Insurgence Sets
Armor Sets Plugin
- Setup
- Booster Types
- Messages
- Prefix
- Json
- Player variable
- Send Message As Action Bar
- Send Message As Toast
- Send Message As A Title
- Send Message As A Boss Bar
- Center A Message In Chat
- Placeholders
- Custom Buttons
- Debugging
- Developer API
Setup
This chapter is for the initial setup of the plugin, mainly to get you started.
Installing The Plugin
Download the plugin from BuiltByBit, then drop it in your server's plugins folder.
Creating A New ArmorSet
Create a new set with the armorset command
/isets setcreate <name>
/isets setcreate example
After executing that command you should now be seeing a new file inside /plugins/ISets/sets/example.yml
Now go modify the file to your liking
Booster Types
Currently we only support EdPrison and Vault We are taking suggestions to add support to more plugins, just let us know which ones you would like us to support.
EdPrison
We support all EdPrison currencies
Example:
Boosts:
- Namespace: CURRENCY
Type: Tokens
Percent: false
Settings:
Boost_Amount: 10
We support boosting of all EdPrison enchants
Example:
Boosts:
- Namespace: EDP_ENCHANT
Type: TokenMiner
Percent: true
Settings:
Boost_Amount: 10
Vault
We support Vaults Money currency
Boosts:
- Namespace: CURRENCY
Type: Money
Percent: false
Settings:
Boost_Amount: 10
Messages
List of things that can be done to messages. All messages supports hex colors
Prefix
Insert the Prefix from settings.yml into any message just add {prefix}
to the message
Json
Minecraft allows you to create more advanced messages using Json you can use a json text generator like this one here
To use json in a message all you have to do is put [JSON] at the start of the message
Example:
"[JSON]["",{"text":"Example ","color":"dark_red"},{"text":"message ","color":"#E124E1"},{"text":"with ","color":"dark_gray"},{"text":"hover ","color":"gold","hoverEvent":{"action":"show_text","contents":"Hover text!"}},{"text":"text","color":"red"}]"
Player variable
You can also show the players name by inserting {player}
into the message
Send Message As Action Bar
You can choose to send a chat message as an actionbar instead by adding <actionbar>
to the start of the message
Send Message As Toast
You can choose to send a chat message as a toast by adding <toast>
to the start of the message
Send Message As A Title
You can choose to send a chat message as a title by adding <title>
to the start of the message
Send Message As A Boss Bar
You can choose to send a chat message as a bossbar by adding <bossbar>
to the start of the message, it will show a boss bar for 10 seconds.
Center A Message In Chat
To center a message in chat add <center>
to the start of the message.
Placeholders
PlaceholderAPI
Below is a list of placeholders that can be used to retrieve data about the armor sets.
| {setid} needs to be replaced with the set name
| {piece} needs to be replaced with helmet | chestplate | leggings | boots
Get the virtual fragments a player has for a specific set
%isets_{setid}_fragments%
Get the max level for a set
%isets_{setid}_{piece}_max_level%
Get the current level of a players set piece
%isets_{setid}_{piece}_level%
Shows whether a player has the set piece equipped
%isets_has_{setid}_{piece}_equipped%
Shows whether a set piece is upgraded to the max level
%isets_is_{setid}_{piece}_maxed%
Get the current fragment generator the player has enabled
%isets_fragment_generator%
Custom Buttons
A guide on how to make a custom button in our main set menu. Mainly used to open menus that are not part of our system like deluxemenus etc
Setting up a button
- First open up the main-set-menu.yml in a text editor
- Now navigate down to the
Custom_Buttons: []
and remove the square brackets - Then go to the line under it and go in by 2 spaces
-
Now add the things bellow
- Icon: SPRUCE_DOOR Display_Name: "&c&lExample" Slot: 35 Lore: - "" - "&7➥ Example action" - "" Action: |-
You now have a custom button ready to be used however click it does not do anything right now.
Importing Java Classes
To import Java classes in to your project is very simple, in this example we will show you how to execute a command
by importing the Bukkit class from the server
import "org.bukkit.Bukkit"
Now that Bukkit has been imported you can find a list of methods you can execute Bukkit class now lets execute a command
import "org.bukkit.Bukkit"
local consoleSender = Bukkit:getConsoleSender() --Getting the console as a sender
Bukkit:dispatchCommand(consoleSender, "say this is an example message.")
