Posts by yahwho

The official Rising World Soundtrack is available!
You can also get the Soundtrack on Steam

    Hi there,


    As far as I am aware plugins load alphabetically from the plugin directory.


    However, each plugin will have a listener for the onPlayerChatEvent and each plugin will receive the same chat event in the same game tick.


    By the time plugin B calls cancel the event the event has already been processed by plugin A.


    You could always use /someprefix for plugin B. That way plugin B uses onPlayerCommandEvent instead. Do your work with the "command" and if it's just a "chat command" broadcast to everyone?

    Heavy smoke when your food got burnt. (Seems unnecessary but might be also cool for cosmetic effects. I placed a campfire inside a chimney top to create at least a little bit of smoke)


    You can use technical smoke for this, in small medium and large.


    object technical_smoke 0
    object technical_smoke 1
    object technical_smoke 2

    Verzeihen Sie meinem Deutsch bitte :rolleyes:


    keine neue textur aber verwitterung Überlagerung könnte gut sein?


    Nur eine Idee


    zum Beispiel. . .


    1. Textur wählen
    2. Überlagerung wählen

    The way I would go about doing something like this is to cancel the event then open the GUI to wait for the answer and then do what the event was supposed to do with my own method manually

    You sir are a genius! That would work! :D Yes I'm working with inventories so there is defiantly API functions there! I was about to throw the towel in for the day and go play Kingdom Come but this has given me fresh inspiration!


    Many thanks :D:D

    Hi!


    When is it too late to cancel an event? ?(


    I'm passing an event reference to a helper class and then trying to reference it in a different method (within a GUI class) but after getting a reference to the event and then calling setCancelled(true) on it the event is not cancelled.


    Hope that makes sense :S

    Hmm well a little more info.


    I see these illegal state messages whilst working on a local test server (i.e. 127.0.0.1) (and both client and server are not modified).


    If I pick up a stack and split it - usually splitting the stack into an inventory location other than the origin I get these messages on the server log. Not always, but sometimes.


    For example, pick up a stack of 64 ingots of iron from a chest, then right click to drop 1 ingot into my "local" inventory. The stack split will happen but I see this message on the server (again, sometimes but not always).


    This "illegal state" message will continue for each subsequent stack split. Whilst the stack is still in use. Dropping the stack back to original chest, left clicking on another item and then accessing the original item (i.e. 64 ingots of iron) then stops the message.


    A PlayerIllegalStateEvent would be good for starters even if I don't choose to cancel the event, at least I can create a log file. That way I can determine the frequency of these events as well as any pattern (i.e. if its specific players mainly causing them or like with my testing an infrequent anomaly).

    Hi @red51


    Is there a method in which I can catch an illegal state and cancel the event?


    I'm getting a few:


    Code
    INFO: Player <playername> illegal state: InventoryStackExchange: Origin item is null

    I'm finding it difficult to replicate the exact cause, sometimes I can get it to happen, other times I can't. ?(





    Edit: not super important as it doesn't seem to happen often. . . also, it seems to happen when splitting stacks.

    Hi @red51


    I'm working on some code that uses a GUI when items are moved from or to a chest (for player operated shops).


    The problem I am having is the GUI always appears underneath the in-game inventory's GUI. So I could do with something like:




    Behind this screen (indicated by red arrow) appears my confirmation GUI. Which is only visible once you close the inventory screen.





    As it appears behind the inventory screen its not much use currently ;(



    Edit: Maybe a way to show and hide (.setVisible(false || true) ) the inventory screen might work?