Currently, this is just a project for School, but I'm hoping to greatly expand off of this, and create a full guide to creating Bukkit plugins. This guide is created for those that have little to no programming knowledge. Also, if you want to view the always-up-to-date version, be sure to check it out on Google Docs. The Google Docs page is always up-to-date, is formatted nicer, and includes pictures. It's also a good place to go if you need help because you can comment exactly where you're having trouble.
Bukkit is powerful third-party software for creating and managing a Minecraft server. Tens of thousands of active users use the Bukkit framework, and hundreds create plugins to be used with the software. These such plugins do things to create a better experience for the players, and help the server's owners and staff better manage their server. Creating these plugins can be a daunting task, but the rewards can be great, whether you want to create plugins for your own server to make a unique experience for your players, or you want to be able to create plugins to help the Bukkit community. Coding plugins is a very useful skill that few server owners attempt. In the paper, I have three goals in mind. My first goal is to teach the power of basic Bukkit coding, and to give the resources needed to create powerful plugins. My second goal has to do with what's called Java. No, not coffee, although you'll probably need lots of that, but the programming language Java. It is the language in which Bukkit is written, as well as the plugins that are created with it. I want to try to teach Bukkit plugin coding to those that have little, to no programming knowledge or computer background. Third, I want to give the remaining resources needed for you to continue Bukkit programming on your own, and to experiment with the infinite possibilities of this great software.
There's not a whole lot that any Java programmer can do, without first downloading some preliminary software. The first bit of software that we’ll need, is the Java Developer Kit, or JDK for short. This is required for any Java programmer to begin developing Java projects. The Java JDK can be found by going to the following link.
Once there, you will have to click on the blue download button below the JDK column. After reading and accepting the license agreement, you will next have to click on your current operating system, at which point an EXE file will begin to download. This is the Java JDK installation program. Launching the program will then instruct you to install the Java JDK. This will also install the Java JRE, or Java Runtime Environment, if you don’t already have it. This will allow you to run Bukkit, and the plugins that you’ve created. Chances are, if you’re already running a Bukkit server on your computer, you already have some type of JRE.
There we go! We now have the bare minimum of what’s required to create Bukkit plugins. However, to actually create Bukkit plugins without any more software can be very difficult. That’s where the wonderful software programmers call IDE’s come in. IDE stands for Integrated Development Environment. An IDE will give us advanced features that allow us to easily write, and compile our code. You’ll see these features once we start using our IDE.
Although there are many IDE’s we could choose from, the most popular among Bukkit programmers, and even Java programmers, is Eclipse. You can get Eclipse from the following link.
Simply click on the Eclipse Standard download for your operating system, and run the EXE that downloads, following the simple steps to install the program. The download is quite big, over 200 MB, so download time make take a while depending on your internet speed. No worries though, I’ll be right here when the download is finished.
While Eclipse downloads, you will need to download the Bukkit server. If you’re running your server on your local machine, you probably already have Bukkit. Otherwise, you can download it from the official Bukkit website.
After going to that website, you will be presented with several download options. You may get either the Recommended Build or the Beta Build, but I’m going to get the Development Build. To download the Development Build, click on Alternate Versions and then click on Development Build on the right side of the page. The Development version of Bukkit should begin downloading. When Bukkit finishes downloading, be sure to move it to a place where it won’t be moved, or deleted.
Once Eclipse has finished downloading, extract it’s contents somewhere you’ll be able to find it later. After running eclipse.exe, which should be included in the folder that you downloaded, you will be prompted to choose a destination for your workspace. This is where all of your files will be stored for your plugin.
After that window closes, you should be presented with the Eclipse IDE. This is where you’ll be spending your next few days and nights, in a life-like nightmare that seems to never end. Here, you’ll be sleep deprived, starved, and dehydrated as you toil through the horrid beasts that live inside. If you’re willing to face this battle, feel free to keep reading. Otherwise, please delete Eclipse, and burn your hard drive to keep the beasts from escaping.
You should currently see the welcome screen of Eclipse. This gives a few options that allow you to explore Eclipse, and Java. Feel free to take some time to read through these. After you’re done, close out the Welcome Screen by clicking the X in the top left on the tab that says Welcome. Eclipse will now look slightly different.
