Posts by james1bow

    Yes, that's possible with the GameImageInformation object (which is derived from ImageInformation). It can be used to reference game textures or icons. Using it is a bit tricky though, because you need to provide the "path" to the game image. By default it tries to look for a "texture" in the "textures.jar" (which is located in "Rising World/data/assets/"), but if you add "Interface/" at the beginning of the path, it looks for the image in the "interface.jar".


    For example, to use the pickaxe icon (which is located in the "interface.jar" under "Interface/Icons/Items/", the file name is "pickaxe_0.png"), the code could look like this:

    Java
    ImageInformation icon = new GameImageInformation("Interface/Icons/Items", "pickaxe_0.png");

    thanks for the info, i had noticed the gameimageinformation method, glad to know it works in the icons. one thing i noticed while peaking around the .jars is there is no icons for block's. im guessing these icons are created during runtime using model/ texture? i think i can get around this by layering 2 images. one in the foreground with a blank outline of the blocks and lay said texture underneath. thanks again for all the info the last few month's. its been a big part of this learning experience!

    I'm currently working on a plugin for java that I will bring to unity at some point. there will be a cash register That you can place that sets a shop area. Any chests in this area can be filled with what they Want to sell. Owner can click the register to set prices and collect money from sales. Currency will be 3 coins (gold, silver, copper). The currency will be an item in your inventory So there can be player to player sales as well.

    james1bow. Please make sure no code is overlapping between this plugin, and my plugin: [Plugin] - Gestures.

    Thanks!

    Shouldnt be.

    A plugin that adds gestures.


    To use: Craft the Gestures item (workbench/WTG/gestures).

    This item only needs to be crafted once.

    Right click to open menu.

    left click to use the gesture.


    included Gestures:


    Known issue: Once a gesture is activated it stays until you change gestures or inventory item.


    Possible Plans: context menu to change gestures. this would rework right click to open a menu to select the gesture with left click

    this would add one more click to change a gesture. thoughts?

    will also be changing the preview item to an object instead of a box.

    Instructions: Extract files to your plugins folder.

    Files

    Java
    String[] entries = new String[]{"Option 1", "Option 2", "Option 3"};
    player.showContextMenu(entries, (String entry) -> {
    System.out.println("Selected entry: " + entry);
    });

    Thanks for the info! I love learning new things.

    Unfortunately it's not possible to set an animation (this only works in combination with custom items) :/ But this is planned for the new version!

    my work around is to make a custom item for all 7 gestures. gesture 2 being the one craftable (gesture1 would be to offensive a default gesture :wat:). gestures are used with primary action and clicking the secondary action changes between the other customeitem(1 for each gesture).

    will be using a context menu on right click in the future(once i know how to setup/use callbacks).

    looking for a method in the API to trigger a player animation. only thing i can find that allows anything to do with animations has to do with custom items. is there a way to do this int he API that i may be overlooking?

    Small plugin i use to test GUI functions for my plugin. can also be used when you have a plugins GUI open and the mouse pointer goes away

    just press p to show/hide the mouse pointer

    I'm learning to code. These are just a small plugin's that are part of a larger plugin i am working on. I figured someone may like to use them.


    Potions: Crafted in the workbench


    There are currently 4 potions:

    Health Potion: adds 50 points to health thirst and hunger

    Hermes Potion: add 75 percent to your sprint speed for 2 minutes

    Day Potion: turns it day

    Night Potion: turns it night


    **Day and Night potions have a 1 hour cool down to prevent spamming




    Weapons: Crafted in the anvil


    There are currently 4 swords and 4 axes (Spears to come!)

    Currently there are 4 variants of each.


    *They are a little over powered atm but would like input for this.

    **Sorry about the icons i will be fixing them.


    Install: unzip the file and copy the Potions or Weapons folder to your plugins folder


    **not sure if they works for linux/mac os?


    will be working on cooking, decor, and economy (perhaps cross server auctions) Plugins in the near future.

    Files

    • potions.zip

      (243.03 kB, downloaded 698 times, last: )
    • weapons.zip

      (1.41 MB, downloaded 855 times, last: )

    ive been tinkering with adding abilities to custom weapons for java. temp is one ive been messing with. was thinking of making a fridge for food so maybe something like an air conditioner/furnace that will cover a set amount of blocks. add snow to an ice box wood to fireplace for a primitive lvl. have a potion planned for traveling into hot areas and a hand warmer for cold areas

    a friends is trying to play unity but it loads to white screen then crashes, couldnt find logs in local only local low.

    Files

    • Player.log

      (31.75 kB, downloaded 235 times, last: )

    bit of an update. the /ap command when run from player command causes the ap listener to stop responding as well as my on listeners.

    this was my fix in the case that this is ever useful to anyone else.


    Code
    else if (event.getKeyCode() == KeyInput.KEY_Y && player.hasAttribute("noap") == (true)){
    PlayerCommandEvent showareas = new PlayerCommandEvent(player, "/showareas");
    player.setAttribute("ap", "ap");
    player.deleteAttribute("noap");
    triggerEvent(showareas);
    }else if (event.getKeyCode() == KeyInput.KEY_Y && player.hasAttribute("ap") == (true)){
    PlayerCommandEvent hideareas = new PlayerCommandEvent(player, "/hideareas");
    player.deleteAttribute("ap");
    player.setAttribute("noap", "noap");
    triggerEvent(hideareas);

    Untested code - just done this in notepad.


    i can confirm this does work. thank you guys for the help. mind if i use the code?

    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?

    I agree with the hot keys instead of gui. Finaly understand what red was talking about with the command event, still learning. As for smallest plugin. I just made one just to enable the mouse pointer for stuck open gui's.

    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?

    i beleive this can be achieved byt using the import (

    import java.awt.Robot;

    import java.awt.event.KeyEvent;)

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

    try {

    robot = new Robot();

    robot.setAutoDelay(125);

    robot.keyPress(KeyEvent.VK_T);

    robot.keyRelease(KeyEvent.VK_T);

    robot.keyPress(KeyEvent.VK_SLASH);

    robot.keyRelease(KeyEvent.VK_SLASH);

    robot.keyPress(KeyEvent.VK_A);

    robot.keyRelease(KeyEvent.VK_A);

    robot.keyPress(KeyEvent.VK_P);

    robot.keyRelease(KeyEvent.VK_P);

    robot.keyPress(KeyEvent.VK_ENTER);

    robot.keyRelease(KeyEvent.VK_ENTER);

    }catch (AWTException e){e.printStackTrace();