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PROGRAMMIEREN LERNEN MIT MINECRAFT-PLUGINS PDF

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Andy Hunt. Buch Leider schon ausverkauft. O'Reilly UK Ltd. Home Learn to Program with Minecraft Plugins. Keine Kommentare vorhanden Jetzt ersten Kommentar schreiben! Bewerten Sie jetzt diesen Artikel.

Leider schon ausverkauft. O'Reilly UK Ltd. Home Learn to Program with Minecraft Plugins. Keine Kommentare vorhanden Jetzt ersten Kommentar schreiben!

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Bewerten Sie jetzt diesen Artikel. Kommentar verfassen. The first edition of this book used the Bukkit modding server and library, which was taken down due to a legal dispute in September This new edition has been completely revised to replace Bukkit with the CanaryMod library. The bestselling, Produkt empfehlen. Leider schon ausverkauft Bestellnummer: Auf meinen Merkzettel. Weil dabei Java ist eine moderne Programmiersprache, die in der Arbeitswelt, im Internet und an Programmierungen mit Java ; Hans-Peter Habelitz: Programmieren lernen mit Java.

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Auf dieser Webseite: This file is required in a plugin. It contains the information used by PocketMine-MP to load this plugin. It's in YAML format you will use this format for plugin configurations. It has four required fields: Each one of these fields and all the optional ones are described on the plugin.

Be sure that it is named exactly plugin. These two methods are called whenever the plugin is enabled and disabled. By default, plugins will be automatically enabled after being loaded, so you can add debug information about the plugin loading progress here. Plugins can also implement onLoad to perform additional actions when the plugin loads.

You can log messages to the console using the getLogger method to get a valid plugin logger.

For example, let's add this line into the onEnable method: Save and start PocketMine-MP again, the messages you have just added should be shown on the console. Do not assume that the server has been just started, get any data you need during the onEnable method call.

If you want to do it correctly on reload, you can get all the players online during onEnable and store the information.

Listeners are classes whose methods are called when an event is fired. If you read the Event API reference, you know how to register events in your plugin and do actions when something happens, but your plugin wants to be able to execute actions when a command is executed. To do so, you have to implement the onCommand method on your plugin class, and implementing the CommandExecutor interface.

This method will be called when a player or the console executes a command. Your plugin will only be called with the commands you have registered in the plugin. Avoid using common command names, because if other plugins or PocketMine-MP itself uses them, your plugin may be incompatible. When calling onCommand , it must always return a boolean value, true or false.

Learn to Program with Minecraft Plugins

If the value was true , no extra events will be shown to the issuer. Otherwise, if it's false will display the usage value in the command registration on the plugin. Remember to always return a boolean value. You can put a return false; statement at the end of the method. Remember that these use instructions have been placed after the namespace declaration to be able to use their short aliased form:.

Before your command can be used, it must be registered. You can do this via code, but you'll have to handle other issues that PocketMine-MP handles for you.

The easiest way is adding the new command to your plugin. Add this at the end:. There are other fields that can be set, but those are for more advanced usage.

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