StrangeOne101 edited this page Jun 12, 2022 · 2 revisions

Supporting 3rd party elements

By default, BendingGUI will add basic support for 3rd party elements just from having them installed. This will allow them to show up in the overview lore, as well as have a material set for its abilities in the config. SubElements of existing elements don't need to have support added at all.

Creating support classes

If you want more support, you can create a class implementing the ElementSupport interface.

publicclassSpiritElementSupportimplementsElementSupport {
@OverridepublicElementgetElement() {
returnSpiritsSupport.SPIRIT; //The actual element object
}
@OverridepublicintgetOrderIndex() {
returnElementOrder.SPIRIT; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLUE_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
}

The ElementOrder class contains methods and final variables for the different integer orders of all the elements. You can use this class to easily get a number if you so wish.

If you wish to make an element selectable on the Choose element menu, then make your class also implement the ChooseSupport interface

publicclassDarkElementSupportimplementsElementSupport, ChooseSupport {
@OverridepublicintgetChooseMenuIndex() {
return16; //The index to place the menu item on the choose menu. 0 is the very top left, 26 is the max (bottom right)
}
@OverridepublicElementgetElement() {
returnSpiritsSupport.DARK_SPIRIT; //The element object
}
@OverridepublicStringgetLangChooseTitle() {
return"&9Choose &3&lDark Spirit"; //The default title for choosing this element. Is added to the config as a default
}
@OverridepublicStringgetLangChooseLore() { //The default lore for choosing this element. Is added to the config as a defaultreturn"&7A Dark Spirit is a spirit corrupted by dark and chaotic energy. " +
"Because they are a being pure of energy, they are able to interact with the " +
"world differently to other beings";
}
@OverridepublicintgetOrderIndex() { returnElementOrder.SPIRIT_DARK; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicStringgetLangOverviewName() {
returngetColor().toString().replace('\u00A7', '&') + "Dark Spirit"; //The name to use in the overview menu icon
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLACK_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
@OverridepublicMaterialgetChooseMaterial() {
returnMaterial.PURPLE_DYE; //The default material for the menu item to choose this element
}
@OverridepublicStringgetFancyName() {
return"Dark Spirit"; //A name to use instead of element.getName()
}
}

Registering

After you have created a class implementing ElementSupport (and maybe ChooseSupport), you register it via the API class (com.strangeone101.bendinggui.API)

API.registerElementSupport(newDarkElementSupport());

Note: The Spirit elements are just examples and are already provided by BendingGUI! You do not need to create these yourself to support the Spirits plugin

Registering a custom menu item on a BendingGUI menu

If you want to register a custom menu item on a menu, you can do so. The main thing you need is to make a method that returns a MenuItem and has the Menu you want to add to as the parameter of the method. For example...

publicclassRandomizerSupport {
publicstaticMenuItemrandomizeItem(MenuBendingOptionsmenu) {
if (!(menu.thePlayerinstanceofPlayer) || ((Player) menu.thePlayer).hasPermission("bending.command.randomize")) returnnull;
finalPlayerplayer = (Player) menu.thePlayer; //The player this menu is for. menu.openPlayer is the player viewing the menuMenuItemitem = newMenuItem(ChatColor.YELLOW + "Randomize Bending", Material.BEDROCK) {
@OverridepublicvoidonClick(Playerclicker) {
BendingPlayerbendingPlayer = BendingPlayer.getBendingPlayer(player);
Randomrandom = newRandom();
//Select a random main elementElementrandomElement = Element.getMainElements()[random.nextInt(Element.getMainElements().length)];
bendingPlayer.setElement(randomElement); //Set the elementGeneralMethods.saveElements(bendingPlayer); //Save to the databaseList<CoreAbility> abilities = CoreAbility.getAbilitiesByElement(randomElement);
HashMap<Integer, String> abilitiesMap = newHashMap<>();
for (intslot = 1; slot <= 9; slot++) {
CoreAbilityabil = abilities.get(random.nextInt(abilities.size()));
while (abilinstanceofComboAbility || abil.isHiddenAbility() || abilinstanceofPassiveAbility) {
abil = abilities.get(random.nextInt(abilities.size()));
}
abilitiesMap.put(slot, abil.getName());
}
bendingPlayer.setAbilities(abilitiesMap); //Set the bindsBendingBoard.updateBoard(player); //Update the bending boardplayer.sendMessage(ChatColor.RED + "Chaos has been unleashed and your bending has been scrambled!");
}
};
item.addDescription(ChatColor.GRAY + "Randomize your bending");
returnitem;
}
}

This class creates an item that sets the player's element to a random element, as well as sets random abilities to their binds.

Then you register it with

API.addCustomMenuIcon(MenuBendingOptions.class, RandomizerSupport::randomizeItem, 32);

Index 32 is the 4th from the bottom right slot. Which is currently the only free slot in the main bending menu.

The following menus are supported:

  • MenuBendingOptions.class - The main bending menu that contains abilities, slots, toggles, etc
  • MenuSelectElement.class - The menu for selecting an element. Either from having no element or from changing your element
  • MenuEditElements.class - The menu for editing what elements a player has
  • MenuPlayers.class - The menu for viewing the bending of all players on the server
  • MenuSelectPresets.class - The menu for viewing a player's presets

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all \u003cpre\u003e\u003ccode\u003e blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks"); } } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); } })(); (function(){ try { var __m = "github.com"; var __re = new RegExp('^' + "github\\.com" + '
Skip to content
StrangeOne101 edited this page Jun 12, 2022 · 2 revisions

Supporting 3rd party elements

By default, BendingGUI will add basic support for 3rd party elements just from having them installed. This will allow them to show up in the overview lore, as well as have a material set for its abilities in the config. SubElements of existing elements don't need to have support added at all.