Now this may be a little hard to figure out if you have never coded anything, so keeping it simple for now.
Action Setups
onButtonClick()
Its important you make sure to put player menu clickType inside the ( ) of the onButtonClick(player, menu, clickType)
import "org.bukkit.event.inventory.ClickType"
import "org.bukkit.Bukkit"
function onButtonClick(player, menu, clickType)
if clickType == ClickType.LEFT then
Bukkit:dispatchCommand(player, "dm open example")
end
end
Animating the title
Animate the title you can show a temporary title when a button is clicked
However its important you dont animate the title if you are opening another menu with a command, just keep that in mind
import "org.bukkit.event.inventory.ClickType"
function onButtonClick(player, menu, clickType)
if clickType == ClickType.LEFT then
menu:animateTitle("&cRight Clicked!")
end
end
ClickType checking
import "org.bukkit.event.inventory.ClickType"
import "org.bukkit.Bukkit"
local console = Bukkit:getConsoleSender()
function onButtonClick(player, menu, clickType)
if clickType == ClickType.Left then
menu:animateTitle("&cLeft Clicked!")
elseif clickType == ClickType.RIGHT then
menu:animateTitle("&cRight Clicked!")
end
end
Debugging
Information on how to enable debugging.
Using The Debug Section inside settings.yml
To utilize the Debug section in the settings.yml file, you need to add Debug sections. As of now, this feature is not yet available, but it will be incorporated in future releases.
List of debug sections that can be enabled.
Debug:
- 'armorSetManager'
- 'currency'
- 'addonLoader'
- 'register'
- 'auto-register'
- 'armorPieceButton'
- 'fragment_generator'
- 'give_Or_Update_Fragment'
- 'get_Fragment_Item'
Enabling Debug Mode
To enable debug mode, follow these steps:
- Go to the folder where the plugin "ISets" is installed. It is usually located in the "plugins" folder of your server.
- Inside the "ISets" folder, create a new file and name it "debug.lock". Make sure to include the file extension ".lock".
- Once the "debug.lock" file is created, the plugin will be in debug mode.
Note that this file is only used as a marker to indicate that the debug mode is enabled. Deleting the file will turn off the debug mode.
After enabling the debug mode by creating the debug.lock
file and restarting the server, you can use the /isets debug
command to generate a debug.zip
file. This file contains various logs and other debugging information that can be useful in troubleshooting issues with the plugin. You can then send this file to the support team for further analysis and assistance in resolving any issues you may be experiencing.
Developer API
This guide assumes you already know how Java works. If you have any suggestions or questions about the API then reach out to us through Discord or any other contact form
Creating Addon Lua
To accommodate addons that necessitate only a minimal amount of code, we have introduced the option to utilize Lua in place of Java. The process of establishing a Lua addon is straightforward and user-friendly.
Setting up the addon
Addons require these fields or else it will fail to load
name = "Example-Addon"
version = "1.0.0"
author = "InsurgenceDev"
description = {
"This is an example lua addon"
}
Printing text to console when addon is started
To print text to the console when the addon is started you need to create a function named "onAddonStart" really its the same as Java addons
name = "Example-Addon"
version = "1.0.0"
author = "InsurgenceDev"
description = {
"This is an example lua addon"
}
function onAddonStart()
print("Lua addon started")
end
Importing classes from java
to import a class is very simple
import 'java.util.ArrayList'
Above will import the ArrayList java class example of how to use it
import 'java.util.ArrayList'
local arrayList = ArrayList()
function onAddonStart()
arrayList:add('Example 1')
arrayList:add('Example 2')
arrayList:add('Example 3')
arrayList:add('Example 4')
end
Utils
There is a utils package as well you can find it here
Creating A Custom Fragment Generator Lua
It is possible to use Lua to develop a simple or new fragment generator for additional events.
First create a new folder in /Isets/
named fragment-generators should be like /Isets/fragment-generators/
. Once that is done, you should create a new file. You can name it whatever you want. For this guide, I will name it example-generator.Lua
.
