Releases: DjDisaster/SkDisaster
Release list
Minor fix
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
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
Changed how reactive variables work, see docs on skripthub. They persistant through restarts as well now.
1.2.1 - Bug Fixes
Changes syntax for pixel at expressions to not conflict. May require slight code modificiations.
1.2.0 - Better Java integration
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
Added alpha support and documentation is now on SkriptHub.
Release 1.1.0
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
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
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
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})