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View Code? Open in Web Editor NEWCommand Panels main Github page. Wiki Page Below:
Home Page: https://rockyhawk99.gitbook.io/rockyhawk-wiki/
License: GNU General Public License v3.0
Command Panels main Github page. Wiki Page Below:
Home Page: https://rockyhawk99.gitbook.io/rockyhawk-wiki/
License: GNU General Public License v3.0
Is your feature request related to a problem? Please describe.
No, This request is not related to a problem.
Describe the solution you'd like
Let's say you open a panel, You press the Esc key to close it, When you do that, A command runs.
I have had a few instances where i change the yml file to add HasPerm's or lore's and saving it then reloading and opening the panel. Everything is correct but after, i then do /cpe to add or change an item(drag and drop then close out to save) it then delete's some of the lore's or hasperm sections.
if you have any questions msg me on discord. im in your server or TinyTank800#8794 i respond much faster there i can also call.
####port from discord, old suggestion that was lost somewhere along the line####
Suggestion by Leasoncre:
Plugin-name: Command Panels
Suggestion: Delaied command execution.
Description: Ability to configure a delay between command executions
ex:
#would be listed under cpanel command tags, [MUST be the first tag?, at least by looking at it i'd think that]
commands:
- d=1s console= say this message is delayed 1 second
- d=1m console= say this message is delayed 1 minute
- d=1d2h3m console= say this message is delayed 1 day 2 hours and 3 minutes
- d=24h console= say this message is delayed 24hours
- console= say this message is not delayed, and sent immediately
#etc...
SQLlite or some other method of delayed event database record(s) would be needed.
Note: what to do with commands that 'expire'/set to run during server shutdown/startup/offline? run immediately after next load? or set yet another tag if needed to either dfail=run-next-load, or dfail=discard-command? also default setting in config run-missed-delaied-commands-on-load: false #false discards, true runs then on next load. (Yes you would need both a default config option (no tag specifed) AND a tag, depending on the relative priority/need of the command)
The idea behind this comes from trying to setup tempfly with ServerSigns Plugin. but i'd like to use CP if i can :)
########---------------------
I use ServerSigns (more-so several years ago), and it has some functionality that would be great for CP as well.
Atm, i'm looking at delayed command execution
and conditionals, though i think CP can do that already to some degree, not sure if conditional is available during command execution sequences (or needed?) :)
|| https://serversigns.de/wiki/Command_Reference | https://www.curseforge.com/minecraft/bukkit-plugins/serversigns ||
(I had helped them develop/test some new features back then too)
Yes
Yes
Yes
A clear and concise description of what the problem is.
'10':
material: BRICK
name: '&7Level &e1'
lore:
- '&7You can have &e3 Enchantments &7per Item.'
- '&7Price: &a1000 coins'
commands:
- paywall= 1000
- console= lp user %player_name% permission set ae.limit.3 true
- console= lp user %player_name% permission set commandpanel.enchantment.level1 true
hasperm:
output: true
perm: commandpanel.enchantment.level1
material: BRICK
name: '&7Level &e1'
lore:
- '&7You can have &e3 Enchantments &7per Item.'
- '&aUnlocked'
enchanted: true
If I open as the panel without the Permssion "commandpanel.enchantmant.level1" I should actually see a Brick with the description "&7You can have &e3 Enchantments &7per Item &7Price: &a1000 coins". That is also the case. But as soon as I click on the Brick with enough money I should get the permission "commandpanel.enchantmant.level1". So I should see an enchanted Brick with another Lore. Instead, the GUI doesn't change and I can buy the level over and over again. I don't understand what I'm doing wrong. To clarify the video below:
A clear and concise description of what you expected to happen.
Can you say me what I am doing wrong?
If applicable, add screenshots or videos to help explain your problem.
Add any other context about the problem here. Please also send you're panel in question. We only accept pastebin links.
/
|
I've only done Level 1 (Brick) to test if that's possible at all.
Describe the Issue
I am having an issue. The issue is that in chat it says Error found in config at: File with no Panels found!
and i also checked if all the YAML was correct.
Expected behavior
I expect it to open a GUI menu with 3 options each transporting to a new GUI window.
