either, like bundles went through 4 major versions before it is finally going to be out of experimental phase lol

river oracle
#

my thoughts on that

#

e.g. if they added that redstone or minecart stuff to a snapshot people would have probably freaked out

sly topaz
#

I am fine with experiments as a concept, they're good to gather overall reaction and feedback

#

the issue is with how long they take to actually implement that feedback if at all

#

if that's how it is going to be, then there's little reason for it to be a experiment at all, and it isn't like they're scrambling for developers to work on these features either

river oracle
#

I wouldn't be surprised if they implemented experiments of ideas for updates they wanted to do 2 or 3 major updates down the line

sly topaz
#

so probably a lot of bureaucracy to get things going on

#

it is funny to think about seeing how these have diverged vastly already but eh

river oracle
neon shoal
#

Is there amy way to detect a structure or a biome and spawn a custom mob?

lime hare
#

can any1 help me with chat core plugin?

fading drift
#

whats event for natural regen

wet breach
#

there is still plenty of stuff that java edition has that bedrock doesn't and there is stuff that bedrock has that java edition does not

sly topaz
twilit coral
hazy parrot
#

you can check for some of those enum fields

#

in entityregainhealthevent

fading drift
#

ty

lilac dagger
#

which one do you guys prefer?

#

ignore the highlighting if you can

#

i think the one on the right is cleaner, tho removeIf feels used abusively here

quiet ice
#

depends on the call frequency

#

For methods that are rarely called, the right one is fine

fair rock
quiet ice
#

yeah

eternal night
#

I mean "overhead" is kinda crazy

quiet ice
#

although the overhead is comparatively miniscule

fair rock
#

Im bad in english, i didnt know how to describe it. Wanna explain more how you would call it?

quiet ice
#

that being said these margins can add up, so I'm usually less negligent on that front outside of code I know will only be run at startup

river oracle
eternal night
#

I mean, even if.

#

das a single invokedynamic/invokevirtual

river oracle
river oracle
lilac dagger
#

it should be fine

quiet ice
#

in hotspot code JIT would kick in, so it's actually pretty much the same in a hotspot code

lilac dagger
#

i don't expect 100 parties

fair rock
eternal night
#

there is effectively 0 issue with either of the code being called very frequently

river oracle
quiet ice
#

In the end it's just a question of writing whatever you like most

river oracle
#

Idk what you've been told but the functional methods while technically slower are so much little slower that optimizing for it is probably the last thing on the chain of optimizations

#

You'll save like a marginal amount of nano seconds

quiet ice
#

They are the same once compiled actually

river oracle
#

I thought for sure it'd be a method call

quiet ice
#

inlining is a thing

#

And removeIf can be faster on stuff like ArrayLists

eternal night
#

removeIf on fastutil collections is OP af

quiet ice
#

But only when bulk-removing, if you rarely remove stuff or only remove few things, it'll be slower because of the overhead associated with the removeIf method

river oracle
slender elbow
blazing ocean
eternal night
#

on like, a large af list

slender elbow
#

that would be very funny

viscid carbon
#

Im not going crazy right? this should work...

ConfigurationSection acceptSettings = this.core.getConfig().getConfigurationSection("Applications.Settings.Accept");

Applications:
  Settings:
    Accept:
      Announce: true
      Annoucement: "&a[player] &7Has just been accepted into the server!"
      Commands:
      - 'setrank [player] Player'
      Chats:
      - "&7Welcome to the server! &a[player]!"```
#

saying the section is null btw

#

Yml lint is saying its good

viscid carbon
slender elbow
#

did you save it into the plugin folder?

viscid carbon
#

Yes, everything else works fine

fluid river
#

bruh

#

guy gave me a task to write a program which returns all words in the text file and how many times this word appeared

#

and then this happened

#
String correctedLine = line.replaceAll("[^a-zа-яα-ωΑ-Ωŋё-֊־‒–—―⸗⸚⸺〰゠︱︲﹘﹣-' \\-]", " ").trim();```
#

look at this regex

#

i didn't even know this characters existed

#

i had to decompile the shit to get them

viscid carbon
#

Shit, nvm my kid got me 😂

#

idk why it didnt error out

wet breach
fluid river
#

jree fava lessons

#

crazy ahh regex writer

sterile token
#

hello, any recomendations for a unified permission system for proxies and servers

granite ravine
#

heyy, does anyone know if it's possible to create custom advancements without using NMS?

inland hemlock
#

Can I spawn npcs (for corpses) without nms in 1.21.1? trying with and there is no gameprofile anymore and neither CraftPlayerProfile nor PlayerProfile is working.

chrome beacon
#

No

#

You need nms

pseudo hazel
#

i thought you could make them with resource packs or whatever

#

arent they data driven?

blazing ocean
#

data packs

pseudo hazel
#

ah right

#

same thing

blazing ocean
#

they really aren't but sure

pseudo hazel
#

i mean a resourcepack is just a datapack but for clients

river oracle
#

that's not even true either lol

inland hemlock
chrome beacon
#

It still exists

inland hemlock
#

Can't send screenshots.. but can't import it. Using api1.21.1 R0.1 and server1.21.1-R0.1 dependencies

sterile token
# chrome beacon LuckPerms

right, but does it support multiples proxy sync? I seen that for server you use a context and works. But not sure if works for many proxies.