Creating support classes

If you want more support, you can create a class implementing the ElementSupport interface.

publicclassSpiritElementSupportimplementsElementSupport {
@OverridepublicElementgetElement() {
returnSpiritsSupport.SPIRIT; //The actual element object
}
@OverridepublicintgetOrderIndex() {
returnElementOrder.SPIRIT; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLUE_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
}

The ElementOrder class contains methods and final variables for the different integer orders of all the elements. You can use this class to easily get a number if you so wish.

If you wish to make an element selectable on the Choose element menu, then make your class also implement the ChooseSupport interface

publicclassDarkElementSupportimplementsElementSupport, ChooseSupport {
@OverridepublicintgetChooseMenuIndex() {
return16; //The index to place the menu item on the choose menu. 0 is the very top left, 26 is the max (bottom right)
}
@OverridepublicElementgetElement() {
returnSpiritsSupport.DARK_SPIRIT; //The element object
}
@OverridepublicStringgetLangChooseTitle() {
return"&9Choose &3&lDark Spirit"; //The default title for choosing this element. Is added to the config as a default
}
@OverridepublicStringgetLangChooseLore() { //The default lore for choosing this element. Is added to the config as a defaultreturn"&7A Dark Spirit is a spirit corrupted by dark and chaotic energy. " +
"Because they are a being pure of energy, they are able to interact with the " +
"world differently to other beings";
}
@OverridepublicintgetOrderIndex() { returnElementOrder.SPIRIT_DARK; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicStringgetLangOverviewName() {
returngetColor().toString().replace('\u00A7', '&') + "Dark Spirit"; //The name to use in the overview menu icon
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLACK_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
@OverridepublicMaterialgetChooseMaterial() {
returnMaterial.PURPLE_DYE; //The default material for the menu item to choose this element
}
@OverridepublicStringgetFancyName() {
return"Dark Spirit"; //A name to use instead of element.getName()
}
}

Registering

After you have created a class implementing ElementSupport (and maybe ChooseSupport), you register it via the API class (com.strangeone101.bendinggui.API)

API.registerElementSupport(newDarkElementSupport());

Note: The Spirit elements are just examples and are already provided by BendingGUI! You do not need to create these yourself to support the Spirits plugin

Registering a custom menu item on a BendingGUI menu

If you want to register a custom menu item on a menu, you can do so. The main thing you need is to make a method that returns a MenuItem and has the Menu you want to add to as the parameter of the method. For example...

publicclassRandomizerSupport {
publicstaticMenuItemrandomizeItem(MenuBendingOptionsmenu) {
if (!(menu.thePlayerinstanceofPlayer) || ((Player) menu.thePlayer).hasPermission("bending.command.randomize")) returnnull;
finalPlayerplayer = (Player) menu.thePlayer; //The player this menu is for. menu.openPlayer is the player viewing the menuMenuItemitem = newMenuItem(ChatColor.YELLOW + "Randomize Bending", Material.BEDROCK) {
@OverridepublicvoidonClick(Playerclicker) {
BendingPlayerbendingPlayer = BendingPlayer.getBendingPlayer(player);
Randomrandom = newRandom();
//Select a random main elementElementrandomElement = Element.getMainElements()[random.nextInt(Element.getMainElements().length)];
bendingPlayer.setElement(randomElement); //Set the elementGeneralMethods.saveElements(bendingPlayer); //Save to the databaseList<CoreAbility> abilities = CoreAbility.getAbilitiesByElement(randomElement);
HashMap<Integer, String> abilitiesMap = newHashMap<>();
for (intslot = 1; slot <= 9; slot++) {
CoreAbilityabil = abilities.get(random.nextInt(abilities.size()));
while (abilinstanceofComboAbility || abil.isHiddenAbility() || abilinstanceofPassiveAbility) {
abil = abilities.get(random.nextInt(abilities.size()));
}
abilitiesMap.put(slot, abil.getName());
}
bendingPlayer.setAbilities(abilitiesMap); //Set the bindsBendingBoard.updateBoard(player); //Update the bending boardplayer.sendMessage(ChatColor.RED + "Chaos has been unleashed and your bending has been scrambled!");
}
};
item.addDescription(ChatColor.GRAY + "Randomize your bending");
returnitem;
}
}

This class creates an item that sets the player's element to a random element, as well as sets random abilities to their binds.

Then you register it with

API.addCustomMenuIcon(MenuBendingOptions.class, RandomizerSupport::randomizeItem, 32);

Index 32 is the 4th from the bottom right slot. Which is currently the only free slot in the main bending menu.

The following menus are supported:

  • MenuBendingOptions.class - The main bending menu that contains abilities, slots, toggles, etc
  • MenuSelectElement.class - The menu for selecting an element. Either from having no element or from changing your element
  • MenuEditElements.class - The menu for editing what elements a player has
  • MenuPlayers.class - The menu for viewing the bending of all players on the server
  • MenuSelectPresets.class - The menu for viewing a player's presets

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
StrangeOne101 edited this page Jun 12, 2022 · 2 revisions

Supporting 3rd party elements

By default, BendingGUI will add basic support for 3rd party elements just from having them installed. This will allow them to show up in the overview lore, as well as have a material set for its abilities in the config. SubElements of existing elements don't need to have support added at all.

