I think I want to implement the ability to edit files... Not to edit them in-game (you'd edit them in the menu), though.
You can do all of that with this mod already... You just need to do it manually.
I should follow this thread more often Sorry for the late response. Editing from the menu would be fine. You should add a button below or above the languages...oh wait i know. LIke in the world selection, when you click on a world, theres a option sort of like the languages that says WORLD EDITING
I didn't even think of porting this to bukkit although it could probably be done. Like I said, most of the magic was craftbukkit code and a lot of it involved using reflection to get private fields or methods. It works great without a client mod though, which is pretty convenient. Only downside being the lack of gui apart from the chat window.
I'm upgrading it to use conversations instead of just commands so the interaction should be a bit more streamlined. It works with entities or tile entities that you right click, or the player with a /player command. Been having a bit of trouble with editing offline players, obviously can't test that on my localhost machine, and don't want to have to keep restarting the server I play on to update the plugin.
I'm trying to iron out all the bugs and get the conversation system working to prevent interference with other plugins' commands. Once I'm confident in it and have tested it a bit more on my home server, I'll make a proper release. I also have to do up the documentation to go along with it.
I did make my first ever pig spawner with speed potions and saddles this afternoon though
I should follow this thread more often Sorry for the late response. Editing from the menu would be fine. You should add a button below or above the languages...oh wait i know. LIke in the world selection, when you click on a world, theres a option sort of like the languages that says WORLD EDITING
I don't think I'm going to add the /nbtedit world command. Instead, I'm going to add the ability to edit files (most likely only when not in-game, but we'll see).
I didn't even think of porting this to bukkit although it could probably be done. Like I said, most of the magic was craftbukkit code and a lot of it involved using reflection to get private fields or methods. It works great without a client mod though, which is pretty convenient. Only downside being the lack of gui apart from the chat window.
I'm upgrading it to use conversations instead of just commands so the interaction should be a bit more streamlined. It works with entities or tile entities that you right click, or the player with a /player command. Been having a bit of trouble with editing offline players, obviously can't test that on my localhost machine, and don't want to have to keep restarting the server I play on to update the plugin.
I'm trying to iron out all the bugs and get the conversation system working to prevent interference with other plugins' commands. Once I'm confident in it and have tested it a bit more on my home server, I'll make a proper release. I also have to do up the documentation to go along with it.
I did make my first ever pig spawner with speed potions and saddles this afternoon though
I've actually just finished one. It's impossible with just Bukkit, you need to hook into Craftbukkit for a lot of it.
If it's cool with Davidee, I'll post a link here for the people looking for bukkit versions. Mine doesn't have a gui or anything as it's purely a server side plugin. The tag structure is displayed in the chat and manipulated with commands. Anyway, I don't even have a thread made yet since I want to test it on my own server for a bit, but I should have something done up within the next few days.
Well, it is impossible if you use ONLY the bukkit api, however, the obfuscated minecraft code can still be accessed, though it is difficult at times(in classes with many similar parameters). Using the MCP obfuscation lists and a little common sense you can access the minecraft code directly, and the NBT tag information can be accessed directly from entities and tile entities from the vanilla code. I used obfuscated code access to use datawatchers in one of my bukkit ports, meaning I was able to keep it pure bukkit.
The difficult part is transitioning from the api to the obfuscated code, as the references are usually dissimilar.
But other than that, all it takes is a:
Bukkit.getMessenger().registerOutgoingPluginChannel(this, "ForgeModPacketChannel");
and a
player.sendPluginMessage(Plugin, "ForgeModPacketChannel", dataContainingNBTInfo.toByteArray());
By editing NBT tags on a spawner, will it be possible to make Enderman already be enraged at the Player? I would like to know since I am making and Ender-related adventure map.
I don't think I'm going to add the /nbtedit world command. Instead, I'm going to add the ability to edit files (most likely only when not in-game, but we'll see).
From what I've been told, it's possible to port to bukkit. Once I have some more free time, I'll definitely port it over.
But that isnt a mod anymore right? Then thats out of the game, using another text editor, and thent hats just like NBTeditor's...
By editing NBT tags on a spawner, will it be possible to make Enderman already be enraged at the Player? I would like to know since I am making and Ender-related adventure map.
I don't think spawners contain already existing mobs. In other words, they spawn a new mob. The NBT info for the mob is generated when it is created, so there is nothing in a spawner to edit that would effect the spawned entities nbt.
I don't think spawners contain already existing mobs. In other words, they spawn a new mob. The NBT info for the mob is generated when it is created, so there is nothing in a spawner to edit that would effect the spawned entities nbt.
