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Wild Cosmetics Garden Group

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Cooper Hernandez
Cooper Hernandez

[Bukkit][Plugin] PVP Map Reset


This plugin allows you to specify a folder to load a world from, and on command, completely reset it to it's original state. This plugin could be used for completely ravaging worlds with TNT, and then getting them back, or for custom maps.




[Bukkit][Plugin] PVP Map Reset



FYI - To get this to work with newer servers, you need to open the .jar, edit plugin.yml and remove the space from the name "Map Reset" to be just "MapReset" so the folder it creates is \plugins\MapReset


I was hoping I could use this for my adventure map server but it doesn't support multiple worlds. Even if it had support for more than 1 world, I'd still need to "group" certain worlds for the "reset if no players are in it" so that WorldA and WorldA_Nether are grouped as 1 so WorldA does not reset when they go to the nether and come back. ;)


This is more or less similar to my old MapReset plugin, however mine allows you to reload worlds by using an argument within the command. I believe it's under my account name KraZ. If you want we could combine to create an ultimate map reset api, for hub servers etc..


Whenever I run the command, even with everything set up correctly, it leaves all the players in the "tempworld-2" world, and doesn't actually change anything in the original world. Is this my error or a part of the plugin?


For example, I have two worlds ok? world A is for survival mode, and world B is for a mini-game. I wish that World B resets so that the mini-game may be played again. But I still want that the players when they relog, they spawn at World A not World B. I know it sounds complicated, I hope you understand what I mean.


PGM originally started in 2012 as a single game plugin specifically built to run one map, Airship Battle.This plugin could manage the match and reset the map easily at the end of the game, which was unique at the time as there were no comprehensive Bukkit plugins that could manage PvP matches.Other maps were created later, but these all had to be hard-coded into the plugin.This was cumbersome and complicated, and there needed to be a new way to quickly program maps into the plugin using an easy to understand language and syntax.This problem would later meet its solution, the PvP Game Manager.Players unknown to Java programming could now create their own games and matches using an XML file that PGM takes as an input.


This was the signature plugin that was exclusive to a major Minecraft server called Overcast Network (also known as oc.tc).After the server's closure, it was open sourced for the community to enjoy, but at that point it became very complex to maintain and use.This current iteration of PGM has been forked from an earlier 1.8 copy to heavily simplify its scope and has three major changes from the previous iterations of PGM.


The way it should work is that players should pick both an arena they want to fight in(that way we can have different maps. If no plugin exists yet to support this, I am fine with that too) and a kit from a predetermined list of kits. They should also be able to choose a team(red or blue). Doing so would transport them to the arena, kinda like on PvP legacy. Teams would have a set spawn. In this arena, mobs should not spawn, and the map should reset after every match to its original state.


Plugins Stuck when UploadingSometimes, plugins can become frozen when uploading them via the FTP method. This can happen if the server is having an issue or the file is too large. The best way to fix the problem is to Stop the server and re-log into the FTP panel, then try again. Otherwise, you can use an FTP client to install your plugins.


One of the most thrilling aspects of playing Minecraft is discovering the Nether. The nether is completely different from the overworld as it introduces new mobs, blocks, and a totally separate feel to the world. With this seemingly endless world type, exploration is limitless. Although the nether is an infinite world type, many server owners will want to reset it as after players have explored it too much, you will start finding constantly explored fortresses, valuable blocks mined, and many player-built bases.


Another reason that a server owner may want to reset is for nether updates, such as the 1.16 Minecraft update. If you host with Apex, you can easily reset your nether with a single click button on our game panel. We will walk you through exactly how to do that! We will also be walking you through how you can reset the nether manually.


