#help-development
1 messages ¡ Page 1641 of 1
Why does the args[0] return nothing?
Code:
@Nullable
@Override
public List<String> onTabComplete(@NotNull CommandSender commandSender, @NotNull Command command, @NotNull String label, @NotNull String[] args) {
List<String> tabCompletion = null;
if (args.length == 1) {
tabCompletion = new ArrayList<>();
if (args[0].equals(""))
for (String completion : new ArrayList<>(Arrays.asList("reload", "create", "remove", "setup", "join", "leave"))) {
System.out.println("1: " +completion);
System.out.println("2: " +args[0]);
System.out.println("3: " +(completion.startsWith(args[0].toLowerCase())));
if (completion.startsWith(args[0].toLowerCase()))
tabCompletion.add(completion);
}
else
tabCompletion = new ArrayList<>(Arrays.asList("reload", "create", "remove", "setup", "join", "leave"));
return tabCompletion;
}
return null;
}
Debug:
[15:12:13 INFO]: 1: reload
[15:12:13 INFO]: 2:
[15:12:13 INFO]: 3: true
[15:12:13 INFO]: 1: create
[15:12:13 INFO]: 2:
[15:12:13 INFO]: 3: true
[15:12:13 INFO]: 1: remove
[15:12:13 INFO]: 2:
[15:12:13 INFO]: 3: true
[15:12:13 INFO]: 1: setup
[15:12:13 INFO]: 2:
[15:12:13 INFO]: 3: true
[15:12:13 INFO]: 1: join
[15:12:13 INFO]: 2:
[15:12:13 INFO]: 3: true
[15:12:13 INFO]: 1: leave
[15:12:13 INFO]: 2:
[15:12:13 INFO]: 3: true
becaue youve checked it contains nothing?
after deserialisation i guess
nice
so it doesnt work without nulls?
@unreal quartz
Okay I see it , so I have to put In the setPlayerList these numbers or no ?
wat
the team names determine the order here, so if i am in a scoreboard team with the name "a" i will be placed higher than someone in the team "z"
if those are the team names then yes
Yay ! Thx for ur help @unreal quartz
How can I see if someone joins for the first time?
lol nevermind there's a check for that
for some reason this gives a nullpointer
private final Inventory inv = Bukkit.createInventory(p, 45, p.getName() + "'s safechest");
?paste
p can be null
send your code
well if thats called too early in the server bootstrap process maybe Bukkit::createInventory invocation caused it
though unlikely
i had an exception ininitializerError before
when my inventory was static
then i changed it
this is the whole stacktrace https://paste.md-5.net/upahisezuh.cs
commandsafechest:17 is that line
stacktrace wont help jack shit
as said 2 times already, too further investigate your error, code is probably the best way of addressing it
and no, no one is going to skid it
?paste
it starts by this
getCommand("safechest").setExecutor(new CommandSafechest());
the command instance might be null
that is if you didnt declare it in your plugin manifest
i did
I would take a shot and say that its presumably an initialization order issue
@tardy delta why cant u send code?
yeah well from the stacktrace it seems like its in the constructor of CommandSafechest
how can we help you if you cant give us anything?
bing people here are usually quite paranoid over there code 𤡠at the end its their decision
idk how it can be, i loaded all the configs before the fact, also i dont have the issue if i dont load the info onenable
:/
suggestion one, don't use static singletons all over the place, pass dependencies through constructors and methods
if you want to see the class here we go
https://paste.md-5.net/xuyefisija.java
send the BaseCommand
big thing https://paste.md-5.net/idobobusik.java
makes sense you'd get a npe
anyone know what i should do?