Creating support classes

If you want more support, you can create a class implementing the ElementSupport interface.

publicclassSpiritElementSupportimplementsElementSupport {
@OverridepublicElementgetElement() {
returnSpiritsSupport.SPIRIT; //The actual element object
}
@OverridepublicintgetOrderIndex() {
returnElementOrder.SPIRIT; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLUE_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
}

The ElementOrder class contains methods and final variables for the different integer orders of all the elements. You can use this class to easily get a number if you so wish.

If you wish to make an element selectable on the Choose element menu, then make your class also implement the ChooseSupport interface

publicclassDarkElementSupportimplementsElementSupport, ChooseSupport {
@OverridepublicintgetChooseMenuIndex() {
return16; //The index to place the menu item on the choose menu. 0 is the very top left, 26 is the max (bottom right)
}
@OverridepublicElementgetElement() {
returnSpiritsSupport.DARK_SPIRIT; //The element object
}
@OverridepublicStringgetLangChooseTitle() {
return"&9Choose &3&lDark Spirit"; //The default title for choosing this element. Is added to the config as a default
}
@OverridepublicStringgetLangChooseLore() { //The default lore for choosing this element. Is added to the config as a defaultreturn"&7A Dark Spirit is a spirit corrupted by dark and chaotic energy. " +
"Because they are a being pure of energy, they are able to interact with the " +
"world differently to other beings";
}
@OverridepublicintgetOrderIndex() { returnElementOrder.SPIRIT_DARK; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicStringgetLangOverviewName() {
returngetColor().toString().replace('\u00A7', '&') + "Dark Spirit"; //The name to use in the overview menu icon
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLACK_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
@OverridepublicMaterialgetChooseMaterial() {
returnMaterial.PURPLE_DYE; //The default material for the menu item to choose this element
}
@OverridepublicStringgetFancyName() {
return"Dark Spirit"; //A name to use instead of element.getName()
}
}

Registering

After you have created a class implementing ElementSupport (and maybe ChooseSupport), you register it via the API class (com.strangeone101.bendinggui.API)

API.registerElementSupport(newDarkElementSupport());

Note: The Spirit elements are just examples and are already provided by BendingGUI! You do not need to create these yourself to support the Spirits plugin

Registering a custom menu item on a BendingGUI menu

If you want to register a custom menu item on a menu, you can do so. The main thing you need is to make a method that returns a MenuItem and has the Menu you want to add to as the parameter of the method. For example...

publicclassRandomizerSupport {
publicstaticMenuItemrandomizeItem(MenuBendingOptionsmenu) {
if (!(menu.thePlayerinstanceofPlayer) || ((Player) menu.thePlayer).hasPermission("bending.command.randomize")) returnnull;
finalPlayerplayer = (Player) menu.thePlayer; //The player this menu is for. menu.openPlayer is the player viewing the menuMenuItemitem = newMenuItem(ChatColor.YELLOW + "Randomize Bending", Material.BEDROCK) {
@OverridepublicvoidonClick(Playerclicker) {
BendingPlayerbendingPlayer = BendingPlayer.getBendingPlayer(player);
Randomrandom = newRandom();
//Select a random main elementElementrandomElement = Element.getMainElements()[random.nextInt(Element.getMainElements().length)];
bendingPlayer.setElement(randomElement); //Set the elementGeneralMethods.saveElements(bendingPlayer); //Save to the databaseList<CoreAbility> abilities = CoreAbility.getAbilitiesByElement(randomElement);
HashMap<Integer, String> abilitiesMap = newHashMap<>();
for (intslot = 1; slot <= 9; slot++) {
CoreAbilityabil = abilities.get(random.nextInt(abilities.size()));
while (abilinstanceofComboAbility || abil.isHiddenAbility() || abilinstanceofPassiveAbility) {
abil = abilities.get(random.nextInt(abilities.size()));
}
abilitiesMap.put(slot, abil.getName());
}
bendingPlayer.setAbilities(abilitiesMap); //Set the bindsBendingBoard.updateBoard(player); //Update the bending boardplayer.sendMessage(ChatColor.RED + "Chaos has been unleashed and your bending has been scrambled!");
}
};
item.addDescription(ChatColor.GRAY + "Randomize your bending");
returnitem;
}
}

This class creates an item that sets the player's element to a random element, as well as sets random abilities to their binds.

Then you register it with

API.addCustomMenuIcon(MenuBendingOptions.class, RandomizerSupport::randomizeItem, 32);

Index 32 is the 4th from the bottom right slot. Which is currently the only free slot in the main bending menu.

The following menus are supported:

  • MenuBendingOptions.class - The main bending menu that contains abilities, slots, toggles, etc
  • MenuSelectElement.class - The menu for selecting an element. Either from having no element or from changing your element
  • MenuEditElements.class - The menu for editing what elements a player has
  • MenuPlayers.class - The menu for viewing the bending of all players on the server
  • MenuSelectPresets.class - The menu for viewing a player's presets

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length \u003e 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
StrangeOne101 edited this page Jun 12, 2022 · 2 revisions

Supporting 3rd party elements

By default, BendingGUI will add basic support for 3rd party elements just from having them installed. This will allow them to show up in the overview lore, as well as have a material set for its abilities in the config. SubElements of existing elements don't need to have support added at all.