Versions:
Additional context
Discord User: Wooferz#6628
No
No
No
No
A clear and concise description of what the bug is.
New placeholder API versions no longer accepting null
Steps to reproduce the behavior:
A clear and concise description of what you expected to happen.
Plugin goes RIP
If applicable, add screenshots or videos to help explain your problem.
Add any other context or about the problem here. Please also send you're panel in question. We only accept pastebin links.
yesterday we worked on my item with a hasperm and 2 hasgreater's and today i wanted to add an item in it. /cpe completely deletes the item when saved.
In vid.
have item with a hasperm and 2hasgreaters
/cpe the panel
reload yml and its gone
Item gets deleted
Yes
Yes
Yes
The plugin seems to be consuming a lot of the server's tick, as shown below.
I expected it to consume less of the TPS of my server.
If applicable, add screenshots or videos to help explain your problem.
https://pastebin.com/c0tkCgiz - Here's a timings report showing what specifically is causing the lag
Yes
Yes
Yes, I was allowed to report my problem directly here without anyone in the Discord having looked at it closely.
A clear and concise description of what the problem is.
I think I found another bug or I made a mistake:
I've written an Enchant-Upgrade-GUI, to upgrade the limit of enchantments a player can have. The Permission (ae.limit.), which I used is from another Plugin.
I did it all like this: There are 7 levels in total. The cost per level increases with each level. I have shown the levels like this:
You only ever see as many levels up to the level you have unlocked. The rest is grey dye. Also, the latest level (the place you are) is enchanted.
You can take a closer look at the whole thing in the Panel File.
If I upgrade everything to Emerald, It has the lore:
When I buy the emerald, I unlock the Nether Star (Level 7), and it has the right lore, but it isn't enchanted.
If I buy the Nether Star, it is enchanted, but it has the lore:
I don't know I'm doing wrong 😔 . Can you help me please, or is it another bug?
A clear and concise description of what you expected to happen.
You look at the whole thing and say if I have a mistake. If you don't find one you test the whole thing yourself and see if that's a bug or not. If this is a bug then you try to fix it. If you can't find a bug, ask me more questions.
If applicable, add screenshots or videos to help explain your problem.
Add any other context about the problem here. Please also send you're panel in question. We only accept pastebin links.
Is your feature request related to a problem? Please describe.
There's not much of a problem, its just a feature that will give the plugin a little feature. Since 1.14+ needs to recognized a registered command. Thus if the command is not recognized, it throws an error saying the command is non existing. Well this will help for servers for aesthetic purposes.
Describe the solution you'd like
Add a option to register the command for the panel. By this, it will appear on the tab complete.
Describe alternatives you've considered
No info
Additional context
Nothing much. Just a request for a feature.
Have you checked the wiki page to see if the solution for your problem is there?
Yes
Have you checked the issue tracker to see if your issue is a duplicate and your problem already has been solved?
Yes
Have you asked for help in the Discord Server? (Or got redirected to a Github issue here)
Yes
Describe the Issue
Well i saw this example (https://rockyhawk99.gitbook.io/rockyhawk-wiki/commandpanels/wiki/command-sequences) and when i try to do the same it doesn't let me use the item when i left click it
Expected behavior
To do exactly what shows on the images
Screenshots/videos
https://gyazo.com/c96d8ff72a5029a78b6946a8756eedb7
https://imgur.com/nUqd7LX
Versions:
Additional context/Panel files
https://pastebin.com/KiPbd13G
Hi all,
Could we please see in future support added to show customs items from the plugin Oraxen?
Thanks
Yes
Yes
Yes
When I'm trying to change the colour of the name in the setting called "open-with-item" the colours in game are not showing up properly, I just see the colours tag. (example of what appears in game : &6[&fhello&6])
The name should appears with colours and not with those weird tags.
The file is the example.yml generated by default with the plugin, if I don't touch anything at the first start I have the clock coloured like that
But if I change one character it won't work even if I restore the original file, the only way is desinstall/reinstall the plugin.
My server is on spigot with essentialX chat.
No
No
No
No
Allow for more customization when using open-with-item.
Create a new Void that contains ItemStack creation, link it with items in the GUI so that there is no duplicate code and it is standardized.
