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BIG UPDATE. - #51
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Minor Changes: - Command system no longer uses plugin.yml, and now has values from the config.yml to easily change the command name and aliases, by extending BukkitCommand and using a lil reflection. (Deleted tab completer classes, and changed PlayerMessages into just a utility class instead of an abstract class. - Inventory/GUI handling system changed from the ol' checking inventory name, to using InventoryHolder. - Converted quest save/load system to use quest id's instead of index, due to the fact that any quests that fail to load will ruin the index system, making player's quests reset everytime they login and log-out. Quest IDs being the number in each quest file. - Added paperweight & runPaper gradle plugins for easy testing. - Added lombok for easy getters and setters. A lot of other classes can be converted to using lombok but I mostly left the others alone and just used it on any class that I had to add. ** MAJOR CHANGES ** Quests can now run multiple systems at once, so you can have one on one quest mode and temporality mode, and one on the other. By default I named these for having "weekly" quests running at the same time as daily quests, however all of the names and everything are easily changed. - All basic data that was previously stored is now stored inside an object called "QuestSystem", which is simply loaded onEnable(). From there, every method that would previously load quests, or get the mode, quests, literally anything, now will have a QuestSystem object in the parameter, to get the respective systems data. How this is done is simply by doing a forEach() lambda. - By Default, the second system is turned off (can be adjusted in config), and the plugin will function completely normally.
…ogress with other players.
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Minor Changes:
Command system no longer uses plugin.yml, and now has values from the config.yml to easily change the command name and aliases, by extending BukkitCommand and using a lil reflection. (Deleted tab completer classes, and changed PlayerMessages into just a utility class instead of an abstract class.
Inventory/GUI handling system changed from the ol' checking inventory name, to using InventoryHolder.
Converted quest save/load system to use quest id's instead of index, due to the fact that any quests that fail to load will ruin the index system, making player's quests reset everytime they login and log-out. Quest IDs being the number in each quest file.
Added paperweight & runPaper gradle plugins for easy testing.
Added lombok for easy getters and setters. A lot of other classes can be converted to using lombok but I mostly left the others alone and just used it on any class that I had to add.
** MAJOR CHANGES **
Quests can now run multiple systems at once, so you can have one on one quest mode and temporality mode, and one on the other. By default I named these for having "weekly" quests running at the same time as daily quests, however all of the names and everything are easily changed.
All basic data that was previously stored is now stored inside an object called "QuestSystem", which is simply loaded onEnable(). From there, every method that would previously load quests, or get the mode, quests, literally anything, now will have a QuestSystem object in the parameter, to get the respective systems data. How this is done is simply by doing a forEach() lambda.
By Default, the second system is turned off (can be adjusted in config), and the plugin will function completely normally.