Import is correct but Sign inherits from MaterialData not BlockState
Well seems you are right... You have to use org.bukkit.material.Sign (or org.bukkit.material.Directional), and now also use...
Sign is a subinterface of BlockState so just cast block.getState(). Sign is also a subinterface of Directorial which provides functions to rotate...
Dividing a smaller number with a greater number will always result in a value between 0 and 1. That's why you multiplied it by 100 which is...
What is the kick reason? Can you please post the server log?
@bowlerguy66 no it's not. Great explanation :)
You should give the constructor what he wants ^^ Syntax is new NameapacedKey(Plugin, String) IDs are not used anymore Tip: you can also write the...
@Demyxa Well, does it work? The problem with your code is that the shooter could switch the slot before the arrow hits. I would go with...
I'm not sure if you can get the information about the bow enchantments directly from the ProjectileHitEvent but you could save them in the...
You never call public static void Listener(Main e) { main = e; } thats why your Main instance is null. Remove that piece of code and create a...
@StellarFX sorry I meant the initialization not the declaration.
But that shouldn't throw the npe in l 57 @StellarFX Put the declaration of usersFile and usersConfig inside the onEnable
Check if PlayerInteractEvent#getHand() is EquipmentSlot.HAND
Create the Itemstack then cast its ItemMeta to BannerMeta
In the newer versions, there is a different material for every base color of the banner. e.g. Material.WHITE_BANNER
Add the players (or their uuids) to a list and check in the events for them
To prevent the player from switching the item in the main- and offhand, cancel PlayerSwapHandItemsEvent
But it looks like before the "speed:" there are 4 spaces where only 2 should be
To prevent players from dropping stuff, cancel the PlayerDropItemEvent, to prevent moving Items the InventoryClickEvent
There are lots of algorithms to rastarize a circle. For example by Horn: (r = radius) d = −r x = r y = 0 repeat until y > x Paint pixel (x,y)...
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