Creating support classes

If you want more support, you can create a class implementing the ElementSupport interface.

publicclassSpiritElementSupportimplementsElementSupport {
@OverridepublicElementgetElement() {
returnSpiritsSupport.SPIRIT; //The actual element object
}
@OverridepublicintgetOrderIndex() {
returnElementOrder.SPIRIT; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLUE_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
}

The ElementOrder class contains methods and final variables for the different integer orders of all the elements. You can use this class to easily get a number if you so wish.

If you wish to make an element selectable on the Choose element menu, then make your class also implement the ChooseSupport interface

publicclassDarkElementSupportimplementsElementSupport, ChooseSupport {
@OverridepublicintgetChooseMenuIndex() {
return16; //The index to place the menu item on the choose menu. 0 is the very top left, 26 is the max (bottom right)
}
@OverridepublicElementgetElement() {
returnSpiritsSupport.DARK_SPIRIT; //The element object
}
@OverridepublicStringgetLangChooseTitle() {
return"&9Choose &3&lDark Spirit"; //The default title for choosing this element. Is added to the config as a default
}
@OverridepublicStringgetLangChooseLore() { //The default lore for choosing this element. Is added to the config as a defaultreturn"&7A Dark Spirit is a spirit corrupted by dark and chaotic energy. " +
"Because they are a being pure of energy, they are able to interact with the " +
"world differently to other beings";
}
@OverridepublicintgetOrderIndex() { returnElementOrder.SPIRIT_DARK; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicStringgetLangOverviewName() {
returngetColor().toString().replace('\u00A7', '&') + "Dark Spirit"; //The name to use in the overview menu icon
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLACK_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
@OverridepublicMaterialgetChooseMaterial() {
returnMaterial.PURPLE_DYE; //The default material for the menu item to choose this element
}
@OverridepublicStringgetFancyName() {
return"Dark Spirit"; //A name to use instead of element.getName()
}
}

Registering

After you have created a class implementing ElementSupport (and maybe ChooseSupport), you register it via the API class (com.strangeone101.bendinggui.API)

API.registerElementSupport(newDarkElementSupport());

Note: The Spirit elements are just examples and are already provided by BendingGUI! You do not need to create these yourself to support the Spirits plugin

Registering a custom menu item on a BendingGUI menu

If you want to register a custom menu item on a menu, you can do so. The main thing you need is to make a method that returns a MenuItem and has the Menu you want to add to as the parameter of the method. For example...

publicclassRandomizerSupport {
publicstaticMenuItemrandomizeItem(MenuBendingOptionsmenu) {
if (!(menu.thePlayerinstanceofPlayer) || ((Player) menu.thePlayer).hasPermission("bending.command.randomize")) returnnull;
finalPlayerplayer = (Player) menu.thePlayer; //The player this menu is for. menu.openPlayer is the player viewing the menuMenuItemitem = newMenuItem(ChatColor.YELLOW + "Randomize Bending", Material.BEDROCK) {
@OverridepublicvoidonClick(Playerclicker) {
BendingPlayerbendingPlayer = BendingPlayer.getBendingPlayer(player);
Randomrandom = newRandom();
//Select a random main elementElementrandomElement = Element.getMainElements()[random.nextInt(Element.getMainElements().length)];
bendingPlayer.setElement(randomElement); //Set the elementGeneralMethods.saveElements(bendingPlayer); //Save to the databaseList<CoreAbility> abilities = CoreAbility.getAbilitiesByElement(randomElement);
HashMap<Integer, String> abilitiesMap = newHashMap<>();
for (intslot = 1; slot <= 9; slot++) {
CoreAbilityabil = abilities.get(random.nextInt(abilities.size()));
while (abilinstanceofComboAbility || abil.isHiddenAbility() || abilinstanceofPassiveAbility) {
abil = abilities.get(random.nextInt(abilities.size()));
}
abilitiesMap.put(slot, abil.getName());
}
bendingPlayer.setAbilities(abilitiesMap); //Set the bindsBendingBoard.updateBoard(player); //Update the bending boardplayer.sendMessage(ChatColor.RED + "Chaos has been unleashed and your bending has been scrambled!");
}
};
item.addDescription(ChatColor.GRAY + "Randomize your bending");
returnitem;
}
}

This class creates an item that sets the player's element to a random element, as well as sets random abilities to their binds.

Then you register it with

API.addCustomMenuIcon(MenuBendingOptions.class, RandomizerSupport::randomizeItem, 32);

Index 32 is the 4th from the bottom right slot. Which is currently the only free slot in the main bending menu.

The following menus are supported:

  • MenuBendingOptions.class - The main bending menu that contains abilities, slots, toggles, etc
  • MenuSelectElement.class - The menu for selecting an element. Either from having no element or from changing your element
  • MenuEditElements.class - The menu for editing what elements a player has
  • MenuPlayers.class - The menu for viewing the bending of all players on the server
  • MenuSelectPresets.class - The menu for viewing a player's presets

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content
StrangeOne101 edited this page Jun 12, 2022 · 2 revisions

Supporting 3rd party elements

By default, BendingGUI will add basic support for 3rd party elements just from having them installed. This will allow them to show up in the overview lore, as well as have a material set for its abilities in the config. SubElements of existing elements don't need to have support added at all.

