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Releases: DjDisaster/SkDisaster

Minor fix

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@DjDisaster DjDisaster released this 30 Jun 16:15

pull request for info

Fixes some issues when you don't have your velocity on the same machine as your paper servers, things would get frozen if any request fails.

Velocity Update

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@DjDisaster DjDisaster released this 31 Mar 15:52

Addes some velocity support, see below:

command /velocitytest:
    trigger:
        broadcast "&7[VelocityTest] &fStarting tests..."

        fetch proxy player count and store it in {_allCount}
        broadcast "&7[VelocityTest] &fPlayerCount ALL: &a%{_allCount}%"

        fetch proxy player count on server "srv1" and store it in {_lobbyCount}
        broadcast "&7[VelocityTest] &fPlayerCount srv1: &a%{_lobbyCount}%"

        fetch proxy player list and store it in {_allPlayers::*}
        if size of {_allPlayers::*} > 0:
            broadcast "&7[VelocityTest] &fPlayerList ALL: &a%{_allPlayers::*}%"
        else:
            broadcast "&7[VelocityTest] &fPlayerList ALL: &cnone"

        fetch proxy player list on server "srv1" and store it in {_lobbyPlayers::*}
        if size of {_lobbyPlayers::*} > 0:
            broadcast "&7[VelocityTest] &fPlayerList srv1: &a%{_lobbyPlayers::*}%"
        else:
            broadcast "&7[VelocityTest] &fPlayerList srv1: &cnone"

        fetch proxy servers and store them in {_servers::*}
        if size of {_servers::*} > 0:
            broadcast "&7[VelocityTest] &fServers: &a%{_servers::*}%"
        else:
            broadcast "&7[VelocityTest] &fServers: &cnone"

        fetch current server and store it in {_currentServer}
        broadcast "&7[VelocityTest] &fCurrent server: &a%{_currentServer}%"

        fetch proxy uuid of "DjDisaster" and store it in {_otherUuid}
        broadcast "&7[VelocityTest] &fUUIDOther DjDisaster: &a%{_otherUuid}%"

        fetch proxy ip of "DjDisaster" and store it in {_otherIp}
        broadcast "&7[VelocityTest] &fIPOther DjDisaster: &a%{_otherIp}%"

        fetch proxy ip of server "srv1" and store it in {_serverIp}
        broadcast "&7[VelocityTest] &fServerIP srv1: &a%{_serverIp}%"

        send proxy message "&aVelocity message test from Skript" to "DjDisaster"
        broadcast "&7[VelocityTest] &fMessage test: &asent to DjDisaster"

        broadcast "&7[VelocityTest] &aDone."

Reactivity Changes

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@DjDisaster DjDisaster released this 05 Nov 17:31

Changed how reactive variables work, see docs on skripthub. They persistant through restarts as well now.

1.2.1 - Bug Fixes

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@DjDisaster DjDisaster released this 06 Jun 13:21

Changes syntax for pixel at expressions to not conflict. May require slight code modificiations.

1.2.0 - Better Java integration

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@DjDisaster DjDisaster released this 06 Mar 08:24

Back to updating this addon, this update will add better java intergration,
the way it compiles code has been changed completly, it shoud still include any dependencies you need.
You can see the changes to this in the JavaCompilerManager class which now uses this

Syntax changes:

run method %string% in %object% [with %-objects%]
You can now run methods with arguments.

Some more changes will hopefully be coming out soon 😃
Planning to re-work how reactive variables work to make them work a bit more nicely.

1.1.1

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@DjDisaster DjDisaster released this 09 Nov 18:01

Added alpha support and documentation is now on SkriptHub.

Release 1.1.0

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@DjDisaster DjDisaster released this 04 Nov 23:12

Changed addon name to SkDisaster
Added a minor bug fix for maps with set all pixels missing a spot

3d Renderer (now fills in the cube): https://pastebin.com/HCKt5snu

2024-11-04.19-02-59.mp4

1.0.3

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@DjDisaster DjDisaster released this 04 Nov 15:00

Bug fixes (fixed line function) and a new (amazing) effect update map %object% for %players% which will force a map update, allows you to get 20fps on maps.

Updated 3d Renderer (cooler cube): https://pastebin.com/2caP5Q50

2024-11-04.14-50-40.mp4

1.0.2

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@DjDisaster DjDisaster released this 04 Nov 13:22

Adds a few new features such as drawing squares

draw square between %number%,[ ]%number% and %number%,[ ]%number% on %object% (coloured|colored|with) %number%,%number%,%number% [(1¦solid)]
draw line between %number%,[ ]%number% and %number%,[ ]%number% on %object% (coloured|colored|with) %number%,%number%,%number%

on load:
	set {t} to new custom map 
	set all pixels of {t} to 0,0,0
	set {_colour::1::*} to 0,0,0
	set {_colour::2::*} to 255,255,255
	set {_x} to 0
	set {_y} to 0
	loop (64 times):
		add 1 to {_n}
		add 1 to {_n2}
		
		set {_colourIndex} to mod({_n}, 2) + 1
		set {_r} to {_colour::%{_colourIndex}%::1}
		set {_g} to {_colour::%{_colourIndex}%::2}
		set {_b} to {_colour::%{_colourIndex}%::3}
		
		set {_xEnd} to min(({_x} + 16), 127)
		set {_yEnd} to min(({_y} + 16), 127)
		draw square between {_x},{_y} and {_xEnd},{_yEnd} on {t} with {_r},{_g},{_b} solid
		
		if mod({_n2}, 8) = 0:
			remove 1 from {_n}
		
		add 16 to {_x}
		if {_x} >= 128:
			set {_x} to 0
			add 16 to {_y}
			
command /GetTestMap:
	trigger:
		give player map of {t}

1.0.1

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@DjDisaster DjDisaster released this 01 Nov 13:16

Added Image Support

on load:
	set {_a} to now
	set {map} to new custom map 
	set {_image} to image from url "url here"
	# set {_image} to image from file "file path here i.e plugins/Skript/test.jpg"
	set {_b} to now
	
	# Images will send an error in console if you try to draw out of the map. 
	# It will not send a message if the map is invalid however.
	# If you have skript-reflect you can run 'send {image}.isValid()' to see if its valid.
	
	loop 128 times:
		loop 128 times:
			set {_colour} to pixel ((loop-value-1) - 1),((loop-value-2) - 1) of {_image}
			set pixel ((loop-value-1) -1),((loop-value-2) -1) of {map} to (red of {_colour}),(blue of {_colour}),(green of {_colour})
	set held item of all players to (map of {map})