[INACTIVE][MECH] DropBonus v2.5 - Loot table configuration tool - [740]

Discussion in 'Inactive/Unsupported Plugins' started by Nohup, Feb 25, 2011.

  1. Offline

    Nohup

    DropBonus
    Version 2.5

    Tags - Loot, Drops, Permissions, iConomy, Multi-world

    The DropBonus plugin will allow you to configure the loot tables on your server in such a way that you can a) set the probability that breaking a block or killing an entity will generate a bonus, b) set the probability of EACH TYPE of bonus that can be generated, c) set a range for the number of items dropped and MORE. Even better still, the plugin was coded in a completely generic fashion so you aren't limited to the combinations that I thought were correct or needed. You can configure this plugin so that ANY block that is broken has the chance (.1% - 100%) of generating ANY other material (Material.X). The same goes for any creature that is killed.

    This tool can be used to override the default game drops as well. If you wanted to turn all drops from blocks off and control all the materials on your server, this tool makes it possible. It provides total control over what drops when blocks break and when creatures are killed!

    Features:
    • Allows for bonus blocks to be dropped when a configured block is broken OR when a configured mob is killed.
    • Bonus chances are cumulative, so you could receive multiple bonuses for one block/mob based on the laws of probability.
    • Single "roll" performed to determine if bonuses should be granted on this event or not. Once you have qualified for a bonus, all bonuses defined for that block will be attempted.
    • Individual "rolls" performed for each bonus type, ensuring that qualifying for one bonus at a given level doesn't automatically qualify you for all bonuses at that level.
    • Configurability is the key. You can configure any block type and under that block type you can configure the chance of a bonus entity being dropped when the given block type is broken. The same goes for mob type.
    • Along those lines, you can also set individual blocks OR bonuses to be turned off. You don't have to have a specific set of entries or drops. Only set up what you want to occur.
    • Percentage configuration is now from 0-100 and anywhere in between in double format (so 0.000001 will now be accepted)
    • Ability to override standard drops from entities and blocks, assumed to be false if not specified
    • Ability to set drops based on tool used when breaking the block/killing the mob
    • Ability to specify 0-n bonus items of a type to be delivered in one "bonus"
    • Ability to specify 0-n bonus evaluations for a given bonus (i.e. you have 100% of one bonus stone, and then 20% chance of a second bonus stone)
    • Ability to specify the maximum number of dropped items per bonus per material
    • Configurable permissions supported by the Permissions plugin
    • Ability to specify the amount of damage done to a tool when breaking a block of a given type or killing a given mob
    • Newly added - MULTI-WORLD support, configurability for each world or all worlds at once.
    • iConomy support for specifying currency to drop from mobs and blocks
    Usage: Install the plugin and configure the config.yml for it (after it is generated). No commands currently specified. Bonus node permissions can be setup in the Permissions config.yml as exemplified below.




    Configuration Examples: Wiki

    Permissions Example: Wiki

    Multi-world Support: Wiki

    iConomy Support: Wiki

    Download DropBonus: DropBonus v 2.5
    Download Source: GitHub
    Wiki Site: Wiki


    Latest CraftBukkit version tested against: 733


    Changelog:

    v 2.5
    • Updated to work with Bukkit 733.


    v 2.4
    • Updated to work with new version of Bukkit. NOT backward compatible.
    v2.3
    • Added list support for coins entries
    • Added permissions check before applying override
    v 2.2
    • Bug fixes for Permissions plugin name and 0 data field entry.
    v 2.1
    • Changed cooldown to only affect configured blocks
    • Added override support at tool level
    v 2.0.1
    • Bug fix for creature coin drop issue for iConomy integration.
    v 2.0
    • Added permissions configurability at the Material level (items dropped)
    • Major code refactor, thus new major version
    • Adjusted priority to Monitor where dealing with cancellable events, this will prevent conflicts with WorldGuard and iZone
    • Tested against new Recommended Build, w00t!
    v 1.10

    • Added support for boats and carts
    v 1.9

    • Added configuration to specify whether a killed entity only drops bonuses when killed by a player or not. This has a top-level default AND creature-specific configurations.
    • Added configuration to specify a placed-block cooldown timer (in ticks).
    • Added clean up routine to tracking to make sure entries aren't orphaned.
    • Adjusted block listener priority for onBlockBreak event and accounted for if the event is cancelled.
    v 1.8


