我目前正在为我的服务器网络编写自己的GUI商店,我面临着两个奇怪的问题。
第一个问题是,每当我想获得两个带有项目ID 161和两个不同元ID(0和1)的树叶时,我只得到一个元ID 2。
这是我在调试中尝试获取项目数据时得到的内容:问题 1
这就是我在库存中得到的:问题 1
但它应该是这个(例如):161/0 或 161/1
我从Spigot/Bukkit自己那里得到了这个物品Meta,所以我无论如何都不会自己得到它。
我的下一个问题是,每当我想买羊毛时,它只能完美地工作到第9个字节,然后它上面的所有内容每次都返回我橙色羊毛、粘土或玻璃。
这就是我显示项目的方式:
if(t == ShopType.SHOP_DECORATION){
inv = Bukkit.createInventory(null, 54, "Shop: Decoration");
createDisplay(Material.WOOL, (byte)0, inv, 0, null, getShopLore("wool"));
createDisplay(Material.WOOL, (byte)1, inv, 1, null, getShopLore("wool2"));
createDisplay(Material.WOOL, (byte)2, inv, 2, null, getShopLore("wool3"));
createDisplay(Material.WOOL, (byte)3, inv, 3, null, getShopLore("wool4"));
createDisplay(Material.WOOL, (byte)4, inv, 4, null, getShopLore("wool5"));
createDisplay(Material.WOOL, (byte)5, inv, 5, null, getShopLore("wool6"));
createDisplay(Material.WOOL, (byte)6, inv, 6, null, getShopLore("wool7"));
createDisplay(Material.WOOL, (byte)7, inv, 7, null, getShopLore("wool8"));
createDisplay(Material.WOOL, (byte)8, inv, 8, null, getShopLore("wool9"));
createDisplay(Material.WOOL, (byte)9, inv, 9, null, getShopLore("woola"));
createDisplay(Material.WOOL, (byte)10, inv, 10, null, getShopLore("woolb"));
createDisplay(Material.WOOL, (byte)11, inv, 11, null, getShopLore("woolc"));
createDisplay(Material.WOOL, (byte)12, inv, 12, null, getShopLore("woold"));
createDisplay(Material.WOOL, (byte)13, inv, 13, null, getShopLore("woole"));
createDisplay(Material.WOOL, (byte)14, inv, 14, null, getShopLore("woolf"));
createDisplay(Material.WOOL, (byte)15, inv, 15, null, getShopLore("woolg"));
createDisplay(Material.STAINED_GLASS, (byte)0, inv, 16, null, getShopLore("glass"));
createDisplay(Material.STAINED_GLASS, (byte)1, inv, 17, null, getShopLore("glass2"));
createDisplay(Material.STAINED_GLASS, (byte)2, inv, 18, null, getShopLore("glass3"));
createDisplay(Material.STAINED_GLASS, (byte)3, inv, 19, null, getShopLore("glass4"));
createDisplay(Material.STAINED_GLASS, (byte)4, inv, 20, null, getShopLore("glass5"));
createDisplay(Material.STAINED_GLASS, (byte)5, inv, 21, null, getShopLore("glass6"));
createDisplay(Material.STAINED_GLASS, (byte)6, inv, 22, null, getShopLore("glass7"));
createDisplay(Material.STAINED_GLASS, (byte)7, inv, 23, null, getShopLore("glass8"));
createDisplay(Material.STAINED_GLASS, (byte)8, inv, 24, null, getShopLore("glass9"));
createDisplay(Material.STAINED_GLASS, (byte)9, inv, 25, null, getShopLore("glassa"));
createDisplay(Material.STAINED_GLASS, (byte)10, inv, 26, null, getShopLore("glassb"));
createDisplay(Material.STAINED_GLASS, (byte)11, inv, 27, null, getShopLore("glassc"));
createDisplay(Material.STAINED_GLASS, (byte)12, inv, 28, null, getShopLore("glassd"));
createDisplay(Material.STAINED_GLASS, (byte)13, inv, 29, null, getShopLore("glasse"));
createDisplay(Material.STAINED_GLASS, (byte)14, inv, 30, null, getShopLore("glassf"));
createDisplay(Material.STAINED_GLASS, (byte)15, inv, 31, null, getShopLore("glassg"));
createDisplay(Material.STAINED_CLAY, (byte)0, inv, 32, null, getShopLore("clay"));
createDisplay(Material.STAINED_CLAY, (byte)1, inv, 33, null, getShopLore("clay2"));
createDisplay(Material.STAINED_CLAY, (byte)2, inv, 34, null, getShopLore("clay3"));
createDisplay(Material.STAINED_CLAY, (byte)3, inv, 35, null, getShopLore("clay4"));
createDisplay(Material.STAINED_CLAY, (byte)4, inv, 36, null, getShopLore("clay5"));
createDisplay(Material.STAINED_CLAY, (byte)5, inv, 37, null, getShopLore("clay6"));
createDisplay(Material.STAINED_CLAY, (byte)6, inv, 38, null, getShopLore("clay7"));
createDisplay(Material.STAINED_CLAY, (byte)7, inv, 39, null, getShopLore("clay8"));
createDisplay(Material.STAINED_CLAY, (byte)8, inv, 40, null, getShopLore("clay9"));