  • This method will keep the specified chunk loaded until one of theunload methods is manually called. Callers are advised to instead usegetChunkAt which will only temporarily load the requested chunk.Parameters:chunk - The chunk to loadisChunkLoadedboolean isChunkLoaded(int x,int z)Checks if the Chunk at the specified coordinates is loadedParameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkReturns:true if the chunk is loaded, otherwise false

  • isChunkGeneratedboolean isChunkGenerated(int x,int z)Checks if the Chunk at the specified coordinates is generatedParameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkReturns:true if the chunk is generated, otherwise false

  • isChunkInUse@Deprecatedboolean isChunkInUse(int x,int z)Deprecated.This method was added to facilitate chunk garbage collection.As of the current Minecraft version chunks are now strictly managed andwill not be loaded for more than 1 tick unless they are in use.Checks if the Chunk at the specified coordinates is loaded andin use by one or more playersParameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkReturns:true if the chunk is loaded and in use by one or more players,otherwise false

  • loadChunkvoid loadChunk(int x,int z)Loads the Chunk at the specified coordinates.This method will keep the specified chunk loaded until one of theunload methods is manually called. Callers are advised to instead usegetChunkAt which will only temporarily load the requested chunk.If the chunk does not exist, it will be generated.This method is analogous to loadChunk(int, int, boolean) wheregenerate is true.Parameters:x - X-coordinate of the chunkz - Z-coordinate of the chunk

  • loadChunkboolean loadChunk(int x,int z,boolean generate)Loads the Chunk at the specified coordinates.This method will keep the specified chunk loaded until one of theunload methods is manually called. Callers are advised to instead usegetChunkAt which will only temporarily load the requested chunk.Parameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkgenerate - Whether or not to generate a chunk if it doesn'talready existReturns:true if the chunk has loaded successfully, otherwise false

  • unloadChunkboolean unloadChunk(@NotNullChunk chunk)Safely unloads and saves the Chunk at the specified coordinatesThis method is analogous to unloadChunk(int, int, boolean)where save is true.Parameters:chunk - the chunk to unloadReturns:true if the chunk has unloaded successfully, otherwise false

  • unloadChunkboolean unloadChunk(int x,int z)Safely unloads and saves the Chunk at the specified coordinatesThis method is analogous to unloadChunk(int, int, boolean)where save is true.Parameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkReturns:true if the chunk has unloaded successfully, otherwise false

  • unloadChunkboolean unloadChunk(int x,int z,boolean save)Safely unloads and optionally saves the Chunk at the specifiedcoordinates.Parameters:x - X-coordinate of the chunkz - Z-coordinate of the chunksave - Whether or not to save the chunkReturns:true if the chunk has unloaded successfully, otherwise false

  • unloadChunkRequestboolean unloadChunkRequest(int x,int z)Safely queues the Chunk at the specified coordinates forunloading.Parameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkReturns:true is the queue attempt was successful, otherwise false

  • regenerateChunk@Deprecatedboolean regenerateChunk(int x,int z)Deprecated.regenerating a single chunk is not likely to produce the samechunk as before as terrain decoration may be spread across chunks. Use ofthis method should be avoided as it is known to produce buggy results.Regenerates the Chunk at the specified coordinatesParameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkReturns:Whether the chunk was actually regenerated

  • refreshChunk@Deprecatedboolean refreshChunk(int x,int z)Deprecated.This method is not guaranteed to work suitably across all client implementations.Resends the Chunk to all clientsParameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkReturns:Whether the chunk was actually refreshed

  • isChunkForceLoadedboolean isChunkForceLoaded(int x,int z)Gets whether the chunk at the specified chunk coordinates is forceloaded.A force loaded chunk will not be unloaded due to lack of player activity.Parameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkReturns:force load status

  • setChunkForceLoadedvoid setChunkForceLoaded(int x,int z,boolean forced)Sets whether the chunk at the specified chunk coordinates is forceloaded.A force loaded chunk will not be unloaded due to lack of player activity.Parameters:x - X-coordinate of the chunkz - Z-coordinate of the chunkforced - force load status

  • getForceLoadedChunks@NotNullCollection getForceLoadedChunks()Returns all force loaded chunks in this world.A force loaded chunk will not be unloaded due to lack of player activity.Returns:unmodifiable collection of force loaded chunks

addPluginChunkTicketboolean addPluginChunkTicket(int x,int z,@NotNullPlugin plugin)Adds a plugin ticket for the specified chunk, loading the chunk if it isnot already loaded.A plugin ticket will prevent a chunk from unloading until it isexplicitly removed. A plugin instance may only have one ticket per chunk,but each chunk can have multiple plugin tickets.


  • This may not consider entities in currently unloaded chunks. Someimplementations may impose artificial restrictions on the size of thesearch bounding box.Parameters:location - The center of the bounding boxx - 1/2 the size of the box along x axisy - 1/2 the size of the box along y axisz - 1/2 the size of the box along z axisReturns:the collection of entities near location. This will always be anon-null collection.