BaseCommand.p is null at the time CommandSafechest.inv uses BaseCommand.p
yes but fields are initialized when the new Class(); is called
they're not initialized when you want sadly, as said they follow an order
the main plugin class also
brr the error is back
and for other commands it does?
yes but you're literally using the p variable when its null
its an irrefutable fact, just look at your code. But let me ask this rather, what are you trying to do?
with imports thx
just letting the command work it worked before
and then you obviously changed something which broke it because your code is fragile
//BaseCommand
protected final Main plugin = Main.getInstance();
protected boolean isConsole = false;
protected CommandSender sender = null;
protected static Player p = null;
protected final List<String> arguments = new ArrayList<>(); // tabComplete
protected final Map<UUID, Long> cooldowns = new HashMap<>();
//Safechest
private static final Map<UUID, ItemStack[]> menus = new HashMap<>();
private final Inventory inv = Bukkit.createInventory(p, 45, p.getName() + "'s safechest");
look here
p = null
yes
its not going to turn not null at the initialization of inv
probably because you did something different
oh
myes the dark arts of lombok shows itself once again
Hey does anyone know how you can include a specific potion (like Potion of Invisibility 8:00) in a recipe? I need it for a shaped recipe.
nms probably
pengu can you run delombok and regenerate the stacktrace
wew error is gone
.
ill just remove all traces in this to project to lombok then
i donât like it
full form??
it normally just screws shit up
minecraft is the entire game đ¤
damn this explenation sucks
it causes dependency complexity for no real beneficial reason arguably jeff, only good thing is that it actually decreases boilerplate and verbosity
i mean the server
how would i go about sending a message in chat only when they leave the area and not everytime they are outsite the area?
myep - and also hates java 16
wel
j16 nice?
i had some issues with it in the past at least
Yeah
waits
for what?
xD
no you donât
it is not documented
you probably found some shit wayyy out of date
?
do you mean the javadocs?
out of date
just kinda?
there isnât one
waaaay outdated lol
lmao ancient to say the least yeah
đ¤
Some say it stands for native minecraft source also lol
if you type ânet.minecraft.server.â
yeah goes hand in hand
and then you can see all the imports
How can I cancel opening the enchantment table gui, and after that opening a custom gui? I know how to open a gui, but idk how to check when the enchanting gui is opened and cancel that?
event
You could cancel the interact event with enchantment tables
its a package
How do I cancel it though?
just in a method
Listen to PlayerInteractEvent and cancel it if it meets certain criteria
and then make it open your own ui
Default? 1.0 I believe
oh i put it on 2
maybe thats why my villager sound sounds that weird
I believe the default is 3?
i guess 4
Just checked, it's 3
good luck with that
isn't this the singleplayer sound from a villager that declines your trade?
Sound.ENTITY_VILLAGER_NO
it sounds weird
I believe that's played when a villager lacks trades
Ok so I can't figure out how to detect if the player is interacting with the ench table+
it does not sound like this
https://www.youtube.com/watch?v=rKOC6L5WSho
"Your trade isn't good -_-" - King Of Villagers
Sound belongs to Mojang
Ok so I can't figure out how to detect if the player is interacting with the ench table
@EventHandler
public void onInteract(PlayerInteractEvent event) {
if (event.getAction() != (Action.RIGHT_CLICK_BLOCK)) {
return;
}
if (event.getClickedBlock() == null) {
return;
}
if (event.getClickedBlock().getType() == Material.ENCHANTING_TABLE) {
return;
}
event.setCancelled(true);
// your code here
}```
event.getinv.gettype == invtype.enchantmenttable or something?
oh
if (event.getInventory().getType() == InventoryType.ENCHANTING)
shouldn't this work?
Probably less janky to cancel the inventory opening at all before opening the custom one
nvm
He's trying to hijack the enchantment table ui altogether
Try delaying it...
?scheduling
thanks daddy

what will this line look like using nms 1.17? I mean ADD_PLAYER
PacketPlayOutPlayerInfo.EnumPlayerInfoAction.ADD_PLAYER```
idk
best thing to do is to remap a jar with buildtools and then decompile it
imo at least
sure you can
use something like fernflower
decompile it
usage in teh readme
jd gui is better
basically there are a million ways to decompile - when you open a .class with intellij it uses fernflower on that specific class. however you can manually decompile entire jars
a zip??
i got no clue
oh xD
thatâs not what i meant
so like
do you have something like 7zip installed?
ok - so open the jar with 7zip
and you should have a tonne of .class files
that are unreadable
because they are in bytecode
ok
so then open one of them with intellij
it should decompile it
now trying to understand the java code tududu
pog why is player.getinventory().remove() not a boolean : (
you can use all to test if there is anything to remove.