EG:
N/A
N/A
Describe the Issue
When I put heads (That aren't steve nor alex heads) they turn into Steve heads instead of the texture expected.
Screenshots
https://drive.google.com/file/d/13qyL_iKB_DBk2dZZxuE8VUFGda-xcHmW/view
Versions:
Describe the bug
After checking out 1.16 I noticed that CommandPanels is now suddenly using a lot more tick than it used to, and I mean a lot more.
To Reproduce
Run the newest verison of commandpanels on a 1.16 server.
Expected behavior
To not take up extreme amounts of tick.
Screenshots
Timings
Versions:
Yes
Yes
Yes
I'm always frustrated when command panels stops working because of one-panel malfunction.
Skip the offending panel, all other panels will still work.
N/A
Yes
No
Yes,this is only local
no, a wish
I am trying to run a bungeecord server and would like to include some functions in CP
I haven't thought much about that yet
me.rockyhawk.commandPanels.panelBlocks.panelBlockOnClick.onInteract(panelBlockOnClick.java:28)
Yes
Yes
Yes
Yes
The buycommand tag isn't executing in the console since the latest update. It appears to be executing as a player command.
Steps to reproduce the behavior:
Command to execute in the console.
Add any other context or about the problem here. Please also send you're panel in question. We only accept pastebin links.
Hello,
In the wiki is stated the following:
buycommand=
Player will buy a command. Usage: "buycommand= [price] [command]"
The commands are executed in console, like this as an example for players names: "buycommand= 100 gamemode creative %cp-player-name%"
But the commands aren't actually executed in the console, could you change that rocky?
Yes
Yes
Yes
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
No, it will just be a nicer more custom way of opening other panels from the current panel.
A clear and concise description of what you want to happen.
'0':
material: BRICK
redirect:
panel: confirmPanel
force: false
Add any other context or screenshots about the feature request here.
N/A
Yes/No
Yes/No
Yes/No
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
No
A clear and concise description of what you want to happen.
I would greatly appreciate if you could add support for a buy-command for PlayerPoints. I really need this added, thanks.
A clear and concise description of any alternative solutions or features you've considered.
None.
Add any other context or screenshots about the feature request here.
####port from discord, old suggestion that was lost somewhere along the line####
###Origionally written on 6/5/2020###
#=================================#
#idea/explanation:
#=================================#
#Method to impliment ad-hoc/ temporary/ generated panels
#(in support of CP effectively being able to replace any panel-based plugin. at least for potentially replacing shop plugin(s))
#=================================#
#=========== config.yml ==========#
#=================================#
#for larger serververs the creation/deletion of panels may become process-intensive. if the task is ASYNC that shouldn't be an issue, if this is not possible (ie: not Paper server), then the only thing you can do to mitigate some of that process might be to add a delay somewhere. though i'm not sure where since the creation is needed immediately.
#adding a purge delay, could be useful if a user goes back to that menu often/before it is deleted. (if set to something like 5min a player wouldn't need to regenerate the panel every time they open it. timer starts on panel close/player-disconnect(unexpected)
#if a panel is specifed as ad-hoc-persist, then it will generate the first time it is called for, but not be purged and regenerated the next time it is called. it is also not player-specific-only-access
#both [ad-hoc], and [ad-hoc-persist] are needed to facilite different methods/designs of shops:
#[ad-hoc] are player-specific and non-persistant. Only that player can see the panel. Great for a buy screen that is self-updating (add-qty/remove-qty before buying - prevents other users from accessing that user's buy panel at the same time)
#[ad-hoc-persist] is great because panels are only generated once as-needed, and the panel won't need any variable updates later (all available qty's listed on 'one panel'
#time in miliseconds(or ticks?). 1000=1Second, 60000=1min, 300000=5min
ad-hoc-destroy-delay: 30000
#time in minutes before a persistant panel is considered 'stale'/not needed anymore (good for freeing up memory from panels infrequently opened)
#'-1' = disabled, '0' = immediately(why are you not using non-persistant ad-hoc panel setting!?!?),
#recomended setting if needed: less than 30 active players: couple hours?. 30-50 active players: 30min?. 50+ active players: 5min or less?.
ad-hoc-persist-destroy-delay: -1
#should we cache the active ad-hoc panels in memory to disk when the /restart or /stop command is run? (Does not persist if server crashes. file is erased on successful load.)
