[BETA] ByteCore [HCF] [API] [Event System] [Mountain System]

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Huli

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NOTE: THIS IS STILL IN BETA, AND WILL BE IN BETA FOR THE NEXT ~2 WEEKS OR SO. PLEASE ONLY PURCHASE IF YOU HAVE THE INTENTION OF HELPING FIND BUGS.
PURCHASE HERE: http://www.mc-market.org/resources/4907/


Also, if anyone wants to make me a neat thread design, hmu.
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  • ByteCore is a very efficient and high-quality HCF core compared to the ones out there. Not only does it include a built-in Event system and Mountain system, there is a highly well-documented API which has been in no other public core to ever go on the market. It also supports many Factions systems, such as HCFactions by drtshock, Mango by BizarreAlex, HCFactions by Irantwomiles and even more support to come in the near future of the project. This project has been tested for two weeks straight and gone under heavy stress testing to provide the outstanding performance that HCF server owners require for their community. ByteCore will also be updated weekly and will provide blazing fast support through MCM and E-Mail.
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  • All-around Developer API to customize ByteCore even further to your needs
  • Extreme configurability with all of the files that generate with ByteCore
  • Scoreboard system
  • Built-in Conquest system
  • Built-in DTC system
  • Glowstone mountain system
  • Treasure mountain system
  • Bard Kit
  • Archer Kit
  • Miner Kit
  • Gapple cooldown
  • Enderpearl cooldown
  • Deathbans system
  • Lives system
  • Pvp Timer system
  • Region support w/ Red Walls
  • Enchantment limiter
  • Potion limiter
  • Increased smelting and brewing system
  • Death signs
  • End spawn system
  • Book de-enchant system
  • Subclaim system
  • Anti-bot system
  • Weapon tracking system
  • Enderchest system
  • Minecart elevators
  • Sign elevators
  • Easy craft melons, like MineHQ
  • Freeze system
  • Built-in staff mode
  • Help command
  • Coords command
  • Ores command
  • Playtime command
  • Player profiles
  • LFF command
  • Cooldown system
  • Report command
  • Request command
  • Bug and suggestion reporting system
  • Staff chat system
  • All-in-one chat management
  • Slow restart
  • Logout command
  • Combat Tag
  • Wrenches
  • SOTW system
  • Focus system
  • MapKit system
  • Vanish system
  • Block filter system
  • Watch TPS system
  • First Join Items
  • Max players
  • Auto-smelt
  • Join full server
  • Join/Quit messages (toggle-able)



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Chat Commands:
  • /help - byte.cmd.help
  • /coords - byte.cmd.coords
  • /ores <player> - byte.cmd.ores
  • /playtime <player> - byte.cmd.playtime
  • /lff - byte.cmd.lff
  • /bug <message> - byte.cmd.bug
  • /suggest <message> - byte.cmd.suggest
  • /report <message> - byte.cmd.report
  • /request <message> - byte.cmd.request
  • /staffchat <message> - byte.cmd.staffchat
  • /mutechat - byte.cmd.mutechat
  • /clearchat - byte.cmd.clearchat
  • /slowchat - byte.cmd.slowchat
  • /pvp - byte.cmd.pvp (Base permission)
  • /pvp time - pvp.cmd.time
  • /pvp enable - pvp.cmd.enable
  • /pvp revive <player> - pvp.cmd.revive
  • /pvp give <player> - pvp.cmd.give
  • /lives - byte.cmd.lives (Base permission)
  • /lives check - lives.cmd.check
  • /lives revive <player> - lives.cmd.revive
  • /lives send <player> <amount> - lives.cmd.send
  • /lives give <player> <amount> - lives.cmd.give
  • /lives take <player> <amount> - lives.cmd.take

Teleportation Commands:
  • /f home - byte.cmd.fhome
  • /f stuck - byte.cmd.fstuck

Combat Commands:
  • /logout - byte.cmd.logout
  • /combattag - byte.cmd.ct
  • /focus <player> - byte.cmd.focus

Staff Commands:
  • /wrench <player> - byte.cmd.wrench
  • /freeze <player> - byte.cmd.freeze
  • /slowstop <seconds|cancel> - byte.cmd.slowstop
  • /mod - byte.cmd.mod
  • /mod <player> - byte.cmd.mod.other
  • /vanish - byte.cmd.vanish
  • /restoreinv <player> - byte.cmd.restore
  • /firstjoinitems - byte.cmd.firstjoinitems
  • /mapkit - byte.cmd.mapkit
  • /mapkit edit - byte.cmd.mapkit.edit
  • /setmaxplayers <amount> - byte.cmd.setmaxplayers