Now that you know the basic terms of different windows in Eclipse, we can continue with actually making our plugin. To do so, we’ll need to create a Java Project. Right click on the Package Explorer, and select New -> Java Project. You will now be presented with a window that contains what appears to be a very complicated mess, however, continuation is quite simple. Simply choose a name for your plugin, and type it under Project Name and click Finish.
You should now have a new package in the Package Explorer. Next, we must import Bukkit in our project so that we can use it’s API in Eclipse. To do so, right click on the package in the package explorer, and go to Build Path -> Configure Build Path. At the top of that window, choose the Libraries tab, and click on the Add External Jars button on the right side of that window. You will now be presented with a file browser, where you will need to browse to Bukkit. After selecting Bukkit, and clicking Open, Bukkit will be added to your project. You may now click the OK button to close the Build Path window. We can now create our package, and start programming our plugin.
To create a package inside of your Java Project, you’ll first need to open your Java Project. To do so, click on the white arrow to the left of your Java Project. This will open your project to view the contents of your project.
The next step, is to create a package in our Java Project. Each Java project can have several packages, but for now, our project will have only one package. To create a package, right click on the folder that says src and click New -> Package. This will bring up the Package Creation window. Type the following into the Name text field.
com.<YourName>.<PluginName>
Be sure to replace <YourName> with your name, or alias, and <PluginName> with the name of your plugin. This is traditionally how package names are setup, however there are many alternative ways of naming your package. Your package name must be unique to your plugin.
Once you have filled out your package name, click Finish to close the New Java Package window, and create your package. Your package should now appear under the src folder in the package explorer. Now, you’ll have to create a class inside of your package. This is a plain text file that will hold your code. To create a class file, right click on your newly created package, and select New -> Class. The class creation dialog should come up. All you need to fill out is the class name. I named mine main but you can name yours whatever you’d like.
A class file should now be created, with some pre-defined text. This is what mine looks like.
package com.elfin8er.tutorial;
public class main {
}
Before we continue, it’s probably a good idea to test your plugin before continuing, to make sure that you’ve set everything up correctly. In this section, you’ll learn how to do what most programmers learn how to do when they learn a new language. You’ll be creating a plugin that says “Hello World” in the console when you start your server. Now, that may not seem like a huge deal, but it’s always a good idea to test to make sure you’ve set everything up correctly. It is now time to write our first line of code. Well, actually, we’re just adding to a line of code that’s already there.
package com.elfin8er.tutorial;
public class main extends JavaPlugin {
}
extends JavaPlugin will pretty much tell our plugin that we’re going to be using some predefined code from Bukkit in our plugin.
After typing that, you’ll notice there is a red squiggly line below JavaPlugin. This means there is an error with that part of your code. Don’t worry, this is an easy fix. If you hover over JavaPlugin, you’ll notice Eclipse gives you the option to import JavaPlugin. Click on the import button to do so. You should now notice an extra line generated above your code.
Now, we’re going to add our own method inside of our main method.
package com.elfin8er.tutorial;
import org.bukkit.plugin.java.JavaPlugin;
public class main extends JavaPlugin{
}
public void onEnable(){ - Anything in the body of this code, will be run when the plugin has been loaded. This is where we’ll output our text to the console. Notice how there is an opening and closing curly brace, marking the start and finish of the body.
Next, inside of your onEnable() body, you’ll need to output text to the console. There are a few ways we can do so, but we’re going to do the most popular method. This is probably the method you should use.
package com.elfin8er.tutorial;
import org.bukkit.plugin.java.JavaPlugin;
public class main extends JavaPlugin{
public void onEnable(){
getLogger().info("Hello World!");
}
}
getLogger().info(“Hello World!”); - This code is the “meat” of our test plugin. This is what will actually display “Hello World!” in our console. Noce the semi-colon at the end of this line.
Now’s probably a good time to mention a key feature of Eclipse, if you haven’t figured it out already. As you typed the previous line of code, you should have noticed something pretty cool after you typed getLogger(). Eclipse tried to guess what you wanted to type next.
You’ll notice that this feature will become pretty handy as you begin to write code on your own. You can use the up and down arrow keys to scroll through the options, and then ENTER to make a selection.
That’s all the main code you’ll have to write in this section. Our next step, is to create a plugin.yml file. This file will tell Bukkit things such as our plugin name, version of our plugin, and what package our main code is in. To create a plugin.yml, start by right clicking on your project in your Package Explorer, and going to New -> File. This will open up the New File Creation Window. Just fill out plugin.yml under File Name, and click Finish.