#this is not reccomended, loading several thousand panels on startup can considerably lag the server core processing thread if it is not ASYNC (Get Paper!)
ad-hoc-persist-on-restart: false
#should CP operate in ASYNC mode? (Note: Only works with Paper! Bukkit and Spigot cannot do this)
async-processing: true
#=================================#
#========= Default panel =========#
#=================================#
panels:
RegularPanel:
paneltype: default
perm: regularpanel
rows: '6'
title: 'Regualr Panel'
command: RegularPanel
empty: AIR
items:
'1':
material: beacon
name: '&e&lBuy a Beacon!'
#How to define variables:
variables:
#syntax expectation example:
#'<var_namespaced_string>': '<variable value string>'
#variable defined within this item (references the above [material: <value>] set to this item
#NOTE: variables CANNOT be the same name as existing panel fields! (ex: you cannot use 'name' or 'material' as a variable) - this might cause a lookup loop within the ad-hoc item.
# '$<var>$' format used to represent internal variables in format similar to PAPI, if PAPI can be used internally instead, Heck yeah! (maybe: %cp_<var>% (Variable NOT referenceable outside of CP)
#variable names are NOT case-senseative. (just easier to read)
#PAPI-style formating may be needed to support %MATH_<math_functions>% operations which is highly likely for a servershop style GUI
#if using PAPI internally is possible i'd think all referenced names would need an internal prefix of something like 'cpi_' (CommandPanelsInternal) when referenced by an external PAPI parsing function
'mat2': $material$
#staticly defined variable:
'pname2': '&e&lBeacon Purchase Panel'
'price2': 1000
'name2': 'Beacon' #('Friendly' name)
#([perm] can have a number after it for certain use-cases, example substituted with letter :p)
'permB': beacon #(or catagory of item)
commands:
#specify variables in (CSV? format) to pass to the next panel opened with the command: (if a variable is defined within the item, but not specifed here, it does nothing It is possible to send the same variable multiple times. (ex: var= price,pname,price,mat) should you want to
#----??? (pass both the variable name and value? or just value?)
- left= var= mat2,pname2,price2,name2,permB cp Ad-Hoc-PersistPanel
#-----------------------------
#built-in variables: (CANNOT be redefined (left side of ['<var>': '<value>']))
#all panel settings have a 'p' in front of them. ie: ptitle = 'Regualr Panel' in the example above (this is to avoid duplicate variables, such as [perm:])
#all item settings are the same as thier existing name. ie:(item:'1' above) name = '&e&lBuy a Beacon!'
#all items with list values (like lore: and commands:) are automatically predefined as [lore<line#>] ex: lore1,lore2 for each line number respectively.
#'null' can be used to pass a '0' value if that position in the CSV is not needed for w/e reason???? (was thinking more complexly defined default panel items, but that's just jumping down a rabit hole... i like rabit holes :p) - hasvalue function could be used to alter panels with variables... oooooOOOO... how can i use that.... >_>
#----Note: if a builtin variable is NOT referenced in the [var= <list>], DO NOT PARSE/CREATE IT (waste of processing). [@end of file/panel read, if var not used, purge for that panel] #memory management
#-----NOTE: if using PAPI to parse internal variables, those variables would need to be defined BEFORE they are passed to PAPI for parsing. (esp numbers stored/read as strings... nightmare)
#=================================#
#===== Ad-Hoc-Persist Panel ======#
#Generated on-the-fly and persists in memory until a maintenance/purge cycle is run (automatically or via command) or the server is restarted.