Also i seen that they api is a mess. You have to do thosens of things just to get the user rank name

remote swallow
#

sure it works for multiple proxies

sterile token
#

oh right, i wil try it. Thanks man

sterile token
# brazen badge anyone?

i don't want to sound rude. But we must wait for answers patiently. Also if ur message get lost best option is to open a thread on this channel

brazen badge
cedar flume
#

Hey,
Any handy public/popular micro libraries for protecting specified blocks from all forms of damage (player/explosion/mob grief/form/decay etc etc)?

bonus points if it persists the specified protections.

Or am I best just handling all of the possible cases myself?

frosty leaf
#

Hello, good afternoon, sorry, I don't speak English, I speak Spanish, I really have very little knowledge about programming a plugin, I know the basics of how to configure it, view files, etc. But I am in the middle of creating a Minecraft series which increases in difficulty but I want to add features such as pressing a button to make you instakill or things like that. Is there a plugin that makes it possible or some way to add difficulties?

kind hatch
#

@river oracle If you're around, could help me with something in vc?

river oracle
kind hatch
#

Bet

river oracle
#

it prob won't be soon tho

kind hatch
#

It's all good

summer scroll
civic seal
#

hello

#

i want someone who is unregistered on the server to be spawned in a place different from the spawn one and after they registered they ll be teleported to the spawn

#

is this available only on bungee?

timber vortex
#

Hey, Im looking for a way to essentially glide users in a specific way within a world. Essentially what I want to do is create a "cutseen" which takes users from a starting position and ending position, with it dipping to black to cut to different places.

frosty leaf
#

Or every time I restart the server do I need to activate them again or do they only work for a specific area?

civic seal
slate siren
#

how can I integrate two plugins with each other?

eternal oxide
#

integrate?

#

explain in more detail

stuck oar
#

how do i make subcommands

river oracle
#

an if statement

#

or a map

summer scroll
summer scroll
tulip patrol
# frosty leaf Or every time I restart the server do I need to activate them again or do they o...

I mean if you do it as a plugin, every time you restart the server you would have to "activate" the way the plugin handles it again if you have a required state that needs to be saved between reloads/restarts. That might be more of a hassle to deal with if you don't have any programming knowledge versus using command blocks if command blocks can achieve the same goal you're trying to do.

slate siren
#

There is a pvp plugin, it manages parts like kills death kdr and saves it in the data.db section. Additionally, I created a plugin called rank and in it, I will create a rank jumping system according to the player's kill amount, but I couldn't understand how to get the kill amount in pvp in the rank plugin

eternal oxide
#

check if the pvp plugin has an api

slate siren
eternal oxide
#

then write an api

frosty leaf
# tulip patrol I mean if you do it as a plugin, every time you restart the server you would hav...

Ok here is my problem, I will use a roulette datapack that I must use a command in a command block to activate it or activate it from the chat that makes the roulette appear for all users on the server and 2 command blocks that one is to play a decorative sound and the next to place a message something like, Red roulette

An electric crepper will appear at the location of all players

I could do everything through chat, it would be to agree with the person I will hire to put the message roulette wheels, etc.

#

The problem here is that I can't find anything similar in any YouTube video haha ​​:C

A while ago I bought a plugin that makes the drops of mobs change. You can choose what you want and that is useful for me to make the difficulty more difficult, do you understand? But I would like to see if there is a plugin that can modify things in Minecraft. How hungry a food makes you, how much harm does such a thing do?

slate siren
eternal oxide
#

use it

rough ibex
#

the things you describe are possible for sure

tulip patrol
#

They're possible, but whether such a plugin for such a niche purpose alone exists? Not too sure.

#

You would really have to either commit looking deep into plugins compatible with your version of Minecraft or see if anyone is willing to develop a plugin to do that for you for free, or commission it out.

#

or make it yourself.

#

Like, alone a plugin to change how food affects you alone isn't hard to make. But it really depends on the full extent of how much you need this plugin to do for you.

slate siren
# eternal oxide use it

wowww, I didn't think it would be this simple... I know these things too, but I don't have enough information on how to do them, so I wrote it here

frosty leaf
#

If it is the problem for someone who cannot afford to pay someone, besides it is hard work, I respect the work and knowledge of any person and I have obtained knowledge based on trial and error, but I have not yet ventured into really basic things. create a plugin from 0. that's why series with streamers are very expensive because of all the development, plugins, datapacks, texture packs and mods that are made for the series

eternal oxide
#

Bukkit.getPlugin("YourPVPPlugin")... access the API you wrote to fetch the data you need.

tulip patrol
frosty leaf
slate siren
tulip patrol
#

The spigot website has basic tutorials that can get the point across very easily if you follow step by step.

frosty leaf
#

I'll see if I can find them in Spanish, maybe I can make my own plugin haha, wish me luck, I appreciate your time and your interest in answering me.

tulip patrol