createDisplay(Material.STAINED_CLAY, (byte)9, inv, 41, null, getShopLore("claya"));
createDisplay(Material.STAINED_CLAY, (byte)10, inv, 42, null, getShopLore("clayb"));
createDisplay(Material.STAINED_CLAY, (byte)11, inv, 43, null, getShopLore("clayc"));
createDisplay(Material.STAINED_CLAY, (byte)12, inv, 44, null, getShopLore("clayd"));
createDisplay(Material.STAINED_CLAY, (byte)13, inv, 45, null, getShopLore("claye"));
createDisplay(Material.STAINED_CLAY, (byte)14, inv, 46, null, getShopLore("clayf"));
createDisplay(Material.STAINED_CLAY, (byte)15, inv, 47, null, getShopLore("clayg"));
createButtons(inv);
p.openInventory(inv);
}
这些显示器在GUI中显示正确,但是当我想购买它们时,我总是在青色羊毛/粘土/玻璃之后得到橙色羊毛或粘土或玻璃。
我是这样给他们的:
public static boolean withdrawPlayer(Player player, double amount, int am){
double money = econ.getBalance(player);
if(money < amount){
return false;
}
econ.withdrawPlayer(player, amount);
JSONObject json = Shop.getItemData(player);
int itemID = json.getInt("item_id");
byte itemMeta = (byte)json.getInt("item_data");
ItemStack item = new ItemStack(itemID, 1, itemMeta);
item.setAmount(am);
player.sendMessage("Debug: " + item.getAmount() + " " + item.getType() + " -- Data: " + Shop.getData(item.getData()) + " ||| " + item.getData());
player.getInventory().addItem(item);
player.updateInventory();
return true;
}
这就是我添加 JSONObject 的方式:
private static void addItem(String item, int price, ShopType type){
priceList.put(item, price);
slotList.put(item, type);
JSONObject temp = new JSONObject();
switch(type){
case SHOP_REDSTONE:
temp.put("slot", a);
temp.put("type", type.toString());
temp.put("name", item);
temp.put("price", price);
a++;
break;
case SHOP_ORES:
temp.put("slot", b);
temp.put("type", type.toString());
temp.put("name", item);
temp.put("price", price);
b++;
break;
case SHOP_SEEDS:
temp.put("slot", c);
temp.put("type", type.toString());
temp.put("name", item);
temp.put("price", price);
c++++;
break;
case SHOP_FOOD:
temp.put("slot", d);
temp.put("type", type.toString());
temp.put("name", item);
temp.put("price", price);
d++;
break;
case SHOP_DROPS:
temp.put("slot", e);
temp.put("type", type.toString());
temp.put("name", item);
temp.put("price", price);
e++;
break;
case SHOP_MISC:
temp.put("slot", f);
temp.put("type", type.toString());
temp.put("name", item);
temp.put("price", price);
f++;
break;
case SHOP_DECORATION:
temp.put("slot", g);
temp.put("type", type.toString());
temp.put("name", item);
temp.put("price", price);
g++;
break;
}
System.out.println("A: " +a);
System.out.println("B: " +b);
System.out.println("C: " +c);
System.out.println("D: " +d);
System.out.println("E: " +e);
System.out.println("F: " +f);
System.out.println("G: " +g);
debug.add(temp);
}
这是当有人单击项目时运行的代码:
@EventHandler
public void onInventoryClick(InventoryClickEvent e){
Player p = (Player) e.getWhoClicked();
int slot = e.getSlot();
if (e.getSlotType().equals(SlotType.OUTSIDE)) {
return;
}
if(e.getClickedInventory().getName().equalsIgnoreCase("Menu")){
if (e.getSlotType().equals(SlotType.OUTSIDE)) {
return;
}
for(ClickType type : ClickType.values()){
if(e.getClick() == type){
e.setCancelled(true);
}
}
for(InventoryAction action : InventoryAction.values()){
if(e.getAction() == action){
e.setCancelled(true);
}
}
if(e.isRightClick() || e.isLeftClick()){
e.setCancelled(true);
switch(slot){
case 0:
p.closeInventory();
new Shop(ShopType.SHOP_REDSTONE, p);
break;
case 1:
p.closeInventory();
new Shop(ShopType.SHOP_ORES, p);
break;
case 2:
p.closeInventory();
new Shop(ShopType.SHOP_SEEDS, p);
break;
case 3:
p.closeInventory();
new Shop(ShopType.SHOP_FOOD, p);
break;
case 4:
p.closeInventory();
new Shop(ShopType.SHOP_DROPS, p);
break;
case 5:
p.closeInventory();
new Shop(ShopType.SHOP_MISC, p);
break;
case 6:
p.closeInventory();