Creating the generator file
We will create a generator for the BlockBreakEvent
. It will be similar to the default generator provided by the plugin.
package.path = pluginFolder .. "\\fragment-generators\\listeners\\?.lua"
namespace = "example"
source = "blockBreakEvent"
require "BlockBreakEvent"
function handleGeneration(player, settingsMap)
if settingsMap:getBoolean("Enabled") and math.random() <= settingsMap:getDouble("Chance") then
local amount = (settingsMap:getDouble("Amount_To_Give") <= 0) and 1 or settingsMap:getDouble("Amount_To_Give")
local fragment = utils.findFragment(player)
if fragment ~= nil then
if settingsMap:getBoolean("Physical") then
givePhys(player, amount, fragment)
else
giveVirtual(player, amount, fragment)
end
end
end
end
function givePhys(player, amount, fragment)
fragment:giveOrUpdateFragment(player, math.floor(amount), false)
utils.tell(player, "&2You been given " .. amount .. " &6fragments &2for &6" .. fragment:getArmorSetName())
end
function giveVirtual(player, amount, fragment)
local cache = utils.getCache(player)
local currentBalance = cache:getFragmentAmount(fragment:getArmorSetName())
cache:updateFragmentAmount(fragment.armorSetName, currentVirtualBalance + math.floor(amount))
utils.tell(player, "&2You been given " .. amount .. " &6fragments &2for &6" .. fragment:getArmorSetName())
end
Registering an event listener
To actually create a listener for the BlockBreakEvent
, you should first create a folder inside /Isets/
. In this example, we are name the folder 'listeners'; /Isets/fragment-generators/listeners/
. Create a new file and in this case, we name it BlockBreak.lua
.
utils.subscribeToEvent("org.bukkit.event.block.BlockBreakEvent", function(event)
local player = event:getPlayer()
local armorSet = utils.findArmorSet(utils.getCache(player):getFragmentDataManager():getArmorSetFragmentGen())
if armorSet ~= nil then
local type = armorSet:getFragmentGeneration():getString("Type")
local source = armorSet:getFragmentGeneration():getString("Source")
local fragmentGenerator = utils.findFragmentGenerator(type, source)
if fragmentGenerator == nil then
return
end
if type == namespace then
local disabledWorlds = armorSet:getFragmentGeneration():getStringList("Disabled_Worlds")
local worldName = player:getWorld():getName()
for i = 0, disabledWorlds:size() -1 do
if disabledWorlds:get(i) == worldName then
return
end
end
fragmentGenerator:handleGeneration(player, armorSet:getFragmentGeneration())
end
end
end)
Utils package
The utils package has a few utility functions.
Util to register an event listener.
subscribeToEvent("path to event class", function(event)
--Code here
end)
Util to retrieve an armor set. If none was located, the function will return nil.
findArmorSet("name of the armor set")
Util to retrieve a fragment generator. If no fragment generator was discovered, the function will return nil.
findFragmentGenerator("type/namespace", "source")
Util to retrieve a player's cache. It will return nil if the cache cannot be located; if it can, it will return the cache.
getCache(player)
Use this to determine which fragment generator a player currently has enabled. If "none" is returned, then they did not enable one. The name of the armor set for which they activated the generator for will be returned.
findFragment(player)
Util to send a message to a player. It will auto translate colors.
tell(player, "message goes here color codes and hex is automaticly translated")
Creating An Addon
Setup a new project then right click the project and create a directory called libs.
Once that is done drag in the latest version of ISets
Download example project here
Setting up the pom.xml
You will have to add a dependency pointing to ISets in the libs folder, and you will also need to add a dependency for the spigot api
<dependency>
<groupId>org.insurgencedev</groupId>
<artifactId>insurgencesets</artifactId>
<version>LATEST</version>
<scope>system</scope>
<systemPath>${project.basedir}/libs/ISets-0.0.7-beta.jar</systemPath>
</dependency>
<dependency>
<groupId>org.spigotmc</groupId>
<artifactId>spigot-api</artifactId>
<version>1.20.2-R0.1-SNAPSHOT</version>
</dependency>
Setting up the main class
package org.insurgencedev.setaddon.example;
import org.insurgencedev.insurgencesets.api.addon.ISetsAddon;
import org.insurgencedev.insurgencesets.api.addon.InsurgenceSetsAddon;
import org.insurgencedev.insurgencesets.libs.fo.Common;
import org.insurgencedev.insurgencesets.models.currency.CurrencyManager;
@ISetsAddon(name = "ExampleAddon", version = "1.0.0", author = "Insurgence Dev Team", description = {"This is a test", "addon it serves no purpose", "other than for testing"})
public class ExampleAddon extends InsurgenceSetsAddon {
@Override
public void onAddonStart() {
}
@Override
public void onAddonReloadablesStart() {
}
@Override
public void onAddonReload() {
}
@Override
public void onAddonStop() {
}
}
Creating a config for your addon
Create a new class and name it whatever you want, then extend AddonConfig.
