One way around this problem is to put the offending code in a different class entirely:. So while it’s not able to support Sponge at this stage, it can now be implemented without breaking every plugin that depends on the WorldGuard API. Region groups can be set by calling getRegionGroupFlag on a flag to get its region group flag:. As of version 6. If you compile your plugin or mod using something like Maven or Gradle which you should! Navigation index next previous WorldGuard 7. If you attempt to create a scenario where there is circular inheritance, an exception will be thrown.
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The pai article in this series is on CraftBook, and is available here. If you need to use those directly, you should also add WorldEdit as a compilation dependency though it may be transitively provided depending on your build configuration. All usages of the class should be easily replaceable, aside from iteration over flags which should now be done via the registry.
Updating WorldGuard to Minecraft 1.13
Parent regions are automatically added. Note that some objects that WorldGuard uses come from WorldEdit. Region data is automatically saved after a short delay if changes are made, so there is no need to explicitly save.
Flags Worldguadd most plugins that integrate with WorldGuard, the first noticed change will be that the DefaultFlag class no longer exists. Created using Sphinx 1. The API had a partial overhaul in 6. Region data can be accessed via the RegionContainer object:.
WorldGuard API — WorldGuard documentation
WorldGuard may periodically attempt to load the data worldfuard. If you attempt to create a scenario where there is circular inheritance, an exception will be thrown.
Not to be confused with Global Regiona;i regions have no physical area. Created using Sphinx 1. Created using Sphinx 1. To save a created region, see Managers.
WorldGuard API getting if the player is in a region.
The reasoning for this was explained above. All of the old deprecated APIs are removed, and most major accessors have been moved to a ‘core’ package, similar to the way WorldEdit works. Like WorldEdit, there are as few user-facing changes as possible.
These regions do not have to be fully contained. Much of the work put into WorldEdit made WorldGuard much easier to update, however, changes were made to the core of the plugin to allow for future improvements. If you are using a handler for the second type of behavior, it is recommended that you extend the FlagValueChangeHandler class instead, which handles a lot of the region-border-crossing logic for you. Converting names to UUIDs in the background If you need to convert player names into UUIDs, you should try to do it in the background if possible so that you do not pause the server or game.
However, this issue does not apl in all cases. So while it’s not able to support Sponge at this stage, it can now ap implemented without breaking every plugin that depends on the WorldGuard API. Here is where the substantial changes start to occur.
If you compile your plugin or mod using something like Maven or Gradle which you should! Is WorldGuard cross-platform now? In every case, a pai ID must be passed for the region. Deprecation tends to occur over a period of at least 3 months, but more typically over at 6 months.
Currently, we recommend that you use some recent version of 7. This is illustrated below.
The returned value will be of the data type of the flag. Everything should work as it did before, with “as good as possible” automatic conversion of configuration files. Updating WorldGuard to Minecraft 1.