But this requires 2 iterations of the Inventory. I think its a good idea to return a boolean here. Maybe ill PR that.
You cant make them truly hostile.
true, a boolean would make sense.
When I modify a GameProfile of a player, how can I update that GameProfile for the modified player? I figured out how to make other players see the updated player, but not the player itself...
You can either disguise a hostile mob as a non-hostile one or you can try and extend the NMS mob to make it hostile with some logic
What did you do to make the other players see the update?
You cant. A Spider has no Equipment slots
You can also just increase the spiders armor attribute. Not sure if that works tho.
Then you can also write your own attribute system thats based on PersistentDataContainer.
It doesnt work like that
I dont think you can just increase the health above the entities maximum health like that.
You need to set its GENERIC_MAX_HEALTH attribute
check if the #getEntity is instanceof Spider instead
yeah believe its even deprecated
it is
Hey quick question, I wanted to start my dev server for some testing but I am getting this error on start:
Anyone saw that before? Could it be in relation with that white server pop up window? -> could I disable it?
yea true sorry, just used to be in this channel đ
@wild reef thats btw. your way to go. but no clue why it fails.
probably a start option wrong or stuff
any good reduce lag plugins?
ok
A good server configuration does half the job
hmm its a paper server
And most "anti lag" plugins have no idea what they are doing and even introduce more lag sometimes.
a good plugin is the lobotomizatornator
?lag
xD
?
Wait... wasnt there a command for that?
spigot doesnât lag
its paper
ask in the paper discord then
^
ok is there a link?
air
Uh. Thats a bookmark.
private
no the link
oh ok
ty mate

hehehehe
conclure
do you know why there is a bot deleting links to the paper discord
it removes all invites
it does?
You can;t advertise McDonalds in a KFC
doubt
Advertising motorcycles in a car shop
myeah.. but still, seems a bit petty
Why?
shoudl we just put a redirect on spigot to there?
seems a bit extra
for example on some links that get deleted even the spigot invite is deleted
what?
helping him joining the paper discord ye
oh lol
its grouped for me
bruh
again
demonstrating the issues
?
what about it
that is how you declare something
wat
????
we tried đ
?scheduling
ok so it ainât broken
that isn't even how you setup an event listener đ
^^
The home of Spigot a high performance, no lag customized CraftBukkit Minecraft server API, and BungeeCord, the cloud server proxy.
ok so what is the error?
iâm still so confused what just happened
I believe they were looking for an event that simply wasn't named that
prone to change
Its PRd. Maybe it'll be part of the API in a few days.
đ
ah yes because spigot PRs are pulled in a few days đ
XD
is it not already?
nope
one i has made was
took 4 days
then it was merged
if (player.getInventory().removeItem(item).isEmpty()) {
}
@tardy delta
i didnât make it
sorry typo
someone made it for something i was doing
but yeah
it was fast
remove() and removeItem() are two different methods
make your own
faster than paper updating upstream xD
had to compile myself smh
whats the difference with .remove() ?
for the new generator api ?
nono
remove removes everything
Or contribute to Spigot so everyone can enjoy the changes... Thats the only way the API grows
the itemstack you specified yes?
it was just a random like issue with chunksections
yes
i dont know why it wasnt like that alreafy
tbh tho spigot contribution (besides the interesting CLA) would be a lot more fun of more maintainers than md_5 existed
Does someone knows a way to send your files from the server automatically to github each hour?
use batch
or sh
ah i understand how it works
loop every hour, git commit, git push
true but, how would md maintain his ruthless code quality
or if your server host is shit you can make a plugin
does it also checks if the inventory contains it? like List#contains
nope
is that even possible in pterodactyl?
idk, to this day I have no idea why a project like spigot that does rolling releases believes every single API addition is final.
compatibility
but mid version ?
