Posts by yahwho

    Do you mostly refer to the API calls which take the variant id

    Yep, I'm just trying to figure out exactly how far I can take my plugin rebuild before the new API release. If it's just a matter of tweaking some ID numbers I should be safe to crack on.

    Once we have some proper items that can be made out of cobalt or mithril, we would actually reintroduce these ores

    Ah so this is useful information - no mithril. 👍


    It would be super nice if we could, from a server setup point of view, add custom ores when first creating a server. ^^


    I guess the process would be something like...


    1. Add custom ore (reporting back on unique id)

    2. Specify name

    3. Pick a texture from existing ores

    4. Use a colour scale to change appearance

    5. Set availability (distribution of ore)


    Probably a pipe dream...


    so it's rather a long term objective


    I'll continue coding my gemstones then 8):thumbup:


    Probably there won't be local weather for the time being

    Fair enough, probably causes unnecessary complexity with little reward.



    Thanks for your time :thumbup:

    Hi red51


    A few questions when you have time.


    Q.1. Hostile humanoid NPCs. Is the aim to bring back hostile humanoid NPCs in the same form as the existing ones? By this I mean the variants that are currently used. (E.g. Bandit with bow, skeleton with armour). I guess what I am getting at here is, are they going to be an exact replica (from an API point of view) or are they going to change?


    Q.2. Ore. Are the ores going to stay the same, or are there going to be more variants / removal of certain ores (E.g. no longer any mithril reintroduction of cobalt?).


    Q.3. Diamonds. I'm sure(?) I have read somewhere that you intend to add diamonds to the game. Is this going to be added as an additional ore (from an API call point of view). And if so, are you planning on adding any others and will these be released with the world generation update that includes other ores? Or, is this a long term objective and won't be implemented yet.


    Q4. Final question, will weather still remain global, or will localised weather be possible?


    Thanks in advance.

    A Happy Easter (almost) to you all! I have been thinking about old players and their land protection on the Medieval Realms server. I have decided to do a **mass purge of AXES protection for ALL players who have not been on in the last 12 months**.


    As it stands, this means that 3,246 players will loose their land protection. Their builds will not be affected (as it is, and always will be MR policy to never remove a construction (unless the construction violates server rules)).


    This purge will happen over Easter - so please take this as a one week warning notice. If you've not logged in in a long time but you still want to keep your land protection - this is your last chance.

    Well, that's a good question :saint: It's unfortuantely a bit difficult to give an ETA for the new API... once the world generation update is ready, we will probably have a bit more time to work on the API. What's still missing is the UI part, database handling and custom asset handling (models, textures etc, and everything related to that, e.g. WorldElements), as well as a bunch of events and functions :silenced:

    Ah so just a couple of weeks then? :crazy:

    Hehe that could be the smallest plugin ever :monocle:




    Edit: Just thought I would add this. It's probably better to use keyboard shortcuts for this as opposed to a GUI. Because using a GUI by definition will create an extra step. The player will have to open the GUI to open pnb or ap. With a keyboard shortcut (I've just used F keys in my example) the player can get straight to pnb or ap - and isn't that the objective?

    Untested code - just done this in notepad.


    We could bash out some code together, using Red's example. Which certainly looks good :D:thumbup:


    Java
    //Create a new command event, in this case we want to trigger the "/pnb" command
    PlayerCommandEvent cmd = new PlayerCommandEvent(player, "/pnb");
    //Trigger the event. This invokes all event listeners across all plugins
    triggerEvent(cmd);

    edit. works on single player but not multiplayer. i must be missing something.

    I believe this doesn't work because AWT (Abstract Window Toolkit) uses the underlying operating system to work. I.e. locally it's fine, but on a server, the OS it's hooking into is the server's OS not the clients.

    I looked at doing this before, but figured it was not possible.


    Would be interested to see if there was a hack to get this to work :)


    There is one other option, you could always decompile the pnb and ap jar files. Then add an event listener (maybe a keyboard key) to launch the UI and then recompile?