There are only three lines that you must type in your plugin.yml.
name - This is the name of your plugin. This is what will appear when you type /plugins on your server.
main - This is the full location of your class file. <PackageName>.<ClassName>.
version - This is just the version of your plugin.
Now, the only thing that’s left to do is to export your plugin as a Jar file. To do so, right click on your Java Project, and click on Export. Next, goto Java -> JARFile, and click next. On the next window, be sure that your project is selected, and browse for where you’d like your jar file to be saved.
After you click finish, you’re all good to go! Simply put your Jar file in your servers plugins folder, and start it up.
Commands are a very important feature in Bukkit. They allow the user of the plugin to communicate with the server. In this section, I’d like to expand off of the idea that we used in the last section. When the user types /hello into the chat, the server will output world into the chat. Let’s start out with the following code.
package com.elfin8er.tutorial;import org.bukkit.plugin.java.JavaPlugin;
public class main extends JavaPlugin{
public void onEnable(){
getLogger().info("Plugin Enabled!");
}
}
This is almost the same code from the last section. The only difference is what you’ll be outputting to the console. Now, I’m going to add a method to this code.
This method is a little bit complicated, but just stick with me. Bukkit will ask you to import CommandSender, and Command. Be sure to import org.bukkit.command rather than org.bukkit.material. Now, I’ll try to explain this method line-by-line.
public boolean onCommand(CommandSender sender, Command cmd, String label, String[] args){ - This is just the start of our method. You notice the method has four parameters. CommandSender sender, Command cmd, String label and String[] args. The first part of each parameter is the type of variable to parameter is. Those are CommandSender, Command, String, and String[]. The second part of each parameter is the name of the variable. Those are sender, cmd, label, and args. Also note that our method starts with public boolean. “Public”, means that other classes can use this method, and “boolean” means that the method is expecting a boolean (true or false) to be returned (We’ll get to this later).
if(cmd.getName().equalsIgnoreCase(“hello”)){ - This is a simple if statement. We’ll get more into these later, but pretty much if the if statement is true, then the code in the body of it will be run. So in this case, the if statement is cmd.getName().equalsIgnoreCase(“hello”). In English, this is pretty much saying: if the command that the player typed is equal to “hello”. Note: You do not need to include the / when typing the command. That’s the basics of this code, but let’s dive in a bit deeper. First, we have cmd. If you look above, cmd is mentioned in the method above as a variable. In fact, cmd is actually the command itself. It is not however, the string of the command. That’s what getName() is for. getName() returns the string of the command. Next, we need to see if that’s equal to something. That’s where equalsIgnoreCase(“hello”) comes in. It’s pretty much returning true, or false depending on whether or not the string inside of equalsIgnoreCase is the same as the command the player typed, without paying attention to the case of the command. That means the player could type “Hello”, “hELLO”, “hello”, etc. and it’d all be treated the same.
sender.sendMessage(“world”); - This is the meat of the code. This is what outputs text to the player. Like in the command above, “sender” is a variable that we defined in the method above. The sender is who typed the command. It could be either the player, or the console. We’ll learn how to determine which of these it is in the future, but for now, we’ll just assume it’s a player. Now, we have “sendMessage(“world”)”. This is what sends the message to the sender. What ever string is put as a parameter will be sent to the player. In our case, the string we’re putting as the parameter, is “world”.
return false; - Remember earlier how I said that our constructor needed to be returned a boolean? This is where it comes into play.
Now that you’ve written that method, you should have THIS code (I’ll be posting longer code on pastebin).
You’re almost done with the new plugin, although you still have to update your plugin.yml by adding the command to it. Adding a simple command to your plugin.yml would look something like this.
That’s pretty much it for creating a simple command! Just export your plugin like before, move it to your server, and start up your server. Then, just login to your server, and type “/hello”. The text “world” should then appear in the chat! Congrats! You’ve made your first command!
I realize that it's been several months since this was updated, but I figured it'd be better to re-post here than make a new topic. Anyways, just some updates, I am still working on the Google Doc. There is lots more content there. Also, what are everybody's thoughts of me making videos to go side-by-side with the Google Doc? Any feedback would be appreciated!