developers would actually have to re-pull their spigot dependency then use the new feature
itâs annoying when shit gets broken though
Yes between version upgrades sure
i dont think so
but when you are developing on the edge anyway
use a plugin
isn't there a plugin for that or something
i always hate it though when an api gets re-written cause it changes all the methods
Nope!
screws up tutorials as well
for a while, spigot even had draft api. It was lit
like, all added methods were deprecated
đ
potential subject to removal
thatâs kinda cool
and people could just build prototypes etc
developers also knew it was draft, it might change. your own risk of using it
yeah - why did it go?
so if i would use it with bash, so in a .sh file how can i let that run
idk /shrug. it wasn't anything official. but current additions are just thrown in
e.g world generator overhaul
yeah
failure
ÂŻ\_(ă)_/ÂŻ
huh ?
are you asking how to run a bash script
yeah in pterodactyl
oh in pterodactyl idk
f
do you have access to a terminal
ÂŻ_(ă)_/ÂŻ
is there any way to detect player pressing the movement keys while spectating someone?
No
you can detect player movement
a console yes
idk if it will work from there
combine that with checking the gamemode
but to make a script executable its
move event doesn't fire if you are spectating someone
oh no
./script.sh
okay but there are plugins to execute shell scripts and bash scripts
soo use the plugin then
else, java's Process API should allow you to execute scripts
how do you check if the hotbar contains an item?
if (inventory.contains(item))
and for the hotbar you need to check the index i think
thanks
can't find them xd
for some reason does player.getInventory().remove(item) do nothing
ah do i need to call updateInventory
Hide and show the player to everybody
unfortunately no
but what's the problem?
Hey there, is there an easy way to get the world location of an specific location inside a chunk?
-
like inside the chunk
x: 1representsx: -18in the world location -
or getting the start and end location
(world location)from an chunk
everyone else can see the updated player GameProfile, except the player himself
hmm
for some reason this wont remove the item
if (player.getInventory().containsAtLeast(item, 1)) {
player.getInventory().remove(item);
player.updateInventory();
remove the updateInventory and allow your code to finish
double y = plugin.getConfig().getDouble("y");
double z = plugin.getConfig().getDouble("z");
World w = Bukkit.getServer().getWorld("world");
plugin.getServer().getScheduler().scheduleSyncDelayedTask(plugin, new Runnable() {
@Override
public void run() {
p.teleport(new Location(w, x,y,z));
p.sendMessage(ChatColor.GOLD + "HERESY " + ChatColor.GRAY + "| Successfully teleported to " + ChatColor.GOLD + "spawn");
p.playSound(p.getLocation(),Sound.ORB_PICKUP,1,1);
}
},100);``` i dont get any errors but it tps me to 0 0 not the actual coordinates
Check your config
i did ,
~Spawn: x: -13 y: 65 z: -225
it works fine
plugin.getConfig().set("Spawn." + ".x", p.getLocation().getBlockX());
plugin.getConfig().set("Spawn." + ".y", p.getLocation().getBlockY());
plugin.getConfig().set("Spawn." + ".z", p.getLocation().getBlockZ());
plugin.saveConfig();```
plugin.getConfig().getDouble("x");
this concatenation is pointless and you have put 2 dots in your path
yes
not following YAML naming conventions 
what?
đ
yes all your keys need to be written in SpOngECaSe
^
B
mYsPaWnLoCaTiOn:
so if I wanna get the skeleton spawn chance I have to write "skeleton-spawn-chance"
no
skeletonSpawnChance?
its just conventions, barely any plugin devs follow them
oh ok then, dont have to rewrite 400 lines. thank god.
there is no such thing as a yaml naming convention
there is nothing in the specification which suggests there is
why do you always wanna disagree with me
a little tomfoolery
Ive got a question about shapedRecipe if someone knows their way around it
great
what
"XXX"
"XXX"
"XXX"
but "XXX" "XXX" "XXX"
How would I add a specific potion as an ingredient?
oh
for example I want to add a splash potion of invisibility
check docs for the replaced
is it not deprecated anymore?
there might be a replacement?
and how would I get the exact Potion in an ItemStack?