In the constructor, use loadAddonConfig(). First argument is the location to the default config located in resources.
package org.insurgencedev.setaddon.example;
import org.insurgencedev.insurgencesets.api.addon.AddonConfig;
public class CustomConfig extends AddonConfig {
public static String TEST_STRING = null;
public CustomConfig() {
loadAddonConfig("config.yml", "config.yml");
}
@Override
protected void onLoad() {
TEST_STRING = getString("Test");
}
}
Creating A New Fragment Generator Java
We made it easy to create new custom fragment generators
Create a new class in your project and have it extend
FragmentGenerator
Once that is done, you should implement its methods
public final class ExampleGenerator extends FragmentGenerator {
public ExampleGenerator() {
super("CustomGen", "example");
}
@Override
public void handleGeneration(@NotNull Player player, @NotNull SerializedMap map) {
}
}
After the class is configured to your satisfaction, you must add it to our generator list
ISetsAPI.getFragmentGeneratorManager().registerFragmentGenerator(new ExampleGenerator());
Example Fishing Generator
We're not done yet; here's an example of how to make a listener that listens to the desired event for which you want the generator to be created.
package com.insurgencedev.fishinggenerator;
import lombok.Getter;
import org.bukkit.entity.Player;
import org.insurgencedev.insurgencesets.api.FragmentGenerator;
import org.insurgencedev.insurgencesets.api.ISetsAPI;
import org.insurgencedev.insurgencesets.libs.fo.Common;
import org.insurgencedev.insurgencesets.libs.fo.collection.SerializedMap;
import org.insurgencedev.insurgencesets.models.armorset.ArmorSet;
import org.insurgencedev.insurgencesets.models.fragment.Fragment;
import org.insurgencedev.insurgencesets.settings.ISetsPlayerCache;
import org.jetbrains.annotations.NotNull;
@Getter
public final class FishingGenerator extends FragmentGenerator {
public static final String namespace = "IGen";
public FishingGenerator() {
super(namespace, "Fishing");
}
@Override
public void handleGeneration(@NotNull Player player, @NotNull SerializedMap map) {
if (map.getBoolean("Enabled") && Math.random() <= map.getDouble("Chance") / 100) {
ISetsPlayerCache cache = ISetsAPI.getCache(player);
ArmorSet armorSet = ISetsAPI.getArmorSetManager().findArmorSet(cache.getArmorSetFragmentGen());
if (armorSet != null) {
Fragment fragment = armorSet.getFragment();
int amount = getAmount(map);
if (map.getBoolean("Physical")) {
fragment.giveOrUpdateFragment(player, amount, false);
} else {
cache.updateFragmentAmount(cache.getArmorSetFragmentGen(), amount);
}
Common.tellNoPrefix(player, map.getString("Give_Message").replace("{amount}", "" + amount));
}
}
}
private int getAmount(SerializedMap map) {
return map.getBoolean("Dynamic_Amount", false) && GeneratorAddon.getConfig().getFragmentAmount(PlayerFishingListener.getCaughtFish()) != null
? GeneratorAddon.getConfig().getFragmentAmount(PlayerFishingListener.getCaughtFish())
: map.getInteger("Amount_To_Give");
}
}
The listener
package com.insurgencedev.fishinggenerator;
import lombok.Getter;
import org.bukkit.Material;
import org.bukkit.entity.Item;
import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler;
import org.bukkit.event.Listener;
import org.bukkit.event.player.PlayerFishEvent;
import org.bukkit.inventory.ItemStack;
import org.insurgencedev.insurgencesets.api.ISetsAPI;
import org.insurgencedev.insurgencesets.models.armorset.ArmorSet;
import java.util.Arrays;
import java.util.List;
public final class PlayerFishingListener implements Listener {
@Getter
private static String caughtFish;
@EventHandler
public void onFish(PlayerFishEvent event) {
if (event.getState().equals(PlayerFishEvent.State.CAUGHT_FISH) && event.getCaught() instanceof Item) {
ItemStack item = ((Item) event.getCaught()).getItemStack();
