doc changes - change ref of js-plugins to scriptcraft/plugins
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4 changed files with 20 additions and 36 deletions
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@ -65,8 +65,8 @@ directory.
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# Post Install
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# Post Install
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Once installed, a new js-plugins directory is automatically created in
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Once installed, a new scriptcraft/plugins directory is automatically created in
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the same directory as the plugins folder. All files in the js-plugins
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the same directory as the plugins folder. All files in the scriptcraft/plugins
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directory will be automatically loaded when CraftBukkit starts. *Only
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directory will be automatically loaded when CraftBukkit starts. *Only
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players who are ops can use this plugin.* You can grant a player `op`
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players who are ops can use this plugin.* You can grant a player `op`
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privileges by typing 'op <username>' at the server console prompt or
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privileges by typing 'op <username>' at the server console prompt or
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@ -94,7 +94,7 @@ javascript plugin for Minecraft.
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[si]: blob/master/src/main/javascript/modules/signs/menu.js
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[si]: blob/master/src/main/javascript/modules/signs/menu.js
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A Javascript mod for minecraft is just a javascript source file (.js)
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A Javascript mod for minecraft is just a javascript source file (.js)
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located in the craftbukkit/js-plugins directory. All .js files in this
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located in the craftbukkit/plugins/scriptcraft/plugins directory. All .js files in this
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directory will be automatically loaded when the craftbukkit server
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directory will be automatically loaded when the craftbukkit server
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starts. To get started writing your own mod, first take a look at some
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starts. To get started writing your own mod, first take a look at some
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of the existing mods in the [homes][ho], [chat][ch], [arrows][ar] and
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of the existing mods in the [homes][ho], [chat][ch], [arrows][ar] and
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@ -235,7 +235,6 @@ Walter Higgins
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* [utils.unwatchFile() function](#utilsunwatchfile-function)
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* [utils.unwatchFile() function](#utilsunwatchfile-function)
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* [utils.array() function](#utilsarray-function)
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* [utils.array() function](#utilsarray-function)
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* [Drone Plugin](#drone-plugin)
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* [Drone Plugin](#drone-plugin)
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* [TLDNR; (Just read this if you're impatient)](#tldnr-just-read-this-if-youre-impatient)
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* [Constructing a Drone Object](#constructing-a-drone-object)
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* [Constructing a Drone Object](#constructing-a-drone-object)
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* [Drone.box() method](#dronebox-method)
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* [Drone.box() method](#dronebox-method)
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* [Drone.box0() method](#dronebox0-method)
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* [Drone.box0() method](#dronebox0-method)
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@ -2928,20 +2927,6 @@ be chained together like so...
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var theDrone = new Drone();
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var theDrone = new Drone();
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theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
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theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
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### TLDNR; (Just read this if you're impatient)
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At the in-game command prompt type...
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/js box( blocks.oak )
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... creates a single wooden block at the cross-hairs or player location
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/js box( blocks.oak ).right(2).box( blocks.wool.black, 4, 9, 1)
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... creates a single wooden block and a 2001 black obelisk that is 4
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wide x 9 tall x 1 long in size. If you want to see what else
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ScriptCraft's Drone can do, read on...
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### Constructing a Drone Object
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### Constructing a Drone Object
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Drones can be created in any of the following ways...
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Drones can be created in any of the following ways...
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@ -3491,10 +3476,13 @@ Use this method to add new methods (which also become chainable global functions
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#### Parameters
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#### Parameters
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* name - The name of the new method e.g. 'pyramid'
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* name - The name of the new method e.g. 'pyramid'.
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* function - The method body.
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* function - The method body.
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#### Example
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Alternatively if you provide just a function as a parameter, then the function name will be used as the new method name. For example the following two approaches are both valid.
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#### Example 1 Using name and function as parameters
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// submitted by [edonaldson][edonaldson]
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// submitted by [edonaldson][edonaldson]
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Drone.extend('pyramid', function( block,height) {
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Drone.extend('pyramid', function( block,height) {
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@ -3505,6 +3493,16 @@ Use this method to add new methods (which also become chainable global functions
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return this.move('pyramid');
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return this.move('pyramid');
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});
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});
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#### Example 2 Using just a named function as a parameter
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Drone.extend(function pyramid( block,height) {
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this.chkpt('pyramid');
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for ( var i = height; i > 0; i -= 2) {
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this.box(block, i, 1, i).up().right().fwd();
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}
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return this.move('pyramid');
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});
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Once the method is defined (it can be defined in a new pyramid.js file) it can be used like so...
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Once the method is defined (it can be defined in a new pyramid.js file) it can be used like so...
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var d = new Drone();
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var d = new Drone();
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@ -718,8 +718,8 @@ function __onEnable ( __engine, __plugin, __script )
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legacyExists = true;
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legacyExists = true;
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console.warn('Legacy ScriptCraft directory %s was found. This directory is no longer used.',
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console.warn('Legacy ScriptCraft directory %s was found. This directory is no longer used.',legacyDirs[i].canonicalPath);
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legacyDirs[i].canonicalPath);
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console.warn('Please put plugins in the plugins/scriptcraft/plugins directory');
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}
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}
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}
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}
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if ( legacyExists ) {
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if ( legacyExists ) {
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@ -19,20 +19,6 @@ be chained together like so...
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var theDrone = new Drone();
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var theDrone = new Drone();
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theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
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theDrone.up().left().box(blocks.oak).down().fwd(3).cylinder0(blocks.lava,8);
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### TLDNR; (Just read this if you're impatient)
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At the in-game command prompt type...
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/js box( blocks.oak )
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... creates a single wooden block at the cross-hairs or player location
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/js box( blocks.oak ).right(2).box( blocks.wool.black, 4, 9, 1)
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... creates a single wooden block and a 2001 black obelisk that is 4
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wide x 9 tall x 1 long in size. If you want to see what else
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ScriptCraft's Drone can do, read on...
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### Constructing a Drone Object
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### Constructing a Drone Object
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Drones can be created in any of the following ways...
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Drones can be created in any of the following ways...
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