How to create custom loot tables?
like drops?
gui is the only "good" way I can think of
chest items
or you could assign a block to be a crafting table by doing some command or shit or and then open a gui when you right click it.
desk what you on about
thought he meant chest loot tables
what?

loot tables?
@surreal sonnet explain
I'm currently trying to create an custom loottable to set some items like golds, gapples etc. in it, but it only shows a empty gui rn
huh
do you mean a crafting table?
where did he say crafting table
WHAT is a loot table?
you mean a GUI? or chest generation
@quaint mantle hello blind ass?
just using "implements LootTable" and myLootTable.fillInventory right now
never heard of that
me neither
show your code
?paste pls
?paste pls
I did not know you could make custom loottables
Thanks, the "new RecipeChoice.ExactChoice()" worked perfectly đ
neither did i
sounds fun
you need to put that in fillInventory
Hey, I want to damage a Monster with:
((Monster) loop).damage(10.0D);
but I want, to calculate the sword of the player and the armour and effects of the mob.
are you using a Listener or something like that to activate it?
i know, its in a different file currently im too lazy to put it in another paste thing
just.. do it
do you mean check the type of sword?
damage modifiers
I am using hashmaps to see if a player moved after doing a command , if they do i listen to it and then set it to false so it will cancel what it was going to do but it does not seem to be doing that
@EventHandler
public void onMove(PlayerMoveEvent e){
Player p = e.getPlayer();
if(Cmds.spawnTimer.containsKey(p)){
Cmds.spawnTimer.put(p,false);
return;
}
}
public static HashMap<Player, Boolean> spawnTimer = new HashMap<Player, Boolean>();
if(spawnTimer.get(p) == false){
p.sendMessage(ChatColor.RED + "Teleportation cancelled , you moved");
return true;
}```
yes and the enchants
IF you want to account for the mob armor and weapon and all that use https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/Damageable.html#damage(double,org.bukkit.entity.Entity)
this methot ignores the armour. It uses:
public static final DamageSource n = (new DamageSource("generic")).setIgnoreArmor();
dont store player
UUID?
Yes
ok
wdym
i changed it to the players UUID but i need it to actually work
do you see the issue here
no , not really
do i see if its true and then do the rest
negiate it
hm?
the moveevent works , but it does seem to be doing anything
they are in different classes so it might be the reason
Hi guys, please help. I can't find a single functional PHATLOOTS style plugin for minecraft version 1.17.x Is there anything similar available? Unfortunately, I can't do without it. An ordinary plugin for loot chests would be enough.
some know how to do a tablist prefixes priority ?
its sorted alphabetically
0-9 a-z
or
what do you mean?
its because i'm creating a custom tab
then i would have to set players manually, so I would have to get all online players and add a specific player's tab
priority = your tags like [Owner]
in that it would always have to be the first
until the order of player names
|- abc
|- cba
|- def
understand
godcipher what did you mean by "negiate it"
**!**Cmds.spawnTimer.containsKey(p)
yeah. the teams are sorted by their name alphabetically
0 will be the first
00 will be above 0
in this case I already know how I would do it, but in this case all that's left is to define the priorities of the players through their tags
but i'm using a custom tab..
i need define it manual
.
How can I set the AttackCooldown to Maximum. There is already the resetAttackCooldown method.
what is entity cumbust event and how do i cumbust a entity?

can someone help me with making an npc invisible using protocollib?
or is there another discord for that
look it up
⨠Javadocs â¨
tf is thet
but anything related to nms enums will just not work
i have checked those
for fuck's sake
package index
protocollib
i dont think he is talking to you
i dorget how do i register a event in the main class
nvm i go tit
đ
?jd
Guys whenever i cmd+shift+o on eclipse my imported plugins have random spaces between them on default. Im a newbie does this mean something, can i delete the spaces in between?
import org.bukkit.command.CommandSender;
import org.bukkit.plugin.java.JavaPlugin;
import com.mojang.brigadier.Command;
how can i get the entity killer on a PlayerDeathEvent?
