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stopon your server, then start it again.
DevTools loads plugins in folder format in the
For example, if you have these structure:
PocketMine-MP.phar plugins/DevTools.phar plugins/MyPlugin/plugin.yml plugins/MyPlugin/src/My/Plugin/Code.php
DevTools will load
MyPlugin like a normal plugin when the server starts.
After a folder plugin is loaded with DevTools, DevTools can turn it into a phar file, with the command:
/makeplugin <plugin name>
<plugin name> is the plugin name in its
plugin.yml (not the folder name). The phar will be created in
Plugins in phar format can be extracted using the
/extractplugin <plugin name>
<plugin name> is the plugin name (not the phar file name). The plugin will be extracted to a subfolder in
If the server runs from source (not from
PocketMine-MP.phar), the command
/makeserver will create the phar in the
plugins/DevTools folder. Move it next to the
start.sh and rename it to
PocketMine-MP.phar, and the server will run from the PocketMine-MP.phar instead of running from source.
DevTools can check the details of a permission and whether a player has the permission.
/checkperm <node> [player name]
<node>is the name of the permission node to check.
[player name]is the name of the player to test permission for, or yourself (including console) if not provided.
DevTools can initialize a basic plugin.
/genplugin <plugin name> <author name>
<plugin name> and
<author name> must only contain alphabets, numbers and underscores.
A skeleton plugin structure will be generated in the
plugins folder, so when you restart the server, the generated plugin will be loaded by DevTools.
You can use ConsoleScript to build a DevTools phar from source code. Contrary to popular assumption, this is very simple. Assuming you have a php executable in your PATH variable, cd into the DevTools directory (the folder where plugin.yml is located) and simply run the following:
php -dphar.readonly=0 path/to/ConsoleScript.php --make path/to/DevTools --relative path/to/DevTools --out path/to/put/devtools/phar/in/DevTools.phar
You can then load the phar onto a PocketMine-MP server. A correctly-built DevTools phar can also be executed directly from the command line as if it was the ConsoleScript.
You can also use the ConsoleScript or a DevTools phar from the command-line to build PocketMine-MP phars or plugin phars.
The script currently takes the following arguments:
--make: The path to the files you want to bundle into a phar
--relative: (Optional) Relative path to use when building the phar. This usually isn't necessary for plugins. Used to build PocketMine-MP phars with the
srcdirectory without including the files in the repository root.
--entry: (Optional) PHP file within the phar to execute when running the phar from the command-line. Usually not needed for plugins, but required for a PocketMine-MP phar. Used to generate phar stubs.
--stub: (Optional) PHP file to use as a custom phar stub. The stub will be executed when the phar is run from the command line.
--out: Path and filename of the output phar file.
Example command line for building a plugin:
php -dphar.readonly=0 path/to/ConsoleScript.php --make path/to/your/plugin/sourcecode --out path/to/put/your/plugin.phar
Example command line for building PocketMine
php -dphar.readonly=0 path/to/ConsoleScript.php --make path/to/PocketMine-MP/src --relative path/to/PocketMine-MP --entry src/pocketmine/PocketMine.php --out path/to/put/your/PocketMine-MP.phar
/genplugin now generates a true skeleton plugin without extra useless junk.
Fixed --make paths matching prefix instead of full folder name
/makepluginwhen the source files for a folder plugin were deleted from disk at runtime
This release is compatible with PocketMine-MP 3.0.0 and all later minor/patch releases.
genplugincommand - now it doesn't write useless files to disk
ConsoleScriptignoring compression type
support for API version 3.0.0-ALPHA11 release
Minor bug fixes, please see GitHub Releases for changelogs.
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