if (isFish(item.getType())) {
Player player = event.getPlayer();
ArmorSet armorSet = ISetsAPI.getArmorSetManager().findArmorSet(ISetsAPI.getCache(player).getArmorSetFragmentGen());
if (armorSet != null && FishingGenerator.namespace.equals(armorSet.getFragmentGeneration().getString("Type"))) {
List<String> disabledWorlds = armorSet.getFragmentGeneration().getStringList("Disabled_Worlds");
if (!disabledWorlds.contains(player.getWorld().getName())) {
caughtFish = item.getType().name().toLowerCase();
ISetsAPI.getFragmentGeneratorManager().findFragmentGenerator(FishingGenerator.namespace, armorSet.getFragmentGeneration().getString("Source"))
.handleGeneration(player, armorSet.getFragmentGeneration());
}
}
}
}
}
private boolean isFish(Material material) {
return Arrays.asList(Material.COD, Material.SALMON, Material.PUFFERFISH, Material.TROPICAL_FISH).contains(material);
}
}
Creating A New Currency Java
Creating a new currency is very easy; simply extend our Currency class
Currency
After extending the class, ensure to implement its methods, resulting in a class structured as depicted below
package org.insurgencedev.mobcoins;
import lombok.NonNull;
import org.bukkit.entity.Player;
import org.insurgencedev.insurgencesets.api.ISetsAPI;
import org.insurgencedev.insurgencesets.api.currency.Currency;
import org.insurgencedev.insurgencesets.models.currency.TransactionTypes;
public class ExampleCurrency extends Currency {
public ExampleCurrency() {
super("example", "ex");
}
@Override
public boolean canAfford(@NonNull Player player, @NonNull Object amount) {
return true;
}
@NonNull
@Override
public TransactionTypes handleDeposit(@NonNull Player player, @NonNull Object amount, String armorSetName) {
return TransactionTypes.SUCCESS;
}
@NonNull
@Override
public TransactionTypes handleTransaction(@NonNull Player player, @NonNull Object amount, String armorSetName) {
return TransactionTypes.SUCCESS;
}
}
MobCoins Example
In the next example, we are going to make a currency for SuperMobCoins
package org.insurgencedev.mobcoins;
import lombok.NonNull;
import me.swanis.mobcoins.MobCoinsAPI;
import org.bukkit.entity.Player;
import org.insurgencedev.insurgencesets.api.ISetsAPI;
import org.insurgencedev.insurgencesets.api.currency.Currency;
import org.insurgencedev.insurgencesets.models.currency.TransactionTypes;
public class MobCoinCurrency extends Currency {
public MobCoinCurrency() {
super("MobCoins", "SM");
}
@Override
public boolean canAfford(@NonNull Player player, @NonNull Object o) {
return MobCoinsAPI.getProfileManager().getProfile(player).getMobCoins() >= ((Number) o).longValue();
}
@NonNull
@Override
public TransactionTypes handleDeposit(@NonNull Player player, @NonNull Object o, String s) {
if (isInvalidSet(s)) {
return TransactionTypes.FAIL;
}
MobCoinsAPI.getProfileManager().getProfile(player).setMobCoins(MobCoinsAPI.getProfileManager().getProfile(player).getMobCoins() + ((Number) o).longValue());
return TransactionTypes.SUCCESS;
}
@NonNull
@Override
public TransactionTypes handleTransaction(@NonNull Player player, @NonNull Object o, String s) {
if (isInvalidSet(s)) {
return TransactionTypes.FAIL;
}
long amount = ((Number) o).longValue();
if (MobCoinsAPI.getProfileManager().getProfile(player).getMobCoins() < amount) {
return TransactionTypes.FAIL_INSUFFICIENT_FUNDS;
}
MobCoinsAPI.getProfileManager().getProfile(player).setMobCoins(MobCoinsAPI.getProfileManager().getProfile(player).getMobCoins() - ((Number) o).longValue());
return TransactionTypes.SUCCESS;
}
private boolean isInvalidSet(String armorSet) {
return armorSet == null || ISetsAPI.getArmorSetManager().findArmorSet(armorSet) == null;
}
}
You can choose to let the armor sets increase your currency earnings. When your currency is provided to the player, it must trigger an event at which you can listen to and boost accordingly.