?
this is my current code, but if its an entity, attacker returns null
Player victim = e.getEntity();
Player attacker = victim.getKiller();
ok ill try it out
Are the new data values referred to by org.bukkit.Material? These are the integers referring to each item correct?
nope, the javadoc for getKiller is still
Gets the player identified as the killer of the living entity.
May be null.
yep this works fine
Yeah I was so confused by the minecraft wiki namespaces
?
ok ill try EntityDeathByEntityEvent
the class or is this an event!?!!
because it doesn't exist
smh
no results :/
congrats but not for me lmfao
oh i found it
you misspelt it đ
welp i guess ill use it and see what happens
thx
oh wait yea hm
uh
is there no way to get the killer entity for a death event?
i-
get the last damage cause and check it's an instance of entityt damage by entity
hello, how can i set a custom follow range for a custom entity
wait, and through the damage cause, i can get entity damager right?
yes
kkkk pogggerrrss
skeleton.getAttribute(Attribute.GENERIC_FOLLOW_RANGE).setBaseValue(150);tis seems not to work
F
WRONG THING
there
plz, been trying to fix this for a while
the hashmap doenst set though
tpaPlayerSpecific isnt being set right
im not sure
its a HashMap<Player, Player>
UUID?
alr
iw as thinking of that lmao
ohhh
weird
idk haha
yeah its still not working
here's the error from doing /tpaccept
and like i said /tpa does work, right
yes
tpaccept has no args
because it checks the hashmaps
oh yeah
tpa works, i changed it to be .getUniqueId()
just not tpaccept..
p is specified as (Player) executor
in the onCommand
not a spigot pro or anything, but read the code, and check if everything goes correctly
i mean like
if its in correct order
and stuff
its at line 199
when i made the weird tpa HashMap that i'm probably going to change
it just checks UUID1:UUID2 is true
Hello, I have a question? I am allowed to do a plugin that update itself without restarting the server whenever a new update is available? There will be an config boolean like 'auto-update: true' new version of the plugin will be downloaded on start and replaced by the old one(set as true by default).
above that, tpaTo is set to Bukkit.getPlayer(the hashmap value);
so irdk
that runs in-game
i did /tpa AnkleDev
i got the message
theres no errors either in /tpa
ya
anyone know what im doing worng
wrong
why == false
!condition
fair
what else
what else.
is there any reason the hashmap wouldnt be setting
or nulling
for some reason
you want to make a tpa command
sĂ
i type too slow for this
on phone
rip
is there a cooldown for moving
no
just /tpaaccept
yes
whats key
its
really weird id kwhy i still have it
its their uuid to a string
- ":" + the otehr uuid
so basically
uuid1:uuid2
idk how that makes it not work if we're talking about a completely different hashmap @weary geyser
i'll remove that hashmap though haha
afaik it doesnt really serve any purpose
you should use a bimap
or create a TpaRequest object
accept
request
nvm
away from home, havent coded anything in weeks
@quaint mantle you're overcomplicating it
consider a recode
yeah
i'll do that haha
i removed the "UUID:UUID" hashmap
map uuid, uuid
tpa player:
map.put(to.uuid, player.uuid)
tpaaccept:
if map.contains(player.uuid):
map.get(player.uuid).teleport(here)
thats another way
im basically doing that, i'll do that again
niw*
i'll do that now*
but still id use a manager object to account for cooldowns
ew
i dont really want cooldowns tbch
how can i code for 1.8, if intelij offers from 1.12
Hello, I have a question? I am allowed to do a plugin that update itself without restarting the server whenever a new update is available? There will be an config boolean like 'auto-update: true' new version of the plugin will be downloaded on start and replaced by the old one(set as true by default).