    • iConomy beta successfully complete
    • Refactored some of my packages for those that look at my code
    • Created wiki for documentation so this post wasn't so large!
    v 1.7


    • Multi-world support added
    v 1.6


    • Added additional data specification within drop entries (used for color, texture, etc)
    • Added ability to specify how much damage a tool takes when breaking a block or killing a creature
    • Added BETA release of iConomy support (thanks to @Coelho for his help!)
    • Limited error spam to the console when configuration files are not correct
    v 1.5


    • Added Permission support
    v 1.4


    • Added tool-specific drop specification
    • Added support for 0-n bonus items to be dropped from a single configuration
    • Added support for o-n bonuses per material type per bonus
    • Added specification for maximum number of bonuses dropped per event
    v 1.3


    • Added override support to disable standard drops from blocks and entities.
    • Override flag assumed to be false if not specified
    v 1.2


    • added check to only drop bonus when death is caused by entity attack, not by external triggers such as skeletons burning to death or entities drowning
    v 1.1


    • Overhaul to percentage definitions
    • Added support for mob deaths
    • Changed name to DropBonus to span new functionality
    v 1.0


    • Initial release.
     
    Noppoly, Stormbow, Phaedrus and 2 others like this.
  2. Offline

    NEO

    Code:
    bonuses:
        stone:
            probability: 100
            override: false
            chances:
                cobblestone:
                    - 30  1 1
        sand:
            probability: 100
            override: false
            chances:
                sand:
                    - 30  1 1
        wood:
            probability: 100
            override: false
            chances:
                wood:
                    - 30  1 1
        diamond_ore:
            chances:
                diamond: 20 1 1 0
            probability: 100
            override: false
    block:
        cooldown: 6000
    There we go :)
     
  3. Offline

    giding

    thanks, now it works fine, except for a strange little issue:

    spiders don't seem to drop gold ingots at all. after killing over 20 spiders i didn't get a single gold ingot, but i did get 1 piece of netherrack

    here's the spider part of the config, i don't understand what could be wrong with it:
    Code:
        craftspider:
            probability: 99.9
            tool:
                diamond_sword:
                    damaged: 3
                    chances:
                        netherrack: 3.0
                        gold_ingot: 30.0
                        ice: 3.0
    
    edit: sorry, it does actually work, i was just REALLY unlucky. maybe i really killed only 10-15 spiders but still it's a really low chance not to get a single ingot :D
     
  4. Offline

    inphinitii

    If I were to give the group the permission "Bonuses.*" would that set all bonuses to work?
    Or do I have to set them individually in the Permissions folder?
     
  5. Offline

    Nohup

    @NEO - take the 0 off the end, there is no data byte to specify but there is a bug in my code handling the 0. I have fixed the bug for the next release.

    Code:
    bonuses:
        stone:
            probability: 100
            override: false
            chances:
                cobblestone: 30 1 1
                diamond_ore: 100 1 10
        sand:
            probability: 100
            override: false
            chances:
                sand: 30 1 1
        wood:
            probability: 100
            override: false
            chances:
                wood: 30 1 1
        diamond_ore:
            chances:
                diamond: 100 1 1
            probability: 100
            override: false
    block:
        cooldown: 6000
    @inphinitii - yes, that should give the group access to all the bonuses
    [MERGETIME="1300034844"][/MERGETIME]
    @giding - and then you probably had them dropping left and right for a bit? dontcha love probabilities?
     
  6. Offline

    Morhaus

    Whatever I put after the 'coins:' in config.yml, I can't get the iConomy 'coins' command to work properly. Here's the content of a simple configuration that doesn't work :
    Code:
    bonuses:
        stone:
            coins: 100
            chances:
                cobblestone: 100
            probability: 100
            override: false
    creature:
        requirekiller: 0
    block:
        cooldown: 0
    
    I have the latest craftbukkit and the plugins Towny, Permissions, iConomy & Essentials, all up-to-date as well.
    When I launch the server, I get this error :
    Code:
    20:23:40 [SEVERE] name loading DropBonus v2.1 (Is it up to date?)
    java.lang.NoSuchFieldError: name
            at com.nohupgaming.minecraft.DropBonus.onEnable(DropBonus.java:68)
            at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:118)
            at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:451)
            at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:217)
            at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:83)
            at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:61)
            at org.bukkit.craftbukkit.CraftServer.reload(CraftServer.java:205)
            at org.bukkit.command.SimpleCommandMap$ReloadCommand.execute(SimpleCommandMap.java:196)
            at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:80)
            at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:183)
            at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:381)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:366)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:272)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)
    
     
  7. Offline

    Daveyo

    you know what would make this addon like 4 million times easier to install is if it was preconfigured with default drops, so we could go through and just change the numbers as liked.
     