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Curse PremiumBukkit is powerful third-party software for creating and managing a Minecraft server. Tens of thousands of active users use the Bukkit framework, and hundreds create plugins to be used with the software. These such plugins do things to create a better experience for the players, and help the server's owners and staff better manage their server. Creating these plugins can be a daunting task, but the rewards can be great, whether you want to create plugins for your own server to make a unique experience for your players, or you want to be able to create plugins to help the Bukkit community. Coding plugins is a very useful skill that few server owners attempt. In the paper, I have three goals in mind. My first goal is to teach the power of basic Bukkit coding, and to give the resources needed to create powerful plugins. My second goal has to do with what's called Java. No, not coffee, although you'll probably need lots of that, but the programming language Java. It is the language in which Bukkit is written, as well as the plugins that are created with it. I want to try to teach Bukkit plugin coding to those that have little, to no programming knowledge or computer background. Third, I want to give the remaining resources needed for you to continue Bukkit programming on your own, and to experiment with the infinite possibilities of this great software.
There's not a whole lot that any Java programmer can do, without first downloading some preliminary software. The first bit of software that we’ll need, is the Java Developer Kit, or JDK for short. This is required for any Java programmer to begin developing Java projects. The Java JDK can be found by going to the following link.
Once there, you will have to click on the blue download button below the JDK column. After reading and accepting the license agreement, you will next have to click on your current operating system, at which point an EXE file will begin to download. This is the Java JDK installation program. Launching the program will then instruct you to install the Java JDK. This will also install the Java JRE, or Java Runtime Environment, if you don’t already have it. This will allow you to run Bukkit, and the plugins that you’ve created. Chances are, if you’re already running a Bukkit server on your computer, you already have some type of JRE.
There we go! We now have the bare minimum of what’s required to create Bukkit plugins. However, to actually create Bukkit plugins without any more software can be very difficult. That’s where the wonderful software programmers call IDE’s come in. IDE stands for Integrated Development Environment. An IDE will give us advanced features that allow us to easily write, and compile our code. You’ll see these features once we start using our IDE.
Although there are many IDE’s we could choose from, the most popular among Bukkit programmers, and even Java programmers, is Eclipse. You can get Eclipse from the following link.
Simply click on the Eclipse Standard download for your operating system, and run the EXE that downloads, following the simple steps to install the program. The download is quite big, over 200 MB, so download time make take a while depending on your internet speed. No worries though, I’ll be right here when the download is finished.
While Eclipse downloads, you will need to download the Bukkit server. If you’re running your server on your local machine, you probably already have Bukkit. Otherwise, you can download it from the official Bukkit website.
After going to that website, you will be presented with several download options. You may get either the Recommended Build or the Beta Build, but I’m going to get the Development Build. To download the Development Build, click on Alternate Versions and then click on Development Build on the right side of the page. The Development version of Bukkit should begin downloading. When Bukkit finishes downloading, be sure to move it to a place where it won’t be moved, or deleted.
Once Eclipse has finished downloading, extract it’s contents somewhere you’ll be able to find it later. After running eclipse.exe, which should be included in the folder that you downloaded, you will be prompted to choose a destination for your workspace. This is where all of your files will be stored for your plugin.
After that window closes, you should be presented with the Eclipse IDE. This is where you’ll be spending your next few days and nights, in a life-like nightmare that seems to never end. Here, you’ll be sleep deprived, starved, and dehydrated as you toil through the horrid beasts that live inside. If you’re willing to face this battle, feel free to keep reading. Otherwise, please delete Eclipse, and burn your hard drive to keep the beasts from escaping.
You should currently see the welcome screen of Eclipse. This gives a few options that allow you to explore Eclipse, and Java. Feel free to take some time to read through these. After you’re done, close out the Welcome Screen by clicking the X in the top left on the tab that says Welcome. Eclipse will now look slightly different.
Now that you know the basic terms of different windows in Eclipse, we can continue with actually making our plugin. To do so, we’ll need to create a Java Project. Right click on the Package Explorer, and select New -> Java Project. You will now be presented with a window that contains what appears to be a very complicated mess, however, continuation is quite simple. Simply choose a name for your plugin, and type it under Project Name and click Finish.
You should now have a new package in the Package Explorer. Next, we must import Bukkit in our project so that we can use it’s API in Eclipse. To do so, right click on the package in the package explorer, and go to Build Path -> Configure Build Path. At the top of that window, choose the Libraries tab, and click on the Add External Jars button on the right side of that window. You will now be presented with a file browser, where you will need to browse to Bukkit. After selecting Bukkit, and clicking Open, Bukkit will be added to your project. You may now click the OK button to close the Build Path window. We can now create our package, and start programming our plugin.