#=================================#
#baseline reference for generated panel(s)
Ad-Hoc-PersistPanel: #<----does this matter? if it needs to be defined during ad-hoc creation, i would just use the same name as the command. if it does the FIRST value passed through with the var=<CSV> would need to be that string.
paneltype: ad-hoc-persist
#----(If passing only the values from the previous panel:
#re-define the variable names, IN ORDER that they were specified from the previous panel: (ie: the first variable you define here will contain the first value in the CSV list)
#if you are using ANY variables in the panel itsel, they MUST be defined BEFORE they can be used in the intended field(s). (ie: define them before any other panel setting)
#optional field if type: default
define-variables:
# (The : <value> is defined by the CSV order, so there is no need to use an array format)
- 'Ad-mat2'
- 'Ad-pname2'
- 'Ad-price2'
- 'Ad-name2'
- 'Ad-permB'
#----(If passing both the variable name AND value: the names and values are stored in memory and purged after the panel has been generated. (the redefined variables listed above would not be needed.)
#using a variable for a perm node: in this example would end up with: [commandpanels.panel.beacon]
perm: $Ad-permB$
#using a variable to define aditional characters in a permission node: (This is not needed for panels that do not persist) in this example would end up with: [commandpanels.panel.buybeacon]
perm0: buy$Ad-permB$ #'perm0' current WIP at time of writing
rows: '6'
#setting the panel title with a variable:
title: $Ad-pname2$
command: buy$Ad-permB$
empty: AIR
items:
'1': #yes, sigh.... even this could be defined by a variable..., though NOT reccomended.
material: $Ad-mat2$
name: '&e&lBuy 1x $Ad-name2$!'
#again, you can define variables to be passed to the next panel. (not used in this example)
variables:
'blah': 'blah'
commands:
- left= paywall= %MATH_ROUND({Ad-price2}*1,2)% console= give %cp-player-name% $Ad-mat2$ $Ad-price2$ 1
'2':
material: $Ad-mat2$
name: '&e&lBuy 2x $Ad-name2$!'
commands:
- left= paywall= %MATH_ROUND({Ad-price2}*2,2)% console= give %cp-player-name% $Ad-mat2$ $Ad-price2$ 2
#=================================#
#========= Ad-Hoc Panel ==========#
#Generated on-the-fly and only exists for that player while they have it open. panel purged from memory afterwards.
#=================================#
Ad-HocPanel:
paneltype: ad-hoc
define-variables:
- 'Ad-mat2'
- 'Ad-pname2'
- 'Ad-price2'
- 'Ad-name2'
- 'Ad-permB'
#variables local to the specific panel, not used outside of the panel. these are loaded when the panel is first opened by the specific player. The valuue of this can be manipulated only from within the panel and does not persist beyond the panel being closed. (not exclusive to ad-hoc panel type)
local-variables:
#initial value of player-and-panel-specific-variable:
'qty': 1
perm: $Ad-permB$
perm0: buy$Ad-permB$ #'perm0' current WIP at time of writing
rows: '6'
title: $Ad-pname2$
command: buy$Ad-permB$
empty: AIR
items:
'1':
#remove 1 from a variable value
material: red_glass_pane
name: '&c-1'
commands:
#new command needed to manipulate value:
#syntax: cplocalvariable <EXPRESION-TYPE> <variable|number1> <operator1> <variable|number2> [(optional)operator2] [(optional)number3] [[etc......]] = <output_to_variable>
#EXPRESION-TYPE: what operation is this? [MATH] (current default/(only option?) until more complex text-functions may be added [SEARCH|REPLACE|etc..] (i'm used to excel formulas and text manipulation there)
#could PAPI MATH (EvalEx) be used here? https://github.com/uklimaschewski/EvalEx (that shit still confuses me, but looks rich in functions)
#additionally/later-on: support text-based functions/manipulations, far more complicated, so not a 'priority' for this suggestion.
- cplvar $qty$ - 1
'2':
#actually buy the item qty for price multiplied by qty.
material: $Ad-mat2$
name: '&e&lBuy $qty$x $Ad-name2$!'
commands:
- left= paywall= %MATH_ROUND({Ad-price2}*{QTY},2)% console= give %cp-player-name% $Ad-mat2$ $Ad-price2$ $qty$
'3':
#add 1 to a variable value
material: lime_green_glass_pane
name: '&a+1'
commands:
- cplvar $qty$ + 1 $qty$
#- - - - You(enduser) could optionally add a layer to this that would setup the same panel for stack buying as well(instead of opening another one). localvariabes: 'buytype': 'single' || 'stack' 'stackmultiplier': 1 || 64 -&&- hasvalue: $buytype$ && add the multiplier to the command MATH() to change the panel's look/item material w/o generating a new panel, it would just alter the existing panel. #fancy, but functional.