Other Commands:
  • /stone - byte.cmd.stone
  • /cobble - byte.cmd.cobble
  • /mobdrops - byte.cmd.mobdrops
  • /watchtps <delay> - byte.cmd.watchtps
  • /sotw <start|stop|settimer> - byte.cmd.sotw

Event Commands:
  • /conquest - byte.cmd.conquest
  • /dtc - byte.cmd.dtc
  • /glowstone - byte.cmd.glowstone
  • /treasure - byte.cmd.treasure

Non-Command Permissions:
  • Staff Permission - byte.staff
  • Join full server - byte.joinfullserver
  • Auto smelt - byte.autosmelt
  • Deathban bypass - byte.deathbanbypass
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NOTE: The obfuscator I use for ByteCore does not allow me to upload the JAR to MC-Market. So please extract the JAR file from the ZIP file and use that.
  1. Purchase and download ByteCore.
  2. Stop the server.
  3. Download WorldGuard and WorldEdit.
  4. Download one of the supported Factions systems.
  5. Put WorldEdit, WorldGuard, and one of the supported Factions systems into the plugins folder.
  6. Start the server.
  7. Now you're done!
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How do I create a non-PVP Timer region to show the red walls?
  1. You need to first create a world guard region. ex. /rg create Spawn
  2. You must flag the region where PvP is set to deny. ex. /rg flag Spawn pvp deny
  3. You're done!
How do I set the Spawn and End locations?
  1. You must be OP to perform these commands.
  2. First do /core location
  3. Do /core location save <type>
  4. Available types are Spawn, End_Spawn, and End_Exit.
  5. To visit a certain location, do /core location go <type>
  6. You're done!
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Pastebin:
Code:
package org.projectbyte.bytecore.api;

import java.util.Map;
import java.util.UUID;

import org.bukkit.entity.Player;
import org.projectbyte.bytecore.ByteCore;
import org.projectbyte.bytecore.cooldown.Cooldown;
import org.projectbyte.bytecore.cooldown.CooldownManager;
import org.projectbyte.bytecore.cooldown.CooldownType;
import org.projectbyte.bytecore.faction.IFaction;
import org.projectbyte.bytecore.game.Event;
import org.projectbyte.bytecore.game.EventManager;
import org.projectbyte.bytecore.game.EventType;
import org.projectbyte.bytecore.kit.KitManager;
import org.projectbyte.bytecore.mountain.Mountain;
import org.projectbyte.bytecore.mountain.MountainManager;
import org.projectbyte.bytecore.mountain.MountainType;
import org.projectbyte.bytecore.profile.Profile;
import org.projectbyte.bytecore.storage.IUserDataStorage;

public class ByteAPI {

    private ByteCore plugin;

    public ByteAPI(ByteCore plugin) {
        this.plugin = plugin;
    }

    /**
    * Get the Profile of a player by providing a player Object
    *
    * @param player - A Player object
    * @return Profile of the player
    * @see getProfile(UUID uuid)
    */
    public Profile getProfile(Player player) {
        return plugin.getProfile(player);
    }

    /**
    * Get the Profile of a UUID by providing a Player's UUID
    *
    * @param uuid - The player's UUID
    * @return Profile of the UUID
    * @see getProfile(Player player)
    */
    public Profile getProfile(UUID uuid) {
        return plugin.getProfile(uuid);
    }

    /**
    * Get a Map which stores loaded profiles on the server
    *
    * @return Map<UUID, Profile> - key = Player's UUID, value = Matching Profile object
    */
    public Map<UUID, Profile> getProfiles() {
        return plugin.getProfiles();
    }

    /**
    * Get an Event object
    * <p>
    * You can use this Object to handle and manage the Event
    * @param eventType - An Enumeration EventType
    * @return the Event object
    * @see getEventManager()
    */
    public Event getEvent(EventType eventType) {
        return plugin.getEventManager().getEvent(eventType);
    }

    /**
    * Get a Mountain object
    * <p>
    * You can use to get the Cuboid instance of a Mountain or to
    * reset the mountain entirely
    * @param mountainType - An enumeration MountainType
    * @return the Mountain object
    * @see getMountainManager()
    */
    public Mountain getMountain(MountainType mountainType) {
        return plugin.getMountainManager().getMountain(mountainType);
    }

    /**
    * Get a Cooldown object
    * <p>
    * You can use a Cooldown object to apply certain timers/cooldowns to player
    * Profiles, as well as manage the cooldown's aspects such as who has a current
    * cooldown and it's time
    * @param cooldownType - An enumeration CooldownType
    * @return the Cooldown object
    * @see getCooldownManager()
    */
    public Cooldown getCooldown(CooldownType cooldownType) {
        return plugin.getCooldownManager().getCooldown(cooldownType);
    }