To create a package inside of your Java Project, you’ll first need to open your Java Project. To do so, click on the white arrow to the left of your Java Project. This will open your project to view the contents of your project.
The next step, is to create a package in our Java Project. Each Java project can have several packages, but for now, our project will have only one package. To create a package, right click on the folder that says src and click New -> Package. This will bring up the Package Creation window. Type the following into the Name text field.
Be sure to replace <YourName> with your name, or alias, and <PluginName> with the name of your plugin. This is traditionally how package names are setup, however there are many alternative ways of naming your package. Your package name must be unique to your plugin.
Once you have filled out your package name, click Finish to close the New Java Package window, and create your package. Your package should now appear under the src folder in the package explorer. Now, you’ll have to create a class inside of your package. This is a plain text file that will hold your code. To create a class file, right click on your newly created package, and select New -> Class. The class creation dialog should come up. All you need to fill out is the class name. I named mine main but you can name yours whatever you’d like.
A class file should now be created, with some pre-defined text. This is what mine looks like.
package com.elfin8er.tutorial; public class main { }Before we continue, it’s probably a good idea to test your plugin before continuing, to make sure that you’ve set everything up correctly. In this section, you’ll learn how to do what most programmers learn how to do when they learn a new language. You’ll be creating a plugin that says “Hello World” in the console when you start your server. Now, that may not seem like a huge deal, but it’s always a good idea to test to make sure you’ve set everything up correctly. It is now time to write our first line of code. Well, actually, we’re just adding to a line of code that’s already there.
package com.elfin8er.tutorial; public class main extends JavaPlugin { }extends JavaPlugin will pretty much tell our plugin that we’re going to be using some predefined code from Bukkit in our plugin.
After typing that, you’ll notice there is a red squiggly line below JavaPlugin. This means there is an error with that part of your code. Don’t worry, this is an easy fix. If you hover over JavaPlugin, you’ll notice Eclipse gives you the option to import JavaPlugin. Click on the import button to do so. You should now notice an extra line generated above your code.
Now, we’re going to add our own method inside of our main method.
package com.elfin8er.tutorial; import org.bukkit.plugin.java.JavaPlugin; public class main extends JavaPlugin{ }public void onEnable(){ - Anything in the body of this code, will be run when the plugin has been loaded. This is where we’ll output our text to the console. Notice how there is an opening and closing curly brace, marking the start and finish of the body.
Next, inside of your onEnable() body, you’ll need to output text to the console. There are a few ways we can do so, but we’re going to do the most popular method. This is probably the method you should use.
package com.elfin8er.tutorial; import org.bukkit.plugin.java.JavaPlugin; public class main extends JavaPlugin{ public void onEnable(){ getLogger().info("Hello World!"); } }getLogger().info(“Hello World!”); - This code is the “meat” of our test plugin. This is what will actually display “Hello World!” in our console. Noce the semi-colon at the end of this line.
Now’s probably a good time to mention a key feature of Eclipse, if you haven’t figured it out already. As you typed the previous line of code, you should have noticed something pretty cool after you typed getLogger(). Eclipse tried to guess what you wanted to type next.
You’ll notice that this feature will become pretty handy as you begin to write code on your own. You can use the up and down arrow keys to scroll through the options, and then ENTER to make a selection.
That’s all the main code you’ll have to write in this section. Our next step, is to create a plugin.yml file. This file will tell Bukkit things such as our plugin name, version of our plugin, and what package our main code is in. To create a plugin.yml, start by right clicking on your project in your Package Explorer, and going to New -> File. This will open up the New File Creation Window. Just fill out plugin.yml under File Name, and click Finish.
There are only three lines that you must type in your plugin.yml.
name - This is the name of your plugin. This is what will appear when you type /plugins on your server.
main - This is the full location of your class file. <PackageName>.<ClassName>.
version - This is just the version of your plugin.
Now, the only thing that’s left to do is to export your plugin as a Jar file. To do so, right click on your Java Project, and click on Export. Next, goto Java -> JARFile, and click next. On the next window, be sure that your project is selected, and browse for where you’d like your jar file to be saved.
