Posts by james1bow

A small new update is available now!

    A small weather hud. displays current temp(not working, i guessing api limitation.), current weather and next weather.



    To Install:

    extract WTGWeatherHud to your plugins folder.


    Commands:

    /Weather help to display help

    /Weather Hide to hide the hud

    /Weather Show to show the hud


    Future plans:

    config file to set update time and hud position.


    To update:

    extract WTGWeatherHud to the existing plugin folder.


    Update 1.2:

    fixed bug (command's triggered sqlite connection for WTGTimeHud).




    A small plugin that adds a year, day ,month and time of the server. updates every 5 seconds.


    Install:

    extract the WTGTimeHud.zip to your plugins folder


    commands:

    /Time Help for help file

    /Time Show to show hud

    /Time Hide to hide hud


    Future plans:

    config file to set update time and hud position.



    To update:

    extract the file WTGTimeHud.jar to the existing plugin folder.


    Update V1.2

    changed hud position(was over chat).


    Update V1.3

    fixed bug (command's triggered sqlite connection for WTGWeatherHud).

    kinda the same issue here





    always returns a null.

    but i receive this in the console after i get the null error in console


    Code
    [19:56:40] UPDATE QUICKSLOT 2: corncob (604), tex: 0, stack: 4, status: 0, value: 0, durability: -1, modifier: Normal

    not sure if inventory methods are implemented or if there is another issue!

    im wanting to do a pets plugin at some point and would like to keep them small. anyway we can get an npcTransform cancel-able ?

    you should setup all your UIelements first under say onplayerconnect like this

    my panel is displaying correctly

    the code i used just to test the event method should get called on any uielementclickevent. all my test code (below) should do is print the player name and element id anytime my panel is clicked.

    Java
    @EventMethod
    public void elementClickTest(PlayerUIElementClickEvent evt){
    player = evt.getPlayer();
    String playername = player.getName();
    System.out.println(playername);
    int elementclicked = evt.getUIElement().getID();
    System.out.println(elementclicked);
    System.out.println("processing click");

    ive been trying to get this method to work for a few days now. Ive went as far breaking it down to see if i could find an issue on my end. the event is being triggered but nothing after. Ive also made sure to register a listener


    [Java] Trigger Java event: net.risingworld.api.events.player.ui.PlayerUIElementClickEvent@29b39dca


    Java
    @EventMethod
    public void elementClickTest(PlayerUIElementClickEvent evt){
    player = evt.getPlayer();
    String playername = player.getName();
    System.out.println(playername);
    UIElement elementclicked = evt.getUIElement();
    int id = elementclicked.getID();
    System.out.println(id);
    System.out.println("processing click");
    }

    if this is something on my end i apologize!

    that looks good ... can you choose a destination here, e.g. uses a private portal to then reach a public one?

    Of course you shouldn't reach private ones through public portals ...

    or does one portal only lead to another portal (counterpart) when i use it?

    my plans are......someone places a portal. you can edit color of portal name and add a short description. you can set a portal to public or private. ones that are listed as public will be select able from the public list. private portals will only show for the owner. a player can place one portal and use it to access all of their portals as well as all that have been set to public. im also thinking of a variant that has no effect so players can create their own portal rooms.

    I second this!

    Thanks for the log james1bow ! It looks like the PlayerKeyEvent isn't triggered correctly in multiplayer :wat: We will fix that ASAP! Other events should work fine though ;)

    Thanks you! i had had a lot more in there and removed it trying to figure out what was going on. That's why the initialized plugin variable was still there.

    .