  8. Offline

    SweetCraft Girl

    Ok smart guy... Lesson 2.

    Learn the environment - which means game, before coding for it. I have only been Minecrafting since start of Feb 2011....And i know.

    Lesson 3.

    "Maroon" is a Bugs Bunny reference used to substitute for moron in a comedic cartoon manner, *not a mis-spelling*. Moron however is directly aggressively rude and inappropriate to call you in your own thread.

    U.S. Television Cultural History 101, over.

    Edit to add: Oh yes, since you have a difficult time seeing tree's in the forest..The number of Config file errors in your thread compared to every other plugin thread that uses YML configs (like..uh..everyone does), is off the measurable scale, literally. But i would not expect you to know this since you do very little outside your myopic focus - also what i call being intellectually lazy, at least when it comes to this Minecraft issue, plug in coding, updating your config page wiki, or even looking at other threads to see if there are any issues within your own you can solve by means of the experiences of others - also known as wisdom.

    Later....and yea, DropBonus just tossed us a: CANNOT PASS EVENT ENTITY_DEATH - for whatever that means - hooray! I know i wont be spending anymore time on that madness, not even for my residents.
     
  9. Offline

    Nohup

    Again you don't mention where items.db comes from. I never claimed to be the be-all-end-all of Minecraft knowledge, but I took the Bukkit and CraftBukkit sources, got familiar with them, and started coding. To use the standard enumeration built into the base source code still seems right to me, but if someone (since apparently we won't be hearing from SweetCraft Girl again) would like to enlighten me as to what it is I can ponder if I would change or not.

    As far as my "myopic focus" you obviously haven't traced my posts... I have seen numerous threads regarding YAML errors/issues but again most of them boil down to innocent mistakes. YAML isn't a hard format, just an unforgiving one. IMO by using the name constants rather than the item IDs I feel my YAML is easier to read than others, and the parent/child approach should be familiar to most folks. Yah, DropBonus has had its share of YAML issues, but when you can configure EVERY material, block and creature it is easy to insert an extra character somewhere in large files. Bukkit in-general has been dinged for its YAML implementation, but it is what it is so rather than pull in extra overhead for a different configuration source, I went with what was in place.

    Overall your aggression seems a bit misplaced, especially since we are talking about an optional plugin to a video game. As I said before, if you don't use it then it doesn't hurt my feelings. If you came in with insight I would have been open to using it to learn and advance DropBonus. However, you only came in to rage both times so really what's the point? You have an opinion, right or wrong it is yours and so be it...
    [MERGETIME="1300062188"][/MERGETIME]
    This actually appears to be coming from Permissions. I used the Permissions.name static constant to find the plugin and it is saying that that constant is not found. I have updated it to use an internal constant, let me know if that fixes it and if not what version of Permissions you have. The version I have on my test container is 3 days old, so something could have changed. Version 2.2 out there now.
     
  10. Offline

    Morhaus

    Thanks, it fixed it all, no more error and iconomy function works great :)
     
  11. Offline

    Daveyo

    having an issue with 522, block drops 2.2, and trying to change ores drop. It is saying cannot pass block break event to drop blocks for input string "-"
    (all ores have this issue)

    also when I kill a creature, it says "You have received [value] coins" instead the actual value number

