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mega12345mega

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  1. I created a custom Skript Manager plugin that allows you to manage Skript files from within the game. Here is the source code. Why is this useful? Managing Skript files is really annoying, especially if you don't own the server. Sending an updated file over and over for the owner to keep pasting in the new variants is annoying, even if it is a once in a while update. The plugin has a built in feature so only special developers specified by the console can use the /devskript command, preventing issues with overpowered admins that don't need access to the Skript files. Is this safe for Minehut? I know that Minehut likes to keep a lot of control over the files to prevent backdoors. This was kept in mind while developing, so only .sk files are able to be handled, making this program no more powerful than the Minehut dashboard. Files are also unable to be put outside of the scripts folder due to the same part of the program that prevents other file extensions; it works by first testing if the file name ends in .sk, if not add .sk. This allows for file names like "example" that are auto converted to "example.sk". Next the program tests if there are more than one dot. This makes sure that there isn't something like "file.jar.sk" which might cause issues. However, this also prevents files outside the plugins folder; two dots are required to go up a directory - so it complains about file extensions. What does it look like to use this plugin? The links above both have a list of commands and the features inside each command. The plugin was designed to be easy to use, so tab completion was implemented. Here is an example of creating a Skript file with a simple join message - notice that .sk isn't strictly required, this is corrected in the code so files always have a .sk extension: /devskript create example /devskript edit example <paste.helpch.at's raw text url> OR if you have the Skript code written in a book /devskript edit example -book The view command: /devskript view example > on player join: broadcast "Welcome %player%" To activate the skript: /skript reload example.sk
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