    /**
    * Get the EventMangager instance to manage Events
    * <p>
    * Currently, you can use the EventManager to get or add a certain Event object,
    * however, more will be added in the upcoming updates
    * @return the EventManager
    * @see getEvent(EventType eventType)
    */
    public EventManager getEventManager() {
        return plugin.getEventManager();
    }

    /**
    * Get the MountainManager instance to manage mountains
    * <p>
    * Currently, you can use the MountainManager to get or add a certain Mountain object,
    * however, more will be added in the upcoming updates
    * @return the MountainManager
    * @see getMountian(MountainType mountainType)
    */
    public MountainManager getMountainManager() {
        return plugin.getMountainManager();
    }

    /**
    * Get the CooldownManager instance to handle cooldowns/timers
    * <p>
    * Currently, you can use this manager to get a List of Cooldown objects which are loaded
    * into ByteCore, later on you will be able to add in your own cooldowns and manage each
    * loaded Cooldown object
    * @return the CooldownManager
    * @see getCooldown(CooldownType cooldownType)
    */
    public CooldownManager getCooldownManager() {
        return plugin.getCooldownManager();
    }

    /**
    * Get the KitManager instance to handle aspects of classes
    * <p>
    * Currently, you can use the KitManager to manager certain aspects of all of the classes
    * loaded in ByteCore, later on, you will be able to add in your own classes while allowing
    * to change and manage all effects and features of that class
    * @return the KitManager
    */
    public KitManager getKitManager() {
        return plugin.getKitManager();
    }

    /**
    * Get the supported Faction plugin for ByteCore
    *
    * @return an IFaction instance
    */
    public IFaction getSupportedFactionPlugin() {
        return plugin.getFactionSupportManager().getSupportedFaction();
    }

    /**
    * Get the UserDataStorage object that is being used by the core
    *
    * @return a IUserDataStorage instance
    */
    public IUserDataStorage getUserDataStorage() {
        return plugin.getUserDataStorageManager().getUserDataStorage();
    }

}

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  • Built-in KOTH (Coming next week)
  • Auto-restart (Possibly next update)
  • Auto-announcer
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  • You agree to these terms once you download the resource from this page.
  • You may not redistribute of the downloaded file in any way, shape, or form.
  • You may not decompile or modify the code inside of the plugin.
  • You may not receive a refund.
  • You may not chargeback on PayPal.
  • You may not claim this plugin as your own.
  • You may not leave a bad review because of a bug or issue and will contact me when you find a bug. See 'Contact Me'
  • These terms can be changed and you automatically agree to new or changed terms once you are running any version of this resource.
 

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Huli

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It's obvious that he took the multiple factions system integration in one .jar from Notorious, that makes it look sketchy and means he took ideas from Notorious, that's not skidding but that just makes everyone think that something could be skidded.
Please don't talk if you do not know what you are saying. Any half decent developer would use an Interface to communicate with multiple Factions systems, I for one didn't even know Notorious did that. And yes, I did take ideas from Notorious such as first join items and set max players. But every other aspect in this core is literally like any other aspect you would find in another HCF core. Saying that I took ideas from Notorious would be like like saying that Notorious took ideas from vHCF and iHCF.
 
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Huli

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If any half decent developer would use an Interface. Why did no one use it before Notorious?
Because no other cores were half decent, and maybe the fact that no other cores actually supported multiple Factions systems like ByteCore and Notorious does. If you think about it, every other core either has a built-in Factions system, or only support one Factions plugin.
 
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zt

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is there a test server? I'm interested in buying[DOUBLEPOST=1507300065][/DOUBLEPOST]and faithful's leaked core is 1 of best cores btw unfortunately not customizeable
 

Andehh

HCNations Owner | Website Developer
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is there a test server? I'm interested in buying[DOUBLEPOST=1507300065][/DOUBLEPOST]and faithful's leaked core is 1 of best cores btw unfortunately not customizeable
"Faithful's leaked core"
 

Kuzni

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If any half decent developer would use an Interface. Why did no one use it before Notorious?

Lmao what, why wouldn't you? iHCF didn't need it, vHCF is bollocks
 

Missionary

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If any half decent developer would use an Interface. Why did no one use it before Notorious?
Or maybe the developer didn’t use an interface? It really depends wether you want to use abstraction or use an interface based on your needs.
 

DroppingYou

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Such a great dev, fast replys, great core, sad to see such a trashed thread >-<
 

zt

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I wish there's a test server that i can oped on to test it out ^-^
 

Huli

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2nd link...
Auto-smelt is basically the same in every single plugin that offers an auto-smelt feature. It is handled the exact same way.
 
Banned forever. Reason: Scamming (https://builtbybit.com/threads/huli-scam-report.470661/)
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