After you click finish, you’re all good to go! Simply put your Jar file in your servers plugins folder, and start it up.
Commands are a very important feature in Bukkit. They allow the user of the plugin to communicate with the server. In this section, I’d like to expand off of the idea that we used in the last section. When the user types /hello into the chat, the server will output world into the chat. Let’s start out with the following code.
package com.elfin8er.tutorial;import org.bukkit.plugin.java.JavaPlugin; public class main extends JavaPlugin{ public void onEnable(){ getLogger().info("Plugin Enabled!"); } }This is almost the same code from the last section. The only difference is what you’ll be outputting to the console. Now, I’m going to add a method to this code.
public boolean onCommand(CommandSender sender, Command cmd, String label, String[] args){ if(cmd.getName().equalsIgnoreCase("hello")){ sender.sendMessage("world"); } return false; }This method is a little bit complicated, but just stick with me. Bukkit will ask you to import CommandSender, and Command. Be sure to import org.bukkit.command rather than org.bukkit.material. Now, I’ll try to explain this method line-by-line.
public boolean onCommand(CommandSender sender, Command cmd, String label, String[] args){ - This is just the start of our method. You notice the method has four parameters. CommandSender sender, Command cmd, String label and String[] args. The first part of each parameter is the type of variable to parameter is. Those are CommandSender, Command, String, and String[]. The second part of each parameter is the name of the variable. Those are sender, cmd, label, and args. Also note that our method starts with public boolean. “Public”, means that other classes can use this method, and “boolean” means that the method is expecting a boolean (true or false) to be returned (We’ll get to this later).
if(cmd.getName().equalsIgnoreCase(“hello”)){ - This is a simple if statement. We’ll get more into these later, but pretty much if the if statement is true, then the code in the body of it will be run. So in this case, the if statement is cmd.getName().equalsIgnoreCase(“hello”). In English, this is pretty much saying: if the command that the player typed is equal to “hello”. Note: You do not need to include the / when typing the command. That’s the basics of this code, but let’s dive in a bit deeper. First, we have cmd. If you look above, cmd is mentioned in the method above as a variable. In fact, cmd is actually the command itself. It is not however, the string of the command. That’s what getName() is for. getName() returns the string of the command. Next, we need to see if that’s equal to something. That’s where equalsIgnoreCase(“hello”) comes in. It’s pretty much returning true, or false depending on whether or not the string inside of equalsIgnoreCase is the same as the command the player typed, without paying attention to the case of the command. That means the player could type “Hello”, “hELLO”, “hello”, etc. and it’d all be treated the same.
sender.sendMessage(“world”); - This is the meat of the code. This is what outputs text to the player. Like in the command above, “sender” is a variable that we defined in the method above. The sender is who typed the command. It could be either the player, or the console. We’ll learn how to determine which of these it is in the future, but for now, we’ll just assume it’s a player. Now, we have “sendMessage(“world”)”. This is what sends the message to the sender. What ever string is put as a parameter will be sent to the player. In our case, the string we’re putting as the parameter, is “world”.
return false; - Remember earlier how I said that our constructor needed to be returned a boolean? This is where it comes into play.
Now that you’ve written that method, you should have THIS code (I’ll be posting longer code on pastebin).
You’re almost done with the new plugin, although you still have to update your plugin.yml by adding the command to it. Adding a simple command to your plugin.yml would look something like this.
name: YourPluginName main: <PackageName>.<MainClass> version: 1.0 commands: hello: description: Command Description Here!IMPORTANT NOTE! Use two or four spaces rather than tabs. Using tabs in yml files will cause errors!
Here’s what my plugin.yml looks like.
name: Tutorial main: com.elfin8er.tutorial.Tutorial version: 1.0commands: hello: description: Our first command!That’s pretty much it for creating a simple command! Just export your plugin like before, move it to your server, and start up your server. Then, just login to your server, and type “/hello”. The text “world” should then appear in the chat! Congrats! You’ve made your first command!
Also be sure to check out my second YouTube channel for all sorts of cool projects.
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Curse PremiumAlso be sure to check out my second YouTube channel for all sorts of cool projects.
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Curse PremiumAlso be sure to check out my second YouTube channel for all sorts of cool projects.
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Curse PremiumAlso be sure to check out my second YouTube channel for all sorts of cool projects.
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Curse PremiumAlso be sure to check out my second YouTube channel for all sorts of cool projects.