Creating support classes

If you want more support, you can create a class implementing the ElementSupport interface.

publicclassSpiritElementSupportimplementsElementSupport {
@OverridepublicElementgetElement() {
returnSpiritsSupport.SPIRIT; //The actual element object
}
@OverridepublicintgetOrderIndex() {
returnElementOrder.SPIRIT; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLUE_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
}

The ElementOrder class contains methods and final variables for the different integer orders of all the elements. You can use this class to easily get a number if you so wish.

If you wish to make an element selectable on the Choose element menu, then make your class also implement the ChooseSupport interface

publicclassDarkElementSupportimplementsElementSupport, ChooseSupport {
@OverridepublicintgetChooseMenuIndex() {
return16; //The index to place the menu item on the choose menu. 0 is the very top left, 26 is the max (bottom right)
}
@OverridepublicElementgetElement() {
returnSpiritsSupport.DARK_SPIRIT; //The element object
}
@OverridepublicStringgetLangChooseTitle() {
return"&9Choose &3&lDark Spirit"; //The default title for choosing this element. Is added to the config as a default
}
@OverridepublicStringgetLangChooseLore() { //The default lore for choosing this element. Is added to the config as a defaultreturn"&7A Dark Spirit is a spirit corrupted by dark and chaotic energy. " +
"Because they are a being pure of energy, they are able to interact with the " +
"world differently to other beings";
}
@OverridepublicintgetOrderIndex() { returnElementOrder.SPIRIT_DARK; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicStringgetLangOverviewName() {
returngetColor().toString().replace('\u00A7', '&') + "Dark Spirit"; //The name to use in the overview menu icon
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLACK_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
@OverridepublicMaterialgetChooseMaterial() {
returnMaterial.PURPLE_DYE; //The default material for the menu item to choose this element
}
@OverridepublicStringgetFancyName() {
return"Dark Spirit"; //A name to use instead of element.getName()
}
}

Registering

After you have created a class implementing ElementSupport (and maybe ChooseSupport), you register it via the API class (com.strangeone101.bendinggui.API)

API.registerElementSupport(newDarkElementSupport());

Note: The Spirit elements are just examples and are already provided by BendingGUI! You do not need to create these yourself to support the Spirits plugin

Registering a custom menu item on a BendingGUI menu

If you want to register a custom menu item on a menu, you can do so. The main thing you need is to make a method that returns a MenuItem and has the Menu you want to add to as the parameter of the method. For example...

publicclassRandomizerSupport {
publicstaticMenuItemrandomizeItem(MenuBendingOptionsmenu) {
if (!(menu.thePlayerinstanceofPlayer) || ((Player) menu.thePlayer).hasPermission("bending.command.randomize")) returnnull;
finalPlayerplayer = (Player) menu.thePlayer; //The player this menu is for. menu.openPlayer is the player viewing the menuMenuItemitem = newMenuItem(ChatColor.YELLOW + "Randomize Bending", Material.BEDROCK) {
@OverridepublicvoidonClick(Playerclicker) {
BendingPlayerbendingPlayer = BendingPlayer.getBendingPlayer(player);
Randomrandom = newRandom();
//Select a random main elementElementrandomElement = Element.getMainElements()[random.nextInt(Element.getMainElements().length)];
bendingPlayer.setElement(randomElement); //Set the elementGeneralMethods.saveElements(bendingPlayer); //Save to the databaseList<CoreAbility> abilities = CoreAbility.getAbilitiesByElement(randomElement);
HashMap<Integer, String> abilitiesMap = newHashMap<>();
for (intslot = 1; slot <= 9; slot++) {
CoreAbilityabil = abilities.get(random.nextInt(abilities.size()));
while (abilinstanceofComboAbility || abil.isHiddenAbility() || abilinstanceofPassiveAbility) {
abil = abilities.get(random.nextInt(abilities.size()));
}
abilitiesMap.put(slot, abil.getName());
}
bendingPlayer.setAbilities(abilitiesMap); //Set the bindsBendingBoard.updateBoard(player); //Update the bending boardplayer.sendMessage(ChatColor.RED + "Chaos has been unleashed and your bending has been scrambled!");
}
};
item.addDescription(ChatColor.GRAY + "Randomize your bending");
returnitem;
}
}

This class creates an item that sets the player's element to a random element, as well as sets random abilities to their binds.

Then you register it with

API.addCustomMenuIcon(MenuBendingOptions.class, RandomizerSupport::randomizeItem, 32);

Index 32 is the 4th from the bottom right slot. Which is currently the only free slot in the main bending menu.

The following menus are supported:

  • MenuBendingOptions.class - The main bending menu that contains abilities, slots, toggles, etc
  • MenuSelectElement.class - The menu for selecting an element. Either from having no element or from changing your element
  • MenuEditElements.class - The menu for editing what elements a player has
  • MenuPlayers.class - The menu for viewing the bending of all players on the server
  • MenuSelectPresets.class - The menu for viewing a player's presets

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
StrangeOne101 edited this page Jun 12, 2022 · 2 revisions

Supporting 3rd party elements

By default, BendingGUI will add basic support for 3rd party elements just from having them installed. This will allow them to show up in the overview lore, as well as have a material set for its abilities in the config. SubElements of existing elements don't need to have support added at all.