  • getNearbyEntities@NotNullCollection getNearbyEntities(@NotNullLocation location,double x,double y,double z,@NullablePredicate filter)Returns a list of entities within a bounding box centered around aLocation.This may not consider entities in currently unloaded chunks. Someimplementations may impose artificial restrictions on the size of thesearch bounding box.Parameters:location - The center of the bounding boxx - 1/2 the size of the box along x axisy - 1/2 the size of the box along y axisz - 1/2 the size of the box along z axisfilter - only entities that fulfill this predicate are considered,or null to consider all entitiesReturns:the collection of entities near location. This will always be anon-null collection.

  • getNearbyEntities@NotNullCollection getNearbyEntities(@NotNullBoundingBox boundingBox)Returns a list of entities within the given bounding box.This may not consider entities in currently unloaded chunks. Someimplementations may impose artificial restrictions on the size of thesearch bounding box.Parameters:boundingBox - the bounding boxReturns:the collection of entities within the bounding box, will alwaysbe a non-null collection

  • getNearbyEntities@NotNullCollection getNearbyEntities(@NotNullBoundingBox boundingBox,@NullablePredicate filter)Returns a list of entities within the given bounding box.This may not consider entities in currently unloaded chunks. Someimplementations may impose artificial restrictions on the size of thesearch bounding box.Parameters:boundingBox - the bounding boxfilter - only entities that fulfill this predicate are considered,or null to consider all entitiesReturns:the collection of entities within the bounding box, will alwaysbe a non-null collection

  • rayTraceEntities@NullableRayTraceResult rayTraceEntities(@NotNullLocation start,@NotNullVector direction,double maxDistance)Performs a ray trace that checks for entity collisions.This may not consider entities in currently unloaded chunks. Someimplementations may impose artificial restrictions on the maximumdistance.Parameters:start - the start positiondirection - the ray directionmaxDistance - the maximum distanceReturns:the closest ray trace hit result, or null if thereis no hitSee Also:rayTraceEntities(Location, Vector, double, double, Predicate)

  • rayTraceEntities@NullableRayTraceResult rayTraceEntities(@NotNullLocation start,@NotNullVector direction,double maxDistance,double raySize)Performs a ray trace that checks for entity collisions.This may not consider entities in currently unloaded chunks. Someimplementations may impose artificial restrictions on the maximumdistance.Parameters:start - the start positiondirection - the ray directionmaxDistance - the maximum distanceraySize - entity bounding boxes will be uniformly expanded (orshrinked) by this value before doing collision checksReturns:the closest ray trace hit result, or null if thereis no hitSee Also:rayTraceEntities(Location, Vector, double, double, Predicate)

  • rayTraceEntities@NullableRayTraceResult rayTraceEntities(@NotNullLocation start,@NotNullVector direction,double maxDistance,@NullablePredicate filter)Performs a ray trace that checks for entity collisions.This may not consider entities in currently unloaded chunks. Someimplementations may impose artificial restrictions on the maximumdistance.Parameters:start - the start positiondirection - the ray directionmaxDistance - the maximum distancefilter - only entities that fulfill this predicate are considered,or null to consider all entitiesReturns:the closest ray trace hit result, or null if thereis no hitSee Also:rayTraceEntities(Location, Vector, double, double, Predicate)

  • rayTraceEntities@NullableRayTraceResult rayTraceEntities(@NotNullLocation start,@NotNullVector direction,double maxDistance,double raySize,@NullablePredicate filter)Performs a ray trace that checks for entity collisions.This may not consider entities in currently unloaded chunks. Someimplementations may impose artificial restrictions on the maximumdistance.Parameters:start - the start positiondirection - the ray directionmaxDistance - the maximum distanceraySize - entity bounding boxes will be uniformly expanded (orshrinked) by this value before doing collision checksfilter - only entities that fulfill this predicate are considered,or null to consider all entitiesReturns:the closest ray trace hit result, or null if thereis no hit