#=================================##=================================#
#=================================##=================================#
#chat logs from patron-suggestions:
Leasoncre04:53:24 PM, 05/10/2020
Rocky, you're going to hate me or love me, or be confused about which one to stick with... >< o.O
i have an idea all laied out for ya, just needs the dev side [link dead, this file replaces]
RockyHawk05:58:32 PM, 05/10/2020
ahh hmmmm
I am still not sure what ad-hoc means but I think I understand what it does
I like the "panelType" part, I can make one like async, animated, etc
also the use of the variables, what do these do exactly? Could there be global variables outside of the items maybe and those ones could be used in any item
(global as in anywhere in the one panel)
Leasoncre02:54:15 PM, 05/12/2020
ad-hoc
wifi: create a wifi network on-the-fly. usu used to share internet connection.
I'm not sure what the common term for 'on-the-fly'/temmporary is
escape to cancel • enter to save
the (ex)'pname' would be a global one, within the panel itself.
Though, now i think of it. there might be call at some point for a global-variable /outside/ of a single panel (actual global)
better idea:
prefix names with 'g' for 'global', 'p' for 'panel', and 'i' for 'item'
each specifies the variable reference level. (and allows for a generic 'name' variable to be used)
ex: gcustomname would have to be defined in a main config somewhere on load (usecase: panel accessible only during certain times?)
ptitle is the title of the panel
iname would be the name of the item
(referencing other panels/items not supported/needed?)
Leasoncre04:23:39 PM, 05/12/2020
panel type 'names' alternatives:
persistant(aka: default)
one-time-use([ad-hoc] per-player, expires when closed)
temporary([ad-hoc-persist] any-player, timed expire)
#=================================#
#=========Item-transfer ==========#
#=================================#
#never finished this idea for a sell-type-screen. ideas might be too complex to impliment easily. I think 90% of it would be plugin-side...
###8/21/2020: Still to lazy to try and bash my head into this idea further (sell screen) - just use essentials /sellall command
Paper 1.16.1 build 68
CommandPanels 3.2.0 (also see it in 3.1.4)
Reproduction steps:
I was thinking this had to do with chatcolors so I removed the "&8" from the beginning of the title in the "panel-1" yml
and received same error after reloading panel
[11:19:56] [Server thread/ERROR]: Could not pass event InventoryClickEvent to CommandPanels v3.2.0 java.lang.IllegalArgumentException: Cannot translate null text at org.apache.commons.lang.Validate.notNull(Validate.java:192) ~[patched_1.16.1.jar:git-Paper-68] at org.bukkit.ChatColor.translateAlternateColorCodes(ChatColor.java:354) ~[patched_1.16.1.jar:git-Paper-68] at me.rockyhawk.commandPanels.utils.onPanelClick(utils.java:97) ~[?:?] at com.destroystokyo.paper.event.executor.asm.generated.GeneratedEventExecutor167.execute(Unknown Source) ~[?:?] at org.bukkit.plugin.EventExecutor.lambda$create$1(EventExecutor.java:69) ~[patched_1.16.1.jar:git-Paper-68] at co.aikar.timings.TimedEventExecutor.execute(TimedEventExecutor.java:80) ~[patched_1.16.1.jar:git-Paper-68] at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:70) ~[patched_1.16.1.jar:git-Paper-68] at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:607) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.PlayerConnection.a(PlayerConnection.java:2421) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.PacketPlayInWindowClick.a(SourceFile:32) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.PacketPlayInWindowClick.a(SourceFile:10) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.PlayerConnectionUtils.lambda$ensureMainThread$0(PlayerConnectionUtils.java:23) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.TickTask.run(SourceFile:18) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.IAsyncTaskHandler.executeTask(IAsyncTaskHandler.java:136) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.IAsyncTaskHandlerReentrant.executeTask(SourceFile:23) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.IAsyncTaskHandler.executeNext(IAsyncTaskHandler.java:109) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.MinecraftServer.aZ(MinecraftServer.java:1136) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.MinecraftServer.executeNext(MinecraftServer.java:1129) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.IAsyncTaskHandler.awaitTasks(IAsyncTaskHandler.java:119) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.MinecraftServer.sleepForTick(MinecraftServer.java:1090) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.MinecraftServer.v(MinecraftServer.java:1004) ~[patched_1.16.1.jar:git-Paper-68] at net.minecraft.server.v1_16_R1.MinecraftServer.lambda$a$0(MinecraftServer.java:177) ~[patched_1.16.1.jar:git-Paper-68] at java.lang.Thread.run(Thread.java:748) [?:1.8.0_252]
Yes/No
Yes/No
Yes/No
A clear and concise description of what the problem is.
