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mcmonkey4eva committed Oct 11, 2013
1 parent b3639b8 commit dfd8ebf
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27 changes: 7 additions & 20 deletions src/main/java/net/aufdemrand/denizen/CommandHandler.java
Expand Up @@ -45,40 +45,31 @@ public CommandHandler(Citizens plugin) {
// @name /npc pushable command
// @description
// The '/npc pushable' command controls a NPCs Pushable Trait. When a NPC is 'pushable', the NPC
// will move out of the way when colliding with another LivingEntity.</p>
// will move out of the way when colliding with another LivingEntity.
//
// Pushable NPCs have 3 different settings available: Toggled, Returnable, and Delay>
// Pushable NPCs have 3 different settings available: Toggled, Returnable, and Delay.
//
// When an NPCs Pushable Trait is toggled off, it will not function. Entities which
// collide may occupy the same space. To toggle pushable on or off, use the Bukkit command:
// <code>
// /npc pushable -t
// </code>

//
// Setting the NPC as 'returnable' will automatically navigate the NPC back to
// its original location after a specified delay. If not returnable, NPCs will retain
// their position after being moved.
// <code>
// /npc pushable -r
// </code>

//
// To change the delay of a returnable NPC, use the following Bukkit Command,
// specifying the number of seconds in which the delay should be.
// <code>
// /npc pushable --delay #
// </code>

// It is possible to use multiple arguments at once. For example:
// <code>
// /npc pushable -t -r --delay 10
// </code>

//
// Note: If allowed to move in undesirable areas, the NPC may be un-returnable
// if the navigator cancels navigation due to being stuck. Care should be taken
// to ensure a safe area around the NPC.
//
// See also: 'pushable trait'

// -->
@Command(
aliases = { "npc" }, usage = "pushable -t (-r) (--delay #)", desc = "Makes a NPC pushable.",
Expand Down Expand Up @@ -139,29 +130,25 @@ public void pushable(CommandContext args, CommandSender sender, NPC npc) throws
// The /npc constants command configures a NPC's constants. Uses Denizen's ConstantTrait to keep track of
// NPC-specific constants. This provides seamless integration with an assignment script's 'Default Constants' in
// which string variables can be stored and retrieved with the use of 'replaceable tags', or API. Constants set at
// the NPC level override any constants from the NPC's Assignment Script.
// the NPC level override any constants from the NPC's assignment script.
//
// Constants may be used in several ways: Setting, Removing, and Viewing
//
// To set a constant, all that is required is a name and value. Use the Bukkit command in the
// following manner: (Note the use of quotes on multi world values)
// <code>
// /npc constant --set constant_name --value 'multi word value'
// </code>
//
// Removing a constant from an NPC only requires a name. Note: It is not possible to remove a
// constant set by the NPCs Assignment Script, except by modifying the script itself.
// <code>
// /npc constant --remove constant_name
// </code>
//
// Viewing constants is easy, just use '/npc constant #', specifying a page number.
// Constants which have been overridden in the Assignment Constants list are formatted with a
// 'strike-through' to indicate this case.
//
// To reference a constant value, use the replaceable tag to get the NPCs 'constant' attribute. For example:
// <npc.constant[constant_name]>. Constants may also have other TAGs in their value, which will be 'replaced'
// whenever the constant is called to be used allowing for the use of dynamic information.</p>
// whenever the constant is called to be used allowing for the use of dynamic information.

// -->
@Command(
Expand Down
Expand Up @@ -956,7 +956,7 @@ else if (dEntity.matches(attribute.getContext(1))) {
// @returns dLocation
// @description
// Returns the location of the block this location is on,
// i.e. returns a location without decimals
// I.E. returns a location without decimals or direction.
// -->
if (attribute.startsWith("block")) {
return new dLocation(getWorld(), getBlockX(), getBlockY(), getBlockZ())
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