  • rayTraceBlocks@NullableRayTraceResult rayTraceBlocks(@NotNullLocation start,@NotNullVector direction,double maxDistance)Performs a ray trace that checks for block collisions using the blocks'precise collision shapes.This takes collisions with passable blocks into account, but ignoresfluids.This may cause loading of chunks! Some implementations may imposeartificial restrictions on the maximum distance.Parameters:start - the start locationdirection - the ray directionmaxDistance - the maximum distanceReturns:the ray trace hit result, or null if there is no hitSee Also:rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)

  • rayTraceBlocks@NullableRayTraceResult rayTraceBlocks(@NotNullLocation start,@NotNullVector direction,double maxDistance,@NotNullFluidCollisionMode fluidCollisionMode)Performs a ray trace that checks for block collisions using the blocks'precise collision shapes.This takes collisions with passable blocks into account.This may cause loading of chunks! Some implementations may imposeartificial restrictions on the maximum distance.Parameters:start - the start locationdirection - the ray directionmaxDistance - the maximum distancefluidCollisionMode - the fluid collision modeReturns:the ray trace hit result, or null if there is no hitSee Also:rayTraceBlocks(Location, Vector, double, FluidCollisionMode, boolean)

  • rayTraceBlocks@NullableRayTraceResult rayTraceBlocks(@NotNullLocation start,@NotNullVector direction,double maxDistance,@NotNullFluidCollisionMode fluidCollisionMode,boolean ignorePassableBlocks)Performs a ray trace that checks for block collisions using the blocks'precise collision shapes.If collisions with passable blocks are ignored, fluid collisions areignored as well regardless of the fluid collision mode.Portal blocks are only considered passable if the ray starts withinthem. Apart from that collisions with portal blocks will be consideredeven if collisions with passable blocks are otherwise ignored.This may cause loading of chunks! Some implementations may imposeartificial restrictions on the maximum distance.Parameters:start - the start locationdirection - the ray directionmaxDistance - the maximum distancefluidCollisionMode - the fluid collision modeignorePassableBlocks - whether to ignore passable but collidableblocks (ex. tall grass, signs, fluids, ..)Returns:the ray trace hit result, or null if there is no hit

  • rayTrace@NullableRayTraceResult rayTrace(@NotNullLocation start,@NotNullVector direction,double maxDistance,@NotNullFluidCollisionMode fluidCollisionMode,boolean ignorePassableBlocks,double raySize,@NullablePredicate filter)Performs a ray trace that checks for both block and entity collisions.Block collisions use the blocks' precise collision shapes. TheraySize parameter is only taken into account for entitycollision checks.If collisions with passable blocks are ignored, fluid collisions areignored as well regardless of the fluid collision mode.Portal blocks are only considered passable if the ray starts within them.Apart from that collisions with portal blocks will be considered even ifcollisions with passable blocks are otherwise ignored.This may cause loading of chunks! Some implementations may imposeartificial restrictions on the maximum distance.Parameters:start - the start locationdirection - the ray directionmaxDistance - the maximum distancefluidCollisionMode - the fluid collision modeignorePassableBlocks - whether to ignore passable but collidableblocks (ex. tall grass, signs, fluids, ..)raySize - entity bounding boxes will be uniformly expanded (orshrinked) by this value before doing collision checksfilter - only entities that fulfill this predicate are considered,or null to consider all entitiesReturns:the closest ray trace hit result with either a block or anentity, or null if there is no hit

  • getSpawnLocation@NotNullLocation getSpawnLocation()Gets the default spawn Location of this worldReturns:The spawn location of this world

  • setSpawnLocationboolean setSpawnLocation(@NotNullLocation location)Sets the spawn location of the world.The location provided must be equal to this world.Parameters:location - The Location to set the spawn for this world at.Returns:True if it was successfully set.

  • setSpawnLocationboolean setSpawnLocation(int x,int y,int z,float angle)Sets the spawn location of the worldParameters:x - X coordinatey - Y coordinatez - Z coordinateangle - the angleReturns:True if it was successfully set.

  • setSpawnLocationboolean setSpawnLocation(int x,int y,int z)Sets the spawn location of the worldParameters:x - X coordinatey - Y coordinatez - Z coordinateReturns:True if it was successfully set.

  • getTimelong getTime()Gets the relative in-game time of this world.The relative time is analogous to hours * 1000Returns:The current relative timeSee Also:Returns an absolute time of this world

setTimevoid setTime(long time)Sets the relative in-game time on the server.The relative time is anal


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