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SkriptPDC

SkriptPDC

Advanced Persistent Data Container API for Skript

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SkriptPDC API

Version 3.0

Modern Persistent Data Container API for Skript 2.14+


📚 Overview

SkriptPDC is a powerful addon for Skript that provides comprehensive support for Minecraft's Persistent Data Container (PDC) system. Store custom data on items, entities, and chunks with automatic type detection and modern Skript 2.14 API support.

What's New in v3.0?

  • 🚀 Skript 2.14 API: Fully modernized using Skript's new registration system for better performance and stability.
  • 🌍 Chunk Support: Store persistent data directly on chunks for region-based systems and world management.
  • 🎯 Auto Type Detection: Automatically handles Integer, Double, Float, Long, Byte, String, Boolean, and complex Skript types.
  • 📋 Tag Management: List, check, clear, and manipulate PDC tags with intuitive expressions and effects.
  • ➕ Math Operations: Add and remove numeric values directly from PDC tags without manual calculations.
  • ⚡ Optimized Performance: Enhanced error handling and efficient code for production servers.

🚀 Installation & Setup

  1. Requirements: Ensure you have Skript 2.14+ installed on your server.
  2. Download: Get the latest version of SkriptPDC.jar.
  3. Install: Place the downloaded .jar file into your server's /plugins/ directory.
  4. Restart: Restart your server completely.
  5. Verify: Check your server console for the startup message:
╔══════════════════════════════╗
║  SkriptPDC-API v3.0 Enabled  ║
║  Full Modern 2.14 API        ║
╚══════════════════════════════╝

📝 Expressions

Expression PDC Tag

pdc tag %string% of %objects%

Description: Gets or sets a PDC tag value. Supports get, set, delete, add, and remove operations. Works with items, entities, and chunks.

💡 Examples:

# Set different data types
set pdc tag "myplugin:level" of player's tool to 5
set pdc tag "myplugin:name" of player's tool to "Legendary Sword"
set pdc tag "myplugin:damage" of player's tool to 12.5

# Get values
set {_level} to pdc tag "myplugin:level" of player's tool
send "Item level: %{_level}%"

# Delete tag
delete pdc tag "myplugin:level" of player's tool

# Math operations
add 1 to pdc tag "myplugin:kills" of player
remove 10 from pdc tag "myplugin:mana" of player

# Chunk support
set pdc tag "region:protected" of chunk at player to true

Expression All PDC Tags

[all] [the] pdc tag[s] of %objects%

Description: Returns a list of all PDC tag keys present on an object.

💡 Examples:

# Get all tags from an item
set {_tags::*} to all pdc tags of player's tool
send "This item has %size of {_tags::*}% tags"

# Loop through all tags of a player
loop all pdc tags of player:
    set {_value} to pdc tag loop-value of player
    send "%loop-value%: %{_value}%"
    
# Get chunk tags
set {_chunkTags::*} to pdc tags of chunk at player

📝 Checking Tags (Conditions)

Condition Check if Tag Exists

pdc tag %string% of %objects% is set pdc tag %string% of %objects% is not set

Description: The standard Skript way to check if an object has a specific PDC tag.

💡 Examples:

# Check if an item tag exists
if pdc tag "myplugin:special" of player's tool is set:
    send "This is a special item!"

# Check if a chunk tag is true
if pdc tag "region:protected" of chunk at event-block is true:
    cancel event

Condition Check if PDC is Empty

size of all pdc tags of %objects% is 0

Description: Checks if an object's PDC is empty (contains no tags).

💡 Examples:

# Check if an item's PDC is empty
if size of all pdc tags of player's tool is 0:
    send "This item has no custom data"

⚙️ Effects

Effect Clear PDC

clear [all] pdc (of|from) %objects%

Description: Removes all PDC tags from an object.

💡 Examples:

# Clear all tags from an item
clear all pdc of player's tool

# Clear chunk data
clear pdc from chunk at player

Effect Remove PDC Tags

(remove|delete) pdc tag[s] %strings% (of|from) %objects%

Description: Removes one or more specific PDC tags from an object.

💡 Examples:

# Remove single tag
remove pdc tag "myplugin:temp" of player's tool

# Remove multiple tags
remove pdc tags "myplugin:level", "myplugin:exp" from player's tool

💡 Usage Examples

Example 1: Item Leveling System

command /levelitem:
    trigger:
        give player diamond sword named "&6Legendary Sword"
        set pdc tag "weapon:level" of player's tool to 1
        set pdc tag "weapon:exp" of player's tool to 0

on death:
    if attacker is a player:
        if pdc tag "weapon:level" of attacker's tool is set:
            add 25 to pdc tag "weapon:exp" of attacker's tool
            
            set {_exp} to pdc tag "weapon:exp" of attacker's tool
            set {_level} to pdc tag "weapon:level" of attacker's tool
            if {_exp} >= {_level} * 100:
                add 1 to pdc tag "weapon:level" of attacker's tool
                set pdc tag "weapon:exp" of attacker's tool to 0
                send "&aLevel Up! Your weapon is now level %{_level} + 1%!" to attacker