    messages:
    bank:
    positive: You have received [value] coins



    Code:
        gold_ore:
            maxcount: 5
            chances:
                gold_ore: 8 1 2
                gold_ingot: 100 1 2
                gold_block: .1 1 1
            override: true
            probability: 100
        iron_ore:
            maxcount: 5
            chances:
                iron_ingot: 100 1 2
                iron_ore: 15 1 1
                diamond_ore: 1 1 1
            override: true
            probability: 100
        log:
            maxcount: 2
            chances:
                log: 20 1 1
            override: false
            probability: 100
        leaves:
            maxcount: 2
            chances:
                leaves: 15 1 1
                stick: 10 1 1
                apple: 3 1 1
                golden_apple: .01 1 1
            override: false
            probability: 100
        glass:
            maxcount: 1
            chances:
                glass: 50 1 1
            override: false
            probability: 100
        lapis_ore:
            maxcount: 6
            chances:
                blue_dye: 100 2 4
                diamond_ore: 3 1 1
            override: false
            probability: 100
        coal_ore:
            maxcount: 5
            chances:
                coal: 100 1 3
                diamond_ore: .05 1 1
                gold_ore: .1 1 2
            override: false
            probability: 100
        diamond_ore:
            maxcount: 3
            chances:
                diamond: 20 1 1
                diamond_block: 1 1 1
                diamond_ore: 5 1 1
                stone: 100 1 1
                mob_spawner: 3 1 1
            override: false
            probability: 100
        redstone_ore:
            maxcount: 6
            chances:
                redstone: 100 3 6
                diamond_ore: 1 1 1
                iron_ore: 5 1 1
            override: true
            probability: 100
        ice:
            maxcount: 1
            chances:
                ice: 50 1 1
            override: false
            probability: 100
    creature:
        requirekiller: true
    block:
        cooldown: 0
    [MERGETIME="1300079106"][/MERGETIME]
    other stuff works, leaves gravel and creatures
     
  12. Offline

    NotoriousPyro

    @SweetCraft Girl
    Wow you must be pretty damn retarded if you spent that long configuring it... I find this plugin childsplay to configure...
     
  13. Offline

    Nohup

    @Daveyo - Can you paste the whole thing? That way I can just throw your config into my container and test it.
    [MERGETIME="1300113018"][/MERGETIME]
    Never mind about my items.db question, got my answer in the Plugin Development forum and as I thought it was a file that is external to minecraft, requires separate parsing, and is falling out of use from what I can see. Since the first reply in the thread told me to use what I am already using I feel good about my decision.
     
  14. Offline

    Daveyo

    Here you go

    also, I had iron semi working when i misspelled iron_ingot as iron_bar. Iron was completely working except it wasnt spitting out the bars, it was producing the ore 15% and the diamond 1% like it was suppose to, and no errors from it.

    Code:
    messages:
        bank:
            positive: You have received [value] coins
    