Creating support classes

If you want more support, you can create a class implementing the ElementSupport interface.

publicclassSpiritElementSupportimplementsElementSupport {
@OverridepublicElementgetElement() {
returnSpiritsSupport.SPIRIT; //The actual element object
}
@OverridepublicintgetOrderIndex() {
returnElementOrder.SPIRIT; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLUE_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
}

The ElementOrder class contains methods and final variables for the different integer orders of all the elements. You can use this class to easily get a number if you so wish.

If you wish to make an element selectable on the Choose element menu, then make your class also implement the ChooseSupport interface

publicclassDarkElementSupportimplementsElementSupport, ChooseSupport {
@OverridepublicintgetChooseMenuIndex() {
return16; //The index to place the menu item on the choose menu. 0 is the very top left, 26 is the max (bottom right)
}
@OverridepublicElementgetElement() {
returnSpiritsSupport.DARK_SPIRIT; //The element object
}
@OverridepublicStringgetLangChooseTitle() {
return"&9Choose &3&lDark Spirit"; //The default title for choosing this element. Is added to the config as a default
}
@OverridepublicStringgetLangChooseLore() { //The default lore for choosing this element. Is added to the config as a defaultreturn"&7A Dark Spirit is a spirit corrupted by dark and chaotic energy. " +
"Because they are a being pure of energy, they are able to interact with the " +
"world differently to other beings";
}
@OverridepublicintgetOrderIndex() { returnElementOrder.SPIRIT_DARK; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicStringgetLangOverviewName() {
returngetColor().toString().replace('\u00A7', '&') + "Dark Spirit"; //The name to use in the overview menu icon
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLACK_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
@OverridepublicMaterialgetChooseMaterial() {
returnMaterial.PURPLE_DYE; //The default material for the menu item to choose this element
}
@OverridepublicStringgetFancyName() {
return"Dark Spirit"; //A name to use instead of element.getName()
}
}

Registering

After you have created a class implementing ElementSupport (and maybe ChooseSupport), you register it via the API class (com.strangeone101.bendinggui.API)

API.registerElementSupport(newDarkElementSupport());

Note: The Spirit elements are just examples and are already provided by BendingGUI! You do not need to create these yourself to support the Spirits plugin

Registering a custom menu item on a BendingGUI menu

If you want to register a custom menu item on a menu, you can do so. The main thing you need is to make a method that returns a MenuItem and has the Menu you want to add to as the parameter of the method. For example...

publicclassRandomizerSupport {
publicstaticMenuItemrandomizeItem(MenuBendingOptionsmenu) {
if (!(menu.thePlayerinstanceofPlayer) || ((Player) menu.thePlayer).hasPermission("bending.command.randomize")) returnnull;
finalPlayerplayer = (Player) menu.thePlayer; //The player this menu is for. menu.openPlayer is the player viewing the menuMenuItemitem = newMenuItem(ChatColor.YELLOW + "Randomize Bending", Material.BEDROCK) {
@OverridepublicvoidonClick(Playerclicker) {
BendingPlayerbendingPlayer = BendingPlayer.getBendingPlayer(player);
Randomrandom = newRandom();
//Select a random main elementElementrandomElement = Element.getMainElements()[random.nextInt(Element.getMainElements().length)];
bendingPlayer.setElement(randomElement); //Set the elementGeneralMethods.saveElements(bendingPlayer); //Save to the databaseList<CoreAbility> abilities = CoreAbility.getAbilitiesByElement(randomElement);
HashMap<Integer, String> abilitiesMap = newHashMap<>();
for (intslot = 1; slot <= 9; slot++) {
CoreAbilityabil = abilities.get(random.nextInt(abilities.size()));
while (abilinstanceofComboAbility || abil.isHiddenAbility() || abilinstanceofPassiveAbility) {
abil = abilities.get(random.nextInt(abilities.size()));
}
abilitiesMap.put(slot, abil.getName());
}
bendingPlayer.setAbilities(abilitiesMap); //Set the bindsBendingBoard.updateBoard(player); //Update the bending boardplayer.sendMessage(ChatColor.RED + "Chaos has been unleashed and your bending has been scrambled!");
}
};
item.addDescription(ChatColor.GRAY + "Randomize your bending");
returnitem;
}
}

This class creates an item that sets the player's element to a random element, as well as sets random abilities to their binds.

Then you register it with

API.addCustomMenuIcon(MenuBendingOptions.class, RandomizerSupport::randomizeItem, 32);

Index 32 is the 4th from the bottom right slot. Which is currently the only free slot in the main bending menu.

The following menus are supported:

  • MenuBendingOptions.class - The main bending menu that contains abilities, slots, toggles, etc
  • MenuSelectElement.class - The menu for selecting an element. Either from having no element or from changing your element
  • MenuEditElements.class - The menu for editing what elements a player has
  • MenuPlayers.class - The menu for viewing the bending of all players on the server
  • MenuSelectPresets.class - The menu for viewing a player's presets

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content
StrangeOne101 edited this page Jun 12, 2022 · 2 revisions

Supporting 3rd party elements

By default, BendingGUI will add basic support for 3rd party elements just from having them installed. This will allow them to show up in the overview lore, as well as have a material set for its abilities in the config. SubElements of existing elements don't need to have support added at all.

