Posts by Minotorious

    ehm there is no workaround to open a door via the api :/ What exactly is your plan? If you try to edit the world database directly to set the door to open from clsoed that doesn't work we have tried it already :D

    Force an interaction no they have to click or press the key themselves but you can lock their camera looking at a specific direction by setting their view direction and resetting it to the view direction you want if they try to move


    What exactly are you trying to do? If you explain your concept I might be able to help more :)

    Well I am sure some newbie will be able to look at that and learn something. I see the command structure but it seems the YML is what kept it from functioning for the most part. The logical order of on enable and on disable. Is that just a structure thing or would it execute both regardless of position?
    On to databases now.. :/

    It doesn't really matter which order you write your methods in as they will only be executed when called by the game or some other method of yours ;)

    Sorry got tired last night and forgot to reply :/


    here is your corrected code, it should now work:




    and here is the corrected plugin yml:


    Java
    name: commandsay1.0
    main: commandsay.Commandsay
    version: 0.1.1
    author: angriff
    description: "testingcommandsandsendingtext"
    license: none

    yes all your .getItem need to become .getExchangeItem and all your .getExchangeItem need to become .getItem


    in the old bug version the .getItem returned the exchanged item and the .getExchangeItem returned the item you placed. This was corrected in the last update :)

    @Lady_whynot : Gosh! You are right again! This change of all the internal RW ID's has been a pest! (and I am not spending on updating old plug-ins all the time I should spend, as completing the new Area Protection plug-in has top priority right now).


    I'll upload an update quite soon (or shall I wait for more bug reports? ).

    Once you have more time maybe rewrite it to use the Item Definitions calling them by item name that way internal ID changes will not bother you so much anymore ;)

    Hi Mino!


    No, I'm not that blessed with artistic skills. I had got a couple of players give some donations to the server, so I spent the funds on hiring a graphics designer and he created the graphics for me ( Medieval Realms is a hobby for me and not a revenue stream so any donations I get get ploughed back into the server )

    hahaha ok I see, we on Artisan's Realm only get direct donations on Nitrado so the funds can only be used for the server and nothing else, so no artsy stuff for me :(

    well you should use packageName.MainPluginClassName (your main plugin class is the one that has the extends Plugin keyword)


    Yes the resources folder will be added automatically when you build the project if it is present in the src directory, the build command is executed and includes everything from the src directory of your package.


    so you should add the resources directory there like:

    Code
    MyDocuments
    |---Netbeans
    |---|---MyPlugin
    |---|---|---src
    |---|---|---|---MyPackage
    |---|---|---|---|---MyMainPluginClass.java
    |---|---|---|---|---MyListenerClass.java
    |---|---|---|---resources
    |---|---|---|---|---plugin.yml


    In this case you would add in the yml file: MyPackage.MyMainPluginClass as your main class

    What do you mean exactly? Ofc you can write on the forum without administrator permission unless you are writing without an account, guest posts have to be approved first to show up on the forum. :)