Posts by Minotorious

    Leider jetzt nicht, weil die Kommandos wie setp, setl, setr, size usw. sind nicht mit dem java API nutzbar :/


    server time, wetter, timespeed sind in dem API und z.B. in mein ServerTools plugin

    In the game files there is a commons.jar file open it with WinZip or WinRar or something similar and inside it you will find a database called definitions.db


    In that database are all the IDs you are looking for. Note that to give a player Items you need to use the insertNewItem(short itemID, int variation, int stacksize) method but for objects you need to use insertNewObjectItem(short objectID, int variation, int stacksize) and similarly for clothing insertNewClothingItem(short clothingID, int variation, int color1, int color2, int color3) all these methods can be found under the Inventory object.

    Not really drop-down, but RW Gui has programmable menus...

    hmm might take a look at that but I am using the API Gui for most of my things and the RW GUI box might be a bit out of place in it :/

    EDIT: RW Gui source code is public (on github): if you feel brave, you may add drop-down lists to it... (hint, hint, ... )

    Though tempting i have 0 experience creating such a thing and not a lot of time atm so maybe in the future ;)

    @red51 How hard would it be to create a GuiDropdown menu in the API?


    The way I imagine it, it should be like a small label but with an arrow on the right side, when the player clicks the arrow a scrollable dropdown appears with one value in each row. The values can be predefined by for instance .setRows(int rows) and the text set by .setRowText(int rowNumber, String text)

    Hi i was looking on the rising worlds main page which im new to the game and was wondering how long it would be before Baking and cooking, rail system, vehicles and roads system, power system come to the game


    Thanx

    Unfortunately development is done by mainly one person @red51 thus new features and updates take some time until they are out, For all the features you are quoting I would assume 1-2 years from now but I could be wrong and thing go faster as some of the updates you mention are a bit interconnected i.e. trains, vehicles, roads/railways and power/fuel for them to work.

    yes unfortunately there is no easy way to check if a player is an admin or not if they are not currently online as the player object is only defined for online players :/


    To check if admin for offline players you can use: SQLQuery based on the DatabaseID you can get from .getPlayerDbID() of the Sign object to get the player's UID and then use getServer.isPlayerAdmin(PlayerUID)

    yes the Sign object has a .getPlayerDbID() method for you to get the player but you cannot instance a player object if this player is not online.


    The only thing you can do is query the world database for the ID and then check again in the world database if that player is an admin or not.

    i did code a plugin like that under lua it also paid players for work they did, but i dropped it after the Java support came, ATM im too busy at work to do coding, ive not even had time to play games lately oO

    :O I have never seen this script, will look for it now, since the code is already written I might be able to quickly convert it to java but have to see it first to know :D

    Currently there is no EXP based plugin for leveling, only playtime based plugins have been written.


    This is a good idea and should be possible with the current version of the java API, maybe I or someone else will take a swing at such a plugin once I am done with my current list of plugins to develop :)

    (yes, I know I am not red51! )


    If you turn a GuiElement invisible with GuiElement.setVisibility(false) and then query its visibility of course, it returns false. It cannot take into account whether you have set that particular GuiElement visible for some player or not, if nothing else because you do not tell it which player! (the method call has no parameter for the player)


    See also my reply in your other post.

    yep saw the other responce, good point see other thread for a reply, no point in discussing the same topic in two threads :D

    "calling this method ignores the current visibility state of the GUI element (see GuiElement.setVisible(boolean)). However, changes to the GUI element itself will restore the original visibility value of the GUI element."

    I had read this line and then was looking for it to confirm my suspicions but couldn't find which method it was written under, ty for copying it here :D

    A) if you set off the (general) visibility of several GuiElement's, you need to turn it on for each GuiElement (and for each player). Are you turning off the (general) visibility of the panel parent only or of the panel children too? If the latter, then the need to turn it on for each child is clearly intended behaviour.

    Good point my question rose from the fact I was trying to write an if loop that will edit a label when the label is visible so having set the general visibility of my label to false meant that even if I overwrote that and made it visible for a player the oberall default setting remained false and thus my if loop didn't work. I will probably need to rethink how to write that if loop by somehow storing the current player specific GuiElement Visibility.

    B) On another plan, of course if you add the same panel child to all players, it will have the same content for each player. Not knowing what you are trying to achieve, I have no idea if this is correct or not; in most cases, the contents shown to each player is player-specific. So, you may want to examine this point.

    No don't worry about that, my panel/labels are created and stored for each player individualy in attributes :)

    Wow Google Translate really messed this translation up lol

    This looks like a really accurate translation to me tbh :/ Where is the problem with it?

    Need an Admin to turn off invincible and shoot him.. This is why I do not like that feature for standard players.

    Or you can write a small plugin that will use the npc.kill() method to kill it anyway overwriting any protection the AnimalBreedMaster provides ;)

    @red51 is there a problem with the GuiElement.isVisible() method and it only returns false no matter if my element is visible or not? Has anyone else tested this? (tried it with a Label and a Panel both initialised and added as not visible to the player and then turned to visible by player.setGuiElementVisible(myElement, true) and they both returned false :/ )

    So I was messing around with the API's gui part and wanted to ask about something I noticed.


    I created my Gui panel and added a few labels and images as children to it then I initialised them as GuiElement.setVisible(false) and added them to the player's HUD when they spawned.


    Now when I tried calling just player.setGuiElementVisible(myElement, true) on the Panel parent then only the parent appeared and no children so I have to call player.setGuiElementVisible(myElement, true) on each of my elements separately for them all to appear for the player.


    But when I call player.setGuiElementVisible(myElement, false) on the Panel parent then everything disappears both parent and children.


    Is that behaviour intended or not? If yes, would it be possible to change it so that children appear too when you call the player.setGuiElementVisible(myElement, true) method on their parent if that doesn't cause any more issues on your end @red51 ?