Solved Register commands without plugin.yml or PlayerCommandPreprocessEvent

Discussion in 'Plugin Development' started by RainoBoy97, Jul 3, 2013.

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    RainoBoy97

    (I do not have access to an IDE, but help would be appreciated anyway)

    Ok, so I'm making a "core" plugin, and I'm making a custom commandhandler (<class> extends CoreCmd). To make new commands even easier, I want to make a function in the handlerclass (CoreCmd) to register the command.

    I do not care if it involves NMS or not :p Help in the right direction would be appreciated <3


    //Edit: Heres the class I will implement it into: <Edit by Moderator: Redacted bit url>

    Thanks,
    RainoBoy97

    Bump (it's over 12 hours isn't it?)

    T3h Cr33p3r
    Its not, a lot of big plugins doesnt register manually.

    T3h Cr33p3r
    I have not seen any cases of that.

    I think I found a solution: http://forums.bukkit.org/threads/register-command-without-plugin-yml.112932/

    Will try it once I get home :)

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
     
    Last edited by a moderator: Feb 16, 2017
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    ZeusAllMighty11




    2 strikes, going for a third?




    Anyways, I have been intrigued into this as well. For the time being, I've been experimenting with reflection and annotations, as seen in this thread.
     
    CaptainBern likes this.
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