Creating support classes

If you want more support, you can create a class implementing the ElementSupport interface.

publicclassSpiritElementSupportimplementsElementSupport {
@OverridepublicElementgetElement() {
returnSpiritsSupport.SPIRIT; //The actual element object
}
@OverridepublicintgetOrderIndex() {
returnElementOrder.SPIRIT; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLUE_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
}

The ElementOrder class contains methods and final variables for the different integer orders of all the elements. You can use this class to easily get a number if you so wish.

If you wish to make an element selectable on the Choose element menu, then make your class also implement the ChooseSupport interface

publicclassDarkElementSupportimplementsElementSupport, ChooseSupport {
@OverridepublicintgetChooseMenuIndex() {
return16; //The index to place the menu item on the choose menu. 0 is the very top left, 26 is the max (bottom right)
}
@OverridepublicElementgetElement() {
returnSpiritsSupport.DARK_SPIRIT; //The element object
}
@OverridepublicStringgetLangChooseTitle() {
return"&9Choose &3&lDark Spirit"; //The default title for choosing this element. Is added to the config as a default
}
@OverridepublicStringgetLangChooseLore() { //The default lore for choosing this element. Is added to the config as a defaultreturn"&7A Dark Spirit is a spirit corrupted by dark and chaotic energy. " +
"Because they are a being pure of energy, they are able to interact with the " +
"world differently to other beings";
}
@OverridepublicintgetOrderIndex() { returnElementOrder.SPIRIT_DARK; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicStringgetLangOverviewName() {
returngetColor().toString().replace('\u00A7', '&') + "Dark Spirit"; //The name to use in the overview menu icon
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLACK_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
@OverridepublicMaterialgetChooseMaterial() {
returnMaterial.PURPLE_DYE; //The default material for the menu item to choose this element
}
@OverridepublicStringgetFancyName() {
return"Dark Spirit"; //A name to use instead of element.getName()
}
}

Registering

After you have created a class implementing ElementSupport (and maybe ChooseSupport), you register it via the API class (com.strangeone101.bendinggui.API)

API.registerElementSupport(newDarkElementSupport());

Note: The Spirit elements are just examples and are already provided by BendingGUI! You do not need to create these yourself to support the Spirits plugin

Registering a custom menu item on a BendingGUI menu

If you want to register a custom menu item on a menu, you can do so. The main thing you need is to make a method that returns a MenuItem and has the Menu you want to add to as the parameter of the method. For example...

publicclassRandomizerSupport {
publicstaticMenuItemrandomizeItem(MenuBendingOptionsmenu) {
if (!(menu.thePlayerinstanceofPlayer) || ((Player) menu.thePlayer).hasPermission("bending.command.randomize")) returnnull;
finalPlayerplayer = (Player) menu.thePlayer; //The player this menu is for. menu.openPlayer is the player viewing the menuMenuItemitem = newMenuItem(ChatColor.YELLOW + "Randomize Bending", Material.BEDROCK) {
@OverridepublicvoidonClick(Playerclicker) {
BendingPlayerbendingPlayer = BendingPlayer.getBendingPlayer(player);
Randomrandom = newRandom();
//Select a random main elementElementrandomElement = Element.getMainElements()[random.nextInt(Element.getMainElements().length)];
bendingPlayer.setElement(randomElement); //Set the elementGeneralMethods.saveElements(bendingPlayer); //Save to the databaseList<CoreAbility> abilities = CoreAbility.getAbilitiesByElement(randomElement);
HashMap<Integer, String> abilitiesMap = newHashMap<>();
for (intslot = 1; slot <= 9; slot++) {
CoreAbilityabil = abilities.get(random.nextInt(abilities.size()));
while (abilinstanceofComboAbility || abil.isHiddenAbility() || abilinstanceofPassiveAbility) {
abil = abilities.get(random.nextInt(abilities.size()));
}
abilitiesMap.put(slot, abil.getName());
}
bendingPlayer.setAbilities(abilitiesMap); //Set the bindsBendingBoard.updateBoard(player); //Update the bending boardplayer.sendMessage(ChatColor.RED + "Chaos has been unleashed and your bending has been scrambled!");
}
};
item.addDescription(ChatColor.GRAY + "Randomize your bending");
returnitem;
}
}

This class creates an item that sets the player's element to a random element, as well as sets random abilities to their binds.

Then you register it with

API.addCustomMenuIcon(MenuBendingOptions.class, RandomizerSupport::randomizeItem, 32);

Index 32 is the 4th from the bottom right slot. Which is currently the only free slot in the main bending menu.

The following menus are supported:

  • MenuBendingOptions.class - The main bending menu that contains abilities, slots, toggles, etc
  • MenuSelectElement.class - The menu for selecting an element. Either from having no element or from changing your element
  • MenuEditElements.class - The menu for editing what elements a player has
  • MenuPlayers.class - The menu for viewing the bending of all players on the server
  • MenuSelectPresets.class - The menu for viewing a player's presets

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content
StrangeOne101 edited this page Jun 12, 2022 · 2 revisions

Supporting 3rd party elements

By default, BendingGUI will add basic support for 3rd party elements just from having them installed. This will allow them to show up in the overview lore, as well as have a material set for its abilities in the config. SubElements of existing elements don't need to have support added at all.