new Shop(ShopType.SHOP_DECORATION, p);
break;
}
}
}
if(e.getClickedInventory().getName().contains("Shop: ")){
if (e.getSlotType().equals(SlotType.OUTSIDE)) {
return;
}
for(ClickType type : ClickType.values()){
if(e.getClick() == type){
e.setCancelled(true);
}
}
for(InventoryAction action : InventoryAction.values()){
if(e.getAction() == action){
e.setCancelled(true);
}
}
if(e.isRightClick() || e.isLeftClick()){
e.setCancelled(true);
ItemStack it = e.getCurrentItem();
if(it == null){
return;
}
int paperID = 339;
if(it.getTypeId() == paperID){
Shop.goBack(p);
}
}
}
switch(e.getClickedInventory().getName()){
case "Shop: Redstone":
e.setCancelled(true);
if(e.isLeftClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareBuy(p, slot, ShopType.SHOP_REDSTONE, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
if(e.isRightClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareSell(p, slot, ShopType.SHOP_REDSTONE, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
break;
case "Shop: Ores":
e.setCancelled(true);
if(e.isLeftClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareBuy(p, slot, ShopType.SHOP_ORES, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
if(e.isRightClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareSell(p, slot, ShopType.SHOP_ORES, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
break;
case "Shop: Seeds":
e.setCancelled(true);
if(e.isLeftClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareBuy(p, slot, ShopType.SHOP_SEEDS, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
if(e.isRightClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareSell(p, slot, ShopType.SHOP_SEEDS, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
break;
case "Shop: Food":
e.setCancelled(true);
if(e.isLeftClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareBuy(p, slot, ShopType.SHOP_FOOD, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
if(e.isRightClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareSell(p, slot, ShopType.SHOP_FOOD, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
break;
case "Shop: Drops":
e.setCancelled(true);
if(e.isLeftClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareBuy(p, slot, ShopType.SHOP_DROPS, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
if(e.isRightClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareSell(p, slot, ShopType.SHOP_DROPS, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
break;
case "Shop: Misc.":
e.setCancelled(true);
if(e.isLeftClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareBuy(p, slot, ShopType.SHOP_MISC, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
if(e.isRightClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareSell(p, slot, ShopType.SHOP_MISC, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
break;
case "Shop: Decoration":
e.setCancelled(true);
if(e.getClick() == ClickType.DROP){
return;
}
if(e.isLeftClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareBuy(p, slot, ShopType.SHOP_DECORATION, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
if(e.isRightClick() && e.getCurrentItem().getTypeId() != 0){
ItemStack item = e.getCurrentItem();
Material mat = item.getType();
Shop.prepareSell(p, slot, ShopType.SHOP_DECORATION, mat.name());
Shop.addItemData(p, e.getCurrentItem().getTypeId(), Shop.getData(e.getCurrentItem().getData()));
}
break;
}
}
所以拜托,我是错过了什么还是做错了什么?
对于第一个问题:new ItemStack(材料。LEAVES_2,1,(short)0);新项目堆叠(材料。LEAVES_2,1,(短)1);你的叶子的构造函数应该是这样的。
第二个问题:购物是什么。getData是否准确返回?如果你想给他一件与商店物品相似的物品,你可以做以下操作:
p.getInventory().addItem(new ItemStack(e.getCurrentItem().getType(),1,e.getCurrentItem().getDurability()));
“:”后面的值(idk在英语中称为idk;我是德语)称为项目的耐久性,称为块的数据。同样,对于耐久性,Bukkit使用简称,但对于块数据,他们使用字节。
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