@vagrant stratus
i think you can
as long as its togglable
stupid question but how
oki ty
1.8 đ¤Ž
ik
agree
whats so bad abt it
its bad
yeah but whats bad
yeah @quaint mantle for some reason the hashmap still isnt setting
i have my conds at the top to make sure they are suitable for stuff
but tpaPlayerSpecific.... isnt being "put"
theres no need - Player tpaTo is set
there's a message that has their displayname in it
which means, obv they're a player and they're good
oh
yes
thats so weird why wouldnt it be setting
yeahhhh
so
still nothin
Hey I got some problems with maven and spigotmc I'm using the repository and dependency from the pom.xml from the official spigot forum for spigot 1.8.8 but I can't get get the dependencies, I always get this error: Failed t collect dependencies at org.spigotmcjar:1.8.8-R0.1-SNAPSHOT: Failed to read artifact descriptor for org.spigotmcjar:1.8.8-R0.1-SNAPSHOT: org.spigotmc:spigot-parent:pom:dev-SNAPSHOT was not found in https://oss.sonatype.org/content/groups/public/ during a previous attempt. This failure was cached in the local repository and resolution is not reattempted until the update interval of sonatype has elapsed or updates are forced -> [Help 1]
?
how is the 1.7 maven thing called
so
any idea why the hashmap key isnt being set
or put
or whatever
there's literally no reason it wouldnt be being set
or put or whatever
????
im getting the message
"You have sent a teleport request..."
etc.
i did
for(UUID s: tpaPlayerSpecific.values())
nothing
like its not being set??
the value is null?
yeah
ye
have you tested it define it has new HashMap<UUID, UUID>();
i'll do that
i didnt think that mattered,,, because i'Ve always seen it as just new HashMap<>
but i'll try it!!!
anythings worth a try :D
how do i send a plugin message
and get an int
from a plugin
like how many players are left in a minigame
via bungeecord
yeah HashMap<UUID, UUID> is a no-go in defining it
any else ideas sysdm?
why a hashmap value isnt being set
LMAO
Ok I can't for the life of me find an answer to this, I need to store a hash map with <String, Location> to the config and I have been looking on how to do this for a week, I looked at every bukkit tutorial and couldn't figure it out still. Here is my code https://paste.md-5.net/ewehajojil.java
Can somebody please help me /:
how can i make tablist suffix/prefix without scoreboard teams?
@vast sapphire I don't think you are understanding the concept of configuration sections
still can stay up a bit
any workarounds
how can Minikloon code for 1.7
hes a diff breed?
oki
dis?
is it executable?
with gui
nvm
like
oh
where do i place the jar file?
above src?
replace install-file with the files name?
ah so
C:/user/desktop/filename?
i ran it in terminal
ok
dont use getb*kkit
use maven
it will automatically download the dependency
if 1.7.10 was available on the spigot repo, yes
but it isn't
bukkit isnt?
nope
disagree
would you like to have spent 2 years of your life doing unpaid work for mojang?
then sue them
what do you think he was doing
why dont they just do a recode
because he was one of the major contributors to bukkit
like 10k lines or something like that
why remake it all when buildtools is now a thing
yes
guys is there a way to hide "orginal/copy etc." lore in itemstack?
HIDE_POTION_EFFECTS
can be this one
because that one is a bit odd from the others
it does a lot more than what the name suggests

hey is it possible to remove players frm the playercount in the serverlist
so there's 10 players on (example), someone looks at the server via multiplayer tab
and it shows 8 players or 7
how could i achieve that
declaration: package: org.bukkit.event.server, class: ServerListPingEvent
yeah, should i use iterator?
'Called when a server list ping is coming in. Displayed players can be checked and removed by iterating over this event.'
if so,,, how do i use the iterator for that
yeah
i've actually tried the iterator and it didnt work
i.e; it just kept leading me back to an error like "Cannot parse as player" or something
it basically couldnt identify the iterator as a player
Iterator<Player> iter = event.iterator(); while (iter.hasNext()) Player p = iter.next(); if (shouldRemove(p)) iter.remove()
oh i was doing it wrong
tysm md
md_5, md i dk what u wanna be called
Call him sir
how can i set entityPlayer ping? (NMS)
Why do you want spoof a playerâs ping?
sus
We live in a susiety
i am doing a tablist with fake players and used entityplayer for this but i wish they had 1000 pings so their internet connection would not shine on the tab
Ah, that makes sense