A clear and concise description of what you expected to happen.
If applicable, add screenshots or videos to help explain your problem.
Add any other context about the problem here. Please also send you're panel in question. We only accept pastebin links.
Yes
Yes
Yes
Hello I'm to Stupid to make a Panel that Display the Currently Money like in the Example I'm sorry :c
/
/
How do i make things sell-able with vault im confused with how it works
when replacing items using cpe if you move it into a place where an already named item exists and then save it will rename the new item to the old item name. ONLY HAPPENS WHEN REPLACING. works fine when putting item in an empty slot.
new item has old item name
ping me on discord for any questions :P sorry for more bugs...
Yes/No
Skipped because of Admin/Collaborator
Yes/No
Skipped because of Admin/Collaborator
Yes/No
Skipped because of Admin/Collaborator
A clear and concise description of what the problem is. Ex. I'm always frustrated when
No it's not related to a problem.
A clear and concise description of what you want to happen.
I would like to see a feature so that you will get the open-with-item on join/spawn without using stationary, and that it just gets added in the first available hotbar slot. If the hotbar slots are full it will not be added.
A clear and concise description of any alternative solutions or features you've considered.
The same thing as above, but then it won't add to the first hotbar slot, but a selected one like stationary, but the item still being movable.
Add any other context or screenshots about the feature request here.
None.
Dear Rockyhawk64,
is it possible to add an Item swap command in de future,
the command needs to search a player’s inventory just like the Sell command, but instead of removing the first item and adding money they just remove the first item and add the requested item to the players inventory.
with this command the server admins has more control over the economy.
they can make sure that dirt can be changed for grass blocks.
but not be sold for diamonds.
I hope me request is doable, and hope to hear from you.
Kind regards,
L0LM3N
Edit by Admin:
Please use the right template we made for feature requests. I don't know how you managed to create a blank issue, but please edit this issue with the feature request template.
fireFerry - Admin/Collaborator
Have you checked the wiki page to see if your suggestion is already added?
Yes/No
Have you checked the issue tracker to see if your suggestion was already submitted and denied?
Yes/No
Have you asked if the feature already exists in the Discord Server? (Or got redirected to a Github issue here)
Yes/No
Is your feature request related to a problem? Please describe.
There are no issues related to this feature request
Describe the solution you'd like
I'd like to see hasvalue have a <, <=, >, >= option, I'm trying to have an item display for a range of values, rather than just one.
Describe alternatives you've considered
Creating a separate item for each and every value I'd like, but I'm talking numbers into the thousands so it's just not practical.
Additional context
Add any other context or screenshots about the feature request here.
Hey,
I was wondering if there was a way to change the panel display item once you select an essentials kit and show you how long is left on your kit cool down before you can open it again in the lore?
Thankyou, the plugin is great!
Describe the Issue
I'm trying to create menu to choose item skins, but custom model data doesn't work
Expected behavior
Fix
Screenshots
not needed
Versions:
Yes
Yes
Yes
Yes
A clear and concise description of what the bug is.
When I open the gui, whether I'm opped, or not, I can move and take the items out of the gui, without them issuing the commands given in the config.
The item when clicked, to not move, and issue the command in the config, a recognised command with permissions given to the default group.
If applicable, add screenshots or videos to help explain your problem.