Example 2: Soulbound Items

command /soulbind:
    trigger:
        if player's tool is air:
            send "&cYou must hold an item!"
            stop
        
        if pdc tag "soulbound:owner" of player's tool is set:
            send "&cThis item is already soulbound!"
            stop
            
        set pdc tag "soulbound:owner" of player's tool to player's uuid as string
        send "&aYour item is now soulbound!"

on pickup:
    if pdc tag "soulbound:owner" of event-item is set:
        set {_ownerUUID} to pdc tag "soulbound:owner" of event-item
        if player's uuid as string is not {_ownerUUID}:
            cancel event
            send "&cThis item belongs to someone else!"

Example 3: Protected Regions with Chunks

command /protectchunk:
    trigger:
        set {_chunk} to chunk at player
        set pdc tag "region:protected" of {_chunk} to true
        set pdc tag "region:owner" of {_chunk} to player's uuid as string
        send "&aChunk protected!"

on break:
    set {_chunk} to chunk at event-block
    if pdc tag "region:protected" of {_chunk} is true:
        set {_owner} to pdc tag "region:owner" of {_chunk}
        if player's uuid as string is not {_owner}:
            cancel event
            send "&cThis chunk is protected!"

Example 4: Player Statistics

on death of player:
    add 1 to pdc tag "stats:deaths" of victim

on death:
    if attacker is a player:
        add 1 to pdc tag "stats:kills" of attacker

command /stats:
    trigger:
        set {_kills} to pdc tag "stats:kills" of player ? 0
        set {_deaths} to pdc tag "stats:deaths" of player ? 0
        send "&eKills: &f%{_kills}% &7| &eDeaths: &f%{_deaths}%"

💾 Supported Data Types

SkriptPDC intelligently handles data types. When you set a tag, the addon automatically detects the type and stores it using the most appropriate format.

Data TypeSkript EquivalentExample Value
Stringtext"Hello World"
Integerinteger42
Double / Floatnumber3.14159
Longnumber999999999
Bytenumber127
Booleanbooleantrue / false

Complex Data Types

For any other Skript data type (like location, itemstack, etc.), SkriptPDC will use Skript's built-in serialization system. This converts the object into text, stores it, and deserializes it back into an object when you retrieve it.

# Storing a location on a player
set pdc tag "homes:home1" of player to player's location
# ... later
set {_home} to pdc tag "homes:home1" of player
teleport player to {_home}

Important: When storing complex objects like players, it's recommended to store their UUID as text (player's uuid as string) instead of the player object itself, as player objects are temporary.


❓ FAQ & Troubleshooting

How do I use namespaced keys?

Tags should ideally be in the format namespace:key (e.g., myplugin:level). The namespace prevents conflicts with other plugins. If you provide a key without a namespace (e.g., "level"), SkriptPDC will automatically use your script's name as the namespace.

Why isn't my item data saving?

When manipulating items stored in variables or inventory slots, you must manually apply the modified item back to its original place. Modifying player's tool handles this automatically.

# Correct way to update an item in a specific slot
set {_item} to slot 0 of player's inventory
set pdc tag "myplugin:tag" of {_item} to "value"
set slot 0 of player's inventory to {_item} # This line is crucial!

What objects support PDC?

SkriptPDC supports all objects that implement Bukkit's PersistentDataHolder interface:

  • Items: itemstack, itemtype, inventory slots
  • Entities: All entity types (Players, Mobs, Armor Stands, etc.)
  • Chunks: World chunks for region-based data

How do I check if a tag exists?

The best way is to use Skript's built-in is set condition.

if pdc tag "mydata" of player's tool is set:
    send "Tag exists!"
else:
    send "Tag does not exist."

Can I store lists or multiple values?

PDC stores single values per tag. For lists, you have two main options:

  1. Use Multiple Tags: Create a naming convention like homes:1, homes:2, etc.
  2. Serialize the List: Join the list into a single string with a delimiter, and split it when you retrieve it. Skript handles this automatically if you set a list variable to a tag.
# Skript's serialization handles this automatically
set {_friends::*} to "Player1", "Player2" and "Player3"
set pdc tag "friends:list" of player to {_friends::*}

# Later...
set {_retrievedFriends::*} to pdc tag "friends:list" of player
# {_retrievedFriends::*} is now a list again

SkriptPDC API v3.0 - Created by Fendi

For convenience, the docs was generated by AI, I apologize for any errors in the examples.

Совместимость

Minecraft: Java Edition

1.21.x

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Опубликован:4 месяца назад
Обновлён:1 месяц назад
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