    bonuses:
        craftchicken:
            coins: 100 2 2
            maxcount: 2
            chances:
                feather: 75 1 2
            override: false
            probability: 100
        craftcow:
            coins: 100 2 2
            maxcount: 3
            chances:
                leather: 75 1 1
            override: false
            probability: 100
        craftsheep:
            coins: 100 2 2
            maxcount: 3
            chances:
                wool: 80 1 1
            override: false
            probability: 100
        craftpig:
            coins: 100 2 2
            maxcount: 3
            chances:
                pork: 80 1 1
            override: false
            probability: 100
        craftsquid:
            coins: 100 25 50
            maxcount: 5
            chances:
                ink_sack: 80 1 5
            override: false
            probability: 100
        craftcreeper:
            coins: 100 6 22
            maxcount: 1
            chances:
                gold_ore: 5 1 1
                iron_ore: 5 1 1
            override: false
            probability: 100
        craftspider:
            coins: 100 10 22
            maxcount: 1
            chances:
                gold_ore: 5 1 1
                iron_ore: 5 1 1
            probability: 100
            override: false
        craftskeleton:
            coins: 100 4 22
            maxcount: 1
            chances:
                gold_ore: 5 1 1
                iron_ore: 5 1 1
                arrow: 50 1 2
            override: false
            probability: 100
        craftzombie:
            coins: 100 9 22
            maxcount: 1
            chances:
                gold_ore: 5 1 1
                iron_ore: 5 1 1
            override: false
            probability: 100
        gravel:
            maxcount: 5
            chances:
                glowstone_dust: 25 1 3
                flint: 10 1 1
                soul_sand: 10 1 1
            override: true
            probability: 100
        dirt:
            maxcount: 2
            chances:
                dirt: 50 1 1
            override: false
            probability: 100
        grass:
            maxcount: 2
            chances:
                dirt: 50 1 1
                seeds: 5 1 1
            override: false
            probability: 100
        sand:
            maxcount: 2
            chances:
                sand: 50 1 1
            override: false
            probability: 100
        mob_spawner:
            maxcount: 1
            chances:
                mob_spawner: 100 1 1
            override: false
            probability: 100
        gold_ore:
            maxcount: 5
            chances:
                gold_ore: 8 1 2
                gold_ingot: 100 1 2
                gold_block: .1 1 1
            override: true
            probability: 100
        iron_ore:
            maxcount: 5
            chances:
                iron_ingot: 100 1 2
                iron_ore: 15 1 1
                diamond_ore: 1 1 1
            override: true
            probability: 100
        log:
            maxcount: 2
            chances:
                log: 20 1 1
            override: false
            probability: 100
        leaves:
            maxcount: 2
            chances:
                leaves: 15 1 1
                stick: 10 1 1
                apple: 3 1 1
                golden_apple: .01 1 1
            override: false
            probability: 100
        glass:
            maxcount: 1
            chances:
                glass: 50 1 1
            override: false
            probability: 100
        lapis_ore:
            maxcount: 6
            chances:
                blue_dye: 100 2 4
                diamond_ore: 3 1 1
            override: false
            probability: 100
        coal_ore:
            maxcount: 5
            chances:
                coal: 100 1 3
                diamond_ore: .05 1 1
                gold_ore: .1 1 2
            override: false
            probability: 100
        diamond_ore:
            maxcount: 3
            chances:
                diamond: 20 1 1
                diamond_block: 1 1 1
                diamond_ore: 5 1 1
                stone: 100 1 1
                mob_spawner: 3 1 1
            override: false
            probability: 100
        redstone_ore:
            maxcount: 6
            chances:
                redstone: 100 3 6
                diamond_ore: 1 1 1
                iron_ore: 5 1 1
            override: true
            probability: 100
        ice:
            maxcount: 1
            chances:
                ice: 50 1 1
            override: false
            probability: 100
    creature:
        requirekiller: true
    block:
        cooldown: 0
    
     
  15. Offline

    petteyg359

    You could use OddItem :p However, it seems that item aliases are yet another thing that will be added to core craftbukkit "eventually", just like Persistence and Permissions.
     
  16. Offline

    Nohup

    @Daveyo - I have broken all the ores listed with no problems other than the blue_dye entry which should be
    Code:
    ink_sack: 100 2 4 4
    
    The only place a - is used is when making lists and I don't even find the character in the configuration you pasted. Had you made changes and not restarted? If you are still having a problem can you paste the stack trace from the console for me please?

    Oh, and for the iConomy piece, it is [amount] not [value]
     
  17. Offline

    Daveyo

    I thought i reloaded it, but i guess i didn't. I was trying to use - 50 1 1 to increase some of the drops. It's working now so thanks.
     
  18. Offline

    MrFloppemz

    Hey, first i would like to say that this plugin is amazing. Been using it for a while now, works great.

    But when i started working on a ranking system with Drop Bonus and Permissions, im running into some issues. I think its more of the way i did the permissions, but i'll put what i have in the drop bonus config as well.

    This is the drop bonus config
    Code:
        stone:
            maxcount: 2
            chances:
                cobblestone: 100 1 1
                coal: 3 1 1
                iron_ore: .4 1 1
                gold_ore: .1 1 1
                diamond_ore: .01 1 1
            tool:
                gold_pickaxe:
                        gold_ore: 10 1 1
                        coins: 60 2 5
            override: true
            probability: 100        



    Heres the permissions for that class
    Code:
    - 'mcmmo.skills.mining'
                - 'mcmmo.skills.excavation'
                - 'bonuses.stone.cobblestone'
                - 'bonuses.iron_ore.chances.iron_ore.*'
                - 'bonuses.coal_ore.chances.coal_ore.*'
                - 'bonuses.gold_ore.chances.gold_ore.*'
                - 'bonuses.diamond_ore.chances.diamond_ore.*'
                - 'bonuses.redstone_ore.chances.redstone_ore.*'
                - 'bonuses.sand.*'  

    My players who have those permissions are unable to get cobblestone from stone and ore from ores, etc.
     
  19. Offline

    Nohup

    That looks like permissions stuff? Permissions is handled via the Permissions config, and just supported by DropBonus. So that would go into like world.yml or whatever your world name is under teh Permissions folder.
     