Add any other context or about the problem here. Please also send you're panel in question. We only accept pastebin links.
https://pastebin.com/tAmtnj7i
SpongeForge Support
Describe the Issue
I am unable to move the clickable item around the inventory. When long-clicked the item immediately opens the menu instead of displaying that the item is about to be moved from the inventory slot. Additionally setting 'stationary: false' enables the item to be moved, but renders the item no longer clickable.
Expected behavior
A long-click on the item should move the item regardless of whether it opens the menu or not.
Screenshots
https://imgur.com/a/mWvp9fs
Versions:
Additional context
https://pastebin.com/bDbTKHfA
I have multiple bungee servers, what is the parameter to display how many people are online in each server, I know I use something like %cp-online-players%, but it only displays me when theyre are other people online on others servers
I believe there should be a web page, this will have a menu and such where you can click on a slot and type what item you want. You can then modify it using a dropdown menu of what you want and so on. Basically a generator for the panels. Once you are done you click generate and it asks you for the name of the panel. You insert it and it gives you a panel file to replace the old one.
Yes
Yes
No
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
It is always very difficult to change the name to an empty name for all glass panes.
A clear and concise description of what you want to happen.
Adds two new options for the Panel Configs:
All fill items automatically have an empty name.
All glass panes automatically have an empty name.
A clear and concise description of any alternative solutions or features you've considered.
/
Add any other context or screenshots about the feature request here.
Have you checked the wiki page to see if the solution for your problem is there?
Yes
Have you checked the issue tracker to see if your issue is a duplicate and your problem already has been solved?
Yes
Have you asked for help in the Discord Server? (Or got redirected to a Github issue here)
No
Describe the Issue
A clear and concise description of what the problem is.
I Cant seem to make it so that people can buy mob spawners it says error config buy= 50 rabbit_spawner 1
Screenshots/videos
If applicable, add screenshots or videos to help explain your problem.
Versions:
Minecraft: 1.16.1
CommandPanels: 3.8.1
Additional context/Panel files
Add any other context about the problem here. Please also send you're panel in question. We only accept pastebin links.
Yes
Yes
Yes
Simply, I just want to have the ability to use hex colors in all the mechanics of command panels.
Have you checked the wiki page to see if your suggestion is already added?
yes
Have you checked the issue tracker to see if your suggestion was already submitted and denied?
yes
Have you asked if the feature already exists in the Discord Server? (Or got redirected to a Github issue here)
no
Is your feature request related to a problem? Please describe.
yes, when we put in items that had been damaged, the damage was not saved
Describe the solution you'd like
you cant save panels with damage, and it would be fixed the same way the enchantment
Describe alternatives you've considered
N/A
Additional context
N/A
Edited By Moderator: There are premade templates premade to help staff not need to ask excessive follow up questions about issues and suggestions.
yeah sorry :)
Yes
Yes
Yes
So i have a hardcore server and I wanted to do it in such a way that you can buy additional life through the panel, which also works.
The only problem is that it only works when I open the panel.
If I set that you have to left / right click, it no longer works.
And every command I move with left/right= no longer works
/
/
https://pastebin.com/nEMLEAWc
this is an e.g.
Yes
No
Yes
I am trying to use the "HasValue:" feature to check if a players balance is a certain amount, I tried putting it in and it just says internal error.
I want to make a menu where a player can start a quest, but the quest will cost money. I want it to say they cannot afford the quest if they don't have the right balance and to say they can afford the quest if they do have the right balance.
None
https://pastebin.com/s4ApdAT1 < Panel Config
Yes
Yes
No
I have a plugin called ItemsAdder that add custom textures in items and I been trying to add theses items with custom texture in the panel of CommandPanles but it turns back the original texture when I save the panel
Make the plugin compatible with ItemsAdder to make my menus more attractive
Is your feature request related to a problem? Please describe.
No.
Describe the solution you'd like
A line just like commands-on-open, to execute commands on panel close
Describe alternatives you've considered
Does not apply
Additional context
This suggestion is transferred to github. Original idea is from HamDatNoob#5773
This is a NON patreon suggestion.
How can I add more pages to a GUI?
I want you to be able to add multiple pages to a GUI. Of course, the whole thing can be done by giving the "Next Page" item the command for the GUI, but how do I do that the next GUI can be opened by clicking on the item, but not by a command.
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