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    Jordi Goyanes Granados
    @jordigoyanes
    For those scripcraft developers that want to make very complex plugins with different modules and even libraries, a .jar bundle that just decompresses that would be great
    Tony Gravagno
    @TonyGravagno
    But that level of sophistication doesn't even need to be bundled with ScriptCraft. Why not have SC as a dependency and someone can create a separate JAR/plugin that installs what they need into the folders prepared by SC? Then the site can update SC without relying on the plugin author (assuming no breaking changes) and the site can still use other plugins.
    How about a compromise... So far your plugin has less than 200 lines in a single .js file. That fits well within SC as currently defined. If your project expands well beyond that, then maybe we should discuss "extended usage". Right now I see your plugin as possibly being one of the first to kickstart a new SC ecosystem. Please don't spoil that by completely isolating your plugin in a way that makes people choose between your one plugin and the rest of the ecosystem. I'm sure you don't want that.
    Jordi Goyanes Granados
    @jordigoyanes
    That's a bit more complicated solution, i mean scripcraft doesn't update very often, but yes your idea could definitely work.
    btw my plugin is just an example xD not a big deal
    Now I'll go to sleep because it's 1:49am in Spain
    Tony Gravagno
    @TonyGravagno
    Awesome. But right now you could offer a plugin at Spigot, advertised as "requires ScriptCraft" with installation instructions that say something like "Add these scripts into plugins, these into modules, and type /reload". That's not tough at all, and far easier than, for example, plugins that require a new launcher.
    kk, gnite!
    Tony Gravagno
    @TonyGravagno
    Can we let CanaryMod die? Please see this forum post and comment wherever you prefer. Thanks! http://bit.ly/2uuNJGW
    Egoscio
    @Egoscio
    I've never even heard of it, but always saw some code repeated to support it.
    Tony Gravagno
    @TonyGravagno
    Latest Status notes published in the Google Group.
    Tony Gravagno
    @TonyGravagno
    Progress on the latest ScriptCraftJS build 3.2.2.4 "Bad Zombie".
    Tony Gravagno
    @TonyGravagno
    Posted another build to my repo with new docs. See release notes.
    Tony Gravagno
    @TonyGravagno
    Latest build is ready for beta. See notes where I've been blogging on progress. Please check the new and existing docs, especially ReadMe, Release Notes, Installation, Permissions, Start and Stop. This release does not have major updates, doesn't support new colors or some new objects. Right now I just want to make sure this just doesn't throw errors, crash, or break any existing code. Please post issues in my repo, not the official/production repo. Thanks!
    lastuniverse
    @lastuniverse
    O_o. I'm glad to see that there is life here. No more naughty questions. Unfortunately for the adaptation of the translation of my module completer.js there is absolutely no time. They are busy preparing the reports on the second chapter of the thesis.
    A later I'll definitely bring the module to a state that allows using it without relying on my other modules.
    Jordi Goyanes Granados
    @jordigoyanes
    I have several important variables in my ScripCraft plugin that I want the player to specificate. Is there a way to create a config file?
    Walter Higgins
    @walterhiggins

    I have several important variables in my ScripCraft plugin that I want the player to specificate. Is there a way to create a config file?

    Yes. The easiest way is to use the built-in persist() function like this...

    var playerName = player.name;
    var playerConfig = persist(playerName + '-myconfig', {} );
    playerConfig.strengths = ['flight', 'magic' ];
    playerConfig.weaknesses = ['arachnophobia' ];

    The player config will automatically be saved to a .json file in the scriptcraft/data/ directory.

    @TonyGravagno @jordigoyanes I really like the idea of lightweight jars composed only of .js with a dependency on scriptcraft.jar - I wonder what would be needed to make this work. It would definitely result in smaller bukkit jar files.
    Jordi Goyanes Granados
    @jordigoyanes
    thanks! about the lightweight jars, I think it can be done easily
    Walter Higgins
    @walterhiggins
    I'll take a look into this too. It would be really neat if you could just specify scriptcraft as a dependency in your jar's manifest file and just bundled a /modules and /plugins folder for scriptcraft-based plugins.
    (that is - have a bukkit/spigot plugin which has zero java code - I don't know if this is possible - worth investigating)
    Jordi Goyanes Granados
    @jordigoyanes
    Nice. Would also be great if you could easily create that bundle using a simple command that leaves a lightweight .jar ready to go.
    Meldiron
    @Meldiron

    Hello :)
    In NodeJS I can use let and const instead of using var. Its better, variable destroy itself when block of code where it has been declared ends.

    I tried to use:
    let i = 5
    in scriptcraft, but it didnt work.
    Is there any way to make it works?

    Walter Higgins
    @walterhiggins
    If you're feeling adventurous you can build from source and use babel for es6 features.
    https://walterhiggins.net/blog/Writing-Minecraft-Mods-in-ES6
    Meldiron
    @Meldiron
    Did not work. Command: /js require('babel-register') gave me error
    Max Metral
    @djMax
    does ScriptCraft support 1.12 now?
    Jordi Goyanes Granados
    @jordigoyanes
    yes
    daveweb
    @daveweb
    Hi, I am new into scriptcraftjs(and also a bit in minecraft). I start using it since last week. I succesfully tried already some example and build my own custom function. Building a pyramid. Sofar so good.
    I was wondering, is it posibble to rotate a block in Minecraft? I would like to build a funfair a would like to turn some objects(carousel, big wheel). Is this possible?
    kieppie
    @kieppie
    mic check
    coool
    really dig this project
    gonna try use it as a teaching aid
    looking at blocklycraft in particular
    Tony Gravagno
    @TonyGravagno
    :)
    @daveweb To do what you're asking, I'd consider adding the WorldEdit plugin, and then send it commands to do what's required. That way you don't need to "re-invent the wheel". Or to avoid pulling in a massive plugin like that just for this one function, fork that project, and create a branch that just includes the rotation component.
    Tony Gravagno
    @TonyGravagno
    That plugin does sometimes get things wrong. It rotates a mass of blocks but misses details like chest orientation. And in the process of removing the original block set to replace it with another, we see frames losing their contained items, etc.
    With all of the changes in v1.13 to the inner structure of items and entities, all of this might be easier than in 1.12 and prior. No clue on that bleeding-edge yet. Good luck!
    daveweb
    @daveweb
    @TonyGravagno Thanks for your response, Can you tell me where to find that worldEdit plugin?
    Tony Gravagno
    @TonyGravagno
    joeldamien
    @joeldamien
    Is this project dead?
    BitHacked
    @Cryogena_twitter
    how do i access the inventory of a chest? lol
    Tony Gravagno
    @TonyGravagno
    Give the Google Group a ping since you haven't seen any activity here: https://groups.google.com/forum/?fromgroups#!forum/scriptcraft---scripting-minecraft
    hedgty
    @hedgty
    Hey, How would I hook into vault?
    Rayan Desfossez
    @rayandfz
    Hello
    It's possible to create javascript plugin and not use /js for execution ?
    for example for hello command plugin
    just make /hello than /js hello()
    Paul Richards
    @Paulware
    Created a(nother) blockly scriptcraft solution: https://github.com/Paulware/BlocklyScriptcraft. I appreciate any comments. Also has anyone got a scriptcraft version that works with 15.2? I keep getting the javascript engine error.