package org.insurgencedev.mobcoins;
import lombok.NonNull;
import me.swanis.mobcoins.MobCoinsAPI;
import me.swanis.mobcoins.events.MobCoinsReceiveEvent;
import org.bukkit.entity.Player;
import org.bukkit.event.EventHandler;
import org.bukkit.event.Listener;
import org.bukkit.inventory.ItemStack;
import org.insurgencedev.insurgencesets.api.ISetsAPI;
import org.insurgencedev.insurgencesets.api.currency.Currency;
import org.insurgencedev.insurgencesets.libs.fo.remain.nbt.NBTItem;
import org.insurgencedev.insurgencesets.models.armorset.ArmorSet;
import org.insurgencedev.insurgencesets.models.currency.TransactionTypes;
import org.insurgencedev.insurgencesets.models.upgrade.Boost;
import org.insurgencedev.insurgencesets.models.upgrade.Upgrade;
import org.insurgencedev.insurgencesets.settings.ArmorSetData;
import org.insurgencedev.insurgencesets.settings.ISetsPlayerCache;
public class MobCoinReceiveListener implements Listener {
@EventHandler
public void onEarn(MobCoinsReceiveEvent event) {
if (!MobCoinsCurrencyAddon.isDependentEnabled()) {
return;
}
Player player = event.getProfile().getPlayer();
ISetsPlayerCache cache = ISetsPlayerCache.from(player);
ItemStack[] armorContents = player.getInventory().getArmorContents();
for (ItemStack item : armorContents) {
if (item != null) {
NBTItem nbtItem = new NBTItem(item);
if (!nbtItem.hasTag("armorSet")) {
continue;
}
ArmorSet armorSet = ISetsAPI.getArmorSetManager().findArmorSet(nbtItem.getString("armorSet"));
if (armorSet == null) {
continue;
}
String armorSetName = armorSet.getName();
String itemType = item.getType().name().split("_")[1];
ArmorSetData armorSetData = cache.getArmorSetData(armorSetName);
if (armorSetData == null) {
continue;
}
Object levels = getLevelsFromType(itemType, armorSetData);
if (levels instanceof Integer) {
Upgrade upgrade = armorSet.findPieceLevels(itemType, (Integer) levels);
if (upgrade == null) {
continue;
}
for (Boost boost : upgrade.getBoosts()) {
if ("CURRENCY".equals(boost.getNamespace()) && boost.getType().equals("MobCoins")) {
double boostAmount = boost.getBOOST_SETTINGS().getDouble("Boost_Amount");
event.setAmount(calcAmountToGive(event.getAmount(), boost, boostAmount));
}
}
}
}
}
}
private long calcAmountToGive(long amountFromEvent, Boost boost, double boostAmount) {
if (boost.isPercent()) {
return (long) (amountFromEvent * (1 + boostAmount / 100));
} else {
return (long) (amountFromEvent * (boostAmount < 1 ? 1 + boostAmount : boostAmount));
}
}
private Object getLevelsFromType(String type, ArmorSetData armorSetData) {
return switch (type) {
case "HEAD", "HELMET" -> armorSetData.getHelmetLevels();
case "CHESTPLATE" -> armorSetData.getChestplateLevels();
case "LEGGINGS" -> armorSetData.getLeggingsLevels();
case "BOOTS" -> armorSetData.getBootsLevels();
default -> false;
};
}
}
Main class
package org.insurgencedev.mobcoins;
import org.bukkit.Bukkit;
import org.insurgencedev.insurgencesets.api.ISetsAPI;
import org.insurgencedev.insurgencesets.api.addon.ISetsAddon;
import org.insurgencedev.insurgencesets.api.addon.InsurgenceSetsAddon;
import org.insurgencedev.insurgencesets.libs.fo.Common;
@ISetsAddon(name = "SM-Mobcoins", version = "1.0.0", author = "Insurgence Dev Team", description = "Use SuperMobCoins's mobcoins as a currency")
public class MobCoinsCurrencyAddon extends InsurgenceSetsAddon {
@Override
public void onAddonStart() {
if (isDependentEnabled()) {
registerEvent(new MobCoinReceiveListener());
}
}
@Override
public void onAddonReloadablesStart() {
if (isDependentEnabled()) {
ISetsAPI.getCurrencyManager().registerCurrency(new MobCoinCurrency());
}
}
public static boolean isDependentEnabled() {
return Bukkit.getPluginManager().isPluginEnabled("SuperMobCoins");
}
}