  20. Offline

    MrFloppemz

    Yes i have the permissions config named after the world, i was asking if the "bonuses.etc" looked correct.
    Thanks for the fast reply
     
  21. Offline

    Nohup

    Thanks for fixing the code break, at first it looked like you had the permissions within the dropbonus pieces, now it makes more sense :) Above your cobblestone drop should be 'bonuses.stone.chances.cobblestone' and your ore ones should stop with the last _ore, no need to append .* on that one as there are no child nodes. I am assuming you have those nodes also in your DropBonus config, since you only pasted stone's configuration above?
     
  22. Offline

    MrFloppemz

    Yeah, i pressed space which posted and deleted the code last time. Anyways, i followed what you said and fixed up the permissions. And yes i do have the other nodes for diamond_ore etc, i only posted stone because they were all having the same problem.

    After the fix, Im now puzzled at the fact that, players who have the permissions, only receive a drop about 1/20 of the time. I tested it myself and had the same result. I would assume its something to do with the Drop Bonus Config i have but the probability is 100. Any suggestions?
     
  23. Offline

    footwo

    I've just tried this mod and it started making mined stone drop odd stacks (usually 5) of cobble with some regular stone thrown in.

    I'm certain I messed up the config as I'm a bit confused by it but I basically want monsters ONLY to give out 5-10 icnonomy coins when killed by a player. Could someone show me the syntax for this?

    I tried it myself (testing with skeletons) but it just caused the behavior I already mentioned above:

    Code:
    bonuses:
        craftskeleton:
            probability: 100
            coins: 100 1 1
           
    Thanks.
     
  24. Offline

    mudzereli

    @Nohup

    Would this be too hard to add in? Some sort of debug/info mode defined at the top level so when the user holds a defined tool in their hand and right clicks a block, it will tell them the drops/rate for the block. I haven't really sat down and fully thought out exactly how it would work, but you get the idea, I'm sure.
     
  25. Offline

    Nohup

    @MrFloppemz - Are you including the second piece of cobblestone in that drop ratio? The others you have configured to drop very rarely, so 1/20 sounds about right.

    @footwo - I used the configuration as you have it there and I only get one cobble per stone block. You are saying that this is all that is in your configuration and you get 5 cobbles per stone block after saving the config and restarting? My plugin wouldn't even have anything to respond to at that point so would be agnostic of stone...
     
  26. Offline

    footwo

    @Nohup

    It's not the plugin's fault, I've just discovered that even if I change the config file, the changes are not being loaded.

    This is because I'm renting from Multiplay and something is wrong with their ClanForge server interface with the way they have this mod configured, it's just not picking up the changes when I restart :(

    I tested the mod locally and it works fine, sorry for the bother!
     
  27. Offline

    MrFloppemz

    Second piece of cobblestone? Its on override so I had to add cobblestone as a drop so that you do get cobblestone from it. I intentionally set the iron ore, gold ore, etc to drop very rarely. The 1/20th drop ratio is for the cobblestone that i set to drop at 100% probability, which is why im confused.

    I made it so that stone, and all ores are on override so that only miners can obtain them. Since im doing that, i have to add in the corresponding ore as a bonus drop so that they still get the ore. Right now i ran into the issue of, players are not getting any drops from the ores or stone in this case.
     
  28. Offline

    Ultra695

    I have to say, I love this plugin for one simple reason. Its error messages.

    I mis-typed by config, and it gave a huge-ass error message, but when I looked closely, it told me exactly what line the problem was on and what it though the problem was (It was correct btw).

    THANK YOU SO FREAKING MUCH!!!!!!!!!!!!!
     
  29. Offline

    Nohup

    @Ultra695 - they are friendly in some cases and not others but the stack traces help me out when errors occur because I can see exactly where in the source it is coming from.

    @MrFloppemz - Sorry, I missed the override in it. Can you send me your full config so I can test it out locally?
     
  30. Offline

    MrFloppemz

    Absolutely, i sent it. Thanks for helping me out on this.
     
  31. Offline

    L5D

    Hello, i use your plugin with Iconomy (Good Job) on Morhaus's server,

    The method to get coins when a player break a block or kill an entity is cool,
    but we can't do this with block can be replaced.
    Can you add the "cooldown" to the "coins" ?
     

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