Creating support classes

If you want more support, you can create a class implementing the ElementSupport interface.

publicclassSpiritElementSupportimplementsElementSupport {
@OverridepublicElementgetElement() {
returnSpiritsSupport.SPIRIT; //The actual element object
}
@OverridepublicintgetOrderIndex() {
returnElementOrder.SPIRIT; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLUE_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
}

The ElementOrder class contains methods and final variables for the different integer orders of all the elements. You can use this class to easily get a number if you so wish.

If you wish to make an element selectable on the Choose element menu, then make your class also implement the ChooseSupport interface

publicclassDarkElementSupportimplementsElementSupport, ChooseSupport {
@OverridepublicintgetChooseMenuIndex() {
return16; //The index to place the menu item on the choose menu. 0 is the very top left, 26 is the max (bottom right)
}
@OverridepublicElementgetElement() {
returnSpiritsSupport.DARK_SPIRIT; //The element object
}
@OverridepublicStringgetLangChooseTitle() {
return"&9Choose &3&lDark Spirit"; //The default title for choosing this element. Is added to the config as a default
}
@OverridepublicStringgetLangChooseLore() { //The default lore for choosing this element. Is added to the config as a defaultreturn"&7A Dark Spirit is a spirit corrupted by dark and chaotic energy. " +
"Because they are a being pure of energy, they are able to interact with the " +
"world differently to other beings";
}
@OverridepublicintgetOrderIndex() { returnElementOrder.SPIRIT_DARK; //An integer that specifies where in the order this element should be
}
@OverridepublicMaterialgetSlotMaterial() {
returnMaterial.CYAN_STAINED_GLASS_PANE; //The slot glass pane to use when one of these abilities occupies a slot
}
@OverridepublicStringgetLangOverviewName() {
returngetColor().toString().replace('\u00A7', '&') + "Dark Spirit"; //The name to use in the overview menu icon
}
@OverridepublicMaterialgetAbilityMaterial() {
returnMaterial.BLACK_GLAZED_TERRACOTTA; //The default material for abilities of this element
}
@OverridepublicMaterialgetChooseMaterial() {
returnMaterial.PURPLE_DYE; //The default material for the menu item to choose this element
}
@OverridepublicStringgetFancyName() {
return"Dark Spirit"; //A name to use instead of element.getName()
}
}

Registering

After you have created a class implementing ElementSupport (and maybe ChooseSupport), you register it via the API class (com.strangeone101.bendinggui.API)

API.registerElementSupport(newDarkElementSupport());

Note: The Spirit elements are just examples and are already provided by BendingGUI! You do not need to create these yourself to support the Spirits plugin

Registering a custom menu item on a BendingGUI menu

If you want to register a custom menu item on a menu, you can do so. The main thing you need is to make a method that returns a MenuItem and has the Menu you want to add to as the parameter of the method. For example...

publicclassRandomizerSupport {
publicstaticMenuItemrandomizeItem(MenuBendingOptionsmenu) {
if (!(menu.thePlayerinstanceofPlayer) || ((Player) menu.thePlayer).hasPermission("bending.command.randomize")) returnnull;
finalPlayerplayer = (Player) menu.thePlayer; //The player this menu is for. menu.openPlayer is the player viewing the menuMenuItemitem = newMenuItem(ChatColor.YELLOW + "Randomize Bending", Material.BEDROCK) {
@OverridepublicvoidonClick(Playerclicker) {
BendingPlayerbendingPlayer = BendingPlayer.getBendingPlayer(player);
Randomrandom = newRandom();
//Select a random main elementElementrandomElement = Element.getMainElements()[random.nextInt(Element.getMainElements().length)];
bendingPlayer.setElement(randomElement); //Set the elementGeneralMethods.saveElements(bendingPlayer); //Save to the databaseList<CoreAbility> abilities = CoreAbility.getAbilitiesByElement(randomElement);
HashMap<Integer, String> abilitiesMap = newHashMap<>();
for (intslot = 1; slot <= 9; slot++) {
CoreAbilityabil = abilities.get(random.nextInt(abilities.size()));
while (abilinstanceofComboAbility || abil.isHiddenAbility() || abilinstanceofPassiveAbility) {
abil = abilities.get(random.nextInt(abilities.size()));
}
abilitiesMap.put(slot, abil.getName());
}
bendingPlayer.setAbilities(abilitiesMap); //Set the bindsBendingBoard.updateBoard(player); //Update the bending boardplayer.sendMessage(ChatColor.RED + "Chaos has been unleashed and your bending has been scrambled!");
}
};
item.addDescription(ChatColor.GRAY + "Randomize your bending");
returnitem;
}
}

This class creates an item that sets the player's element to a random element, as well as sets random abilities to their binds.

Then you register it with

API.addCustomMenuIcon(MenuBendingOptions.class, RandomizerSupport::randomizeItem, 32);

Index 32 is the 4th from the bottom right slot. Which is currently the only free slot in the main bending menu.

The following menus are supported:

  • MenuBendingOptions.class - The main bending menu that contains abilities, slots, toggles, etc
  • MenuSelectElement.class - The menu for selecting an element. Either from having no element or from changing your element
  • MenuEditElements.class - The menu for editing what elements a player has
  • MenuPlayers.class - The menu for viewing the bending of all players on the server
  • MenuSelectPresets.class - The menu for viewing a player's presets

Clone this wiki locally