I have recently put out the first version of my plugin SpellScript on bukkit dev. I would appreciate beta testing from whoever would like to give...
I have created a plugin called SpellScript that lets users do certain things in Minecraft with JavaScript. However, I currently can't recommend to...
@mythbusterma I've decided to run the tasks asynchronously and to surround any bukkit methods where I am modifying data with the following code:...
@1Rogue Each script that is run needs to have a separate scope than any other script, which is why I'm using different managers. Do you think...
In my current plugin I am scheduling a task which may run for an arbitrarily long amount of time. I am attempting to run the task synchronously...
I'm actually having it take text from a book, add all the pages together, and then put it in the lore of an item, which can be activated later on.
1. Yes, you are right. That's why I'm only giving them the one variable and preventing them from importing classes or packages. 2. If I don't...
I am planning on including a JavaScript interpreter in my plugin which will allow users to write limited JavaScript. I want to do this as safely...
Traks Thanks a lot! For posterity, I decided to go with using a BukkitRunnable because it can schedule itself repeating and cancel itself.
Traks Then is the only way to be thread safe to use Bukkit.getScheduler().scheduleSyncRepeatingTask() ?
Traks I meant using the player instance as the synchronization lock.
xTrollxDudex Thanks a lot for answering this for me and for posterity.
Hello all, I am currently coding a plugin which will use multiple Async threads. Sometimes certain attributes of a player may need to be changed...
I am looking for a co-developer to help me finish coding the rest of the spells in Ollivander's. I have coded in 100 out of 179 spells, and a...
Similar to the Ludum Dare, devs would make a plugin that corresponds to a theme in 48 hours and players would play them for a few weeks afterwards...
Separate names with a comma.