Yes, there is. SpawnData is basically just whatever tags you want the mob to have.
Well, it is impossible if you use ONLY the bukkit api, however, the obfuscated minecraft code can still be accessed, though it is difficult at times(in classes with many similar parameters). Using the MCP obfuscation lists and a little common sense you can access the minecraft code directly, and the NBT tag information can be accessed directly from entities and tile entities from the vanilla code. I used obfuscated code access to use datawatchers in one of my bukkit ports, meaning I was able to keep it pure bukkit.
The difficult part is transitioning from the api to the obfuscated code, as the references are usually dissimilar.
But other than that, all it takes is a:
Bukkit.getMessenger().registerOutgoingPluginChannel(this, "ForgeModPacketChannel");
and a
player.sendPluginMessage(Plugin, "ForgeModPacketChannel", dataContainingNBTInfo.toByteArray());
So no, not impossible. Just a little clever.
There's got to be some way to get around the obfuscation. There must be some way to include the deobfuscated minecraft source as a library or something.
By editing NBT tags on a spawner, will it be possible to make Enderman already be enraged at the Player? I would like to know since I am making and Ender-related adventure map.
I don't think spawners contain already existing mobs. In other words, they spawn a new mob. The NBT info for the mob is generated when it is created, so there is nothing in a spawner to edit that would effect the spawned entities nbt.
this is quite the interesting feature I might use it
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~prince of the skies, lord of his kingdom,NikolasMMDLXXI (come see what makes me tick on my profile I've got nothing (about myself) to hide or be ashamed of!That's why I have it all out where everyone can see)
here's my plugin for Bukkit with similar functionality: http://dev.bukkit.or...-mods/powernbt/
I have used Java reflection API to access fields of NBT objects
@Davidee
I suggest you to create a protocol to take NBT compounds from bukkit server and pass it back (after editing).
I'm going to be porting the mod to bukkit once I have some spare time.
Umm... thanks for the bump!
lol.
And are you adding the /nbtedit world command?
I should follow this thread more often
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I'm upgrading it to use conversations instead of just commands so the interaction should be a bit more streamlined. It works with entities or tile entities that you right click, or the player with a /player command. Been having a bit of trouble with editing offline players, obviously can't test that on my localhost machine, and don't want to have to keep restarting the server I play on to update the plugin.
I'm trying to iron out all the bugs and get the conversation system working to prevent interference with other plugins' commands. Once I'm confident in it and have tested it a bit more on my home server, I'll make a proper release. I also have to do up the documentation to go along with it.
I did make my first ever pig spawner with speed potions and saddles this afternoon though
I don't think I'm going to add the /nbtedit world command. Instead, I'm going to add the ability to edit files (most likely only when not in-game, but we'll see).
From what I've been told, it's possible to port to bukkit. Once I have some more free time, I'll definitely port it over.
Well, it is impossible if you use ONLY the bukkit api, however, the obfuscated minecraft code can still be accessed, though it is difficult at times(in classes with many similar parameters). Using the MCP obfuscation lists and a little common sense you can access the minecraft code directly, and the NBT tag information can be accessed directly from entities and tile entities from the vanilla code. I used obfuscated code access to use datawatchers in one of my bukkit ports, meaning I was able to keep it pure bukkit.
The difficult part is transitioning from the api to the obfuscated code, as the references are usually dissimilar.
But other than that, all it takes is a:
Bukkit.getMessenger().registerOutgoingPluginChannel(this, "ForgeModPacketChannel");
and a
player.sendPluginMessage(Plugin, "ForgeModPacketChannel", dataContainingNBTInfo.toByteArray());
So no, not impossible. Just a little clever.
don't click this link...
But that isnt a mod anymore right? Then thats out of the game, using another text editor, and thent hats just like NBTeditor's...
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I don't think spawners contain already existing mobs. In other words, they spawn a new mob. The NBT info for the mob is generated when it is created, so there is nothing in a spawner to edit that would effect the spawned entities nbt.
Yes, there is. SpawnData is basically just whatever tags you want the mob to have.
There's got to be some way to get around the obfuscation. There must be some way to include the deobfuscated minecraft source as a library or something.
Possibly.. see below.
Yeah, I would look at the nbt format for endermen
http://dev.bukkit.org/server-mods/powernbt/
I have used Java reflection API to access fields of NBT objects
@Davidee
I suggest you to create a protocol to take NBT compounds from bukkit server and pass it back (after editing).
Learn something new everyday
I'm going to be porting the mod to bukkit once I have some spare time.
Thanks!
This mods will become mroe and more awesome!
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For me, at least, I want to be able to use the command without cheats enabled.