Search in sources :

Example 86 with PotionEffect

use of org.bukkit.potion.PotionEffect in project acidisland by tastybento.

the class MiniShopItem method getDataName.

/**
 * Converts a given ItemStack into a pretty string
 *
 * @param item
 *            The item stack
 * @return A string with the name of the item.
 */
@SuppressWarnings("deprecation")
private static String getDataName(ItemStack item) {
    Material mat = item.getType();
    // Find out durability, which indicates additional information on the
    // item, color, etc.
    short damage = item.getDurability();
    switch(mat) {
        case WOOL:
            switch((int) damage) {
                case 0:
                    return "WHITE_WOOL";
                case 1:
                    return "ORANGE_WOOL";
                case 2:
                    return "MAGENTA_WOOL";
                case 3:
                    return "LIGHT_BLUE_WOOL";
                case 4:
                    return "YELLOW_WOOL";
                case 5:
                    return "LIME_WOOL";
                case 6:
                    return "PINK_WOOL";
                case 7:
                    return "GRAY_WOOL";
                case 8:
                    return "LIGHT_GRAY_WOOL";
                case 9:
                    return "CYAN_WOOL";
                case 10:
                    return "PURPLE_WOOL";
                case 11:
                    return "BLUE_WOOL";
                case 12:
                    return "BROWN_WOOL";
                case 13:
                    return "GREEN_WOOL";
                case 14:
                    return "RED_WOOL";
                case 15:
                    return "BLACK_WOOL";
            }
            return mat.toString();
        case INK_SACK:
            switch((int) damage) {
                case 0:
                    return "INK_SAC";
                case 1:
                    return "ROSE_RED";
                case 2:
                    return "CACTUS_GREEN";
                case 3:
                    return "COCOA_BEANS";
                case 4:
                    return "LAPIS_LAZULI";
                case 5:
                    return "PURPLE_DYE";
                case 6:
                    return "CYAN_DYE";
                case 7:
                    return "LIGHT_GRAY_DYE";
                case 8:
                    return "GRAY_DYE";
                case 9:
                    return "PINK_DYE";
                case 10:
                    return "LIME_DYE";
                case 11:
                    return "DANDELION_YELLOW";
                case 12:
                    return "LIGHT_BLUE_DYE";
                case 13:
                    return "MAGENTA_DYE";
                case 14:
                    return "ORANGE_DYE";
                case 15:
                    return "BONE_MEAL";
            }
            return mat.toString();
        case SMOOTH_BRICK:
            switch((int) damage) {
                case 0:
                    return "STONE_BRICKS";
                case 1:
                    return "MOSSY_STONE_BRICKS";
                case 2:
                    return "CRACKED_STONE_BRICKS";
                case 3:
                    return "CHISELED_STONE_BRICKS";
            }
            return mat.toString();
        case POTION:
            // Special case,.. Why?
            if (damage == 0)
                return "WATER_BOTTLE";
            Potion pot;
            try {
                pot = Potion.fromItemStack(item);
            } catch (Exception e) {
                return "CUSTOM_POTION";
            }
            // Now we can parse out what the potion is from its effects and type
            String prefix = "";
            String suffix = "";
            if (pot.getLevel() > 0)
                suffix += "_" + pot.getLevel();
            if (pot.hasExtendedDuration())
                prefix += "EXTENDED_";
            if (pot.isSplash())
                prefix += "SPLASH_";
            // be obtained by /give
            if (pot.getEffects().isEmpty()) {
                switch((int) damage) {
                    case 64:
                        return prefix + "MUNDANE_POTION" + suffix;
                    case 7:
                        return prefix + "CLEAR_POTION" + suffix;
                    case 11:
                        return prefix + "DIFFUSE_POTION" + suffix;
                    case 13:
                        return prefix + "ARTLESS_POTION" + suffix;
                    case 15:
                        return prefix + "THIN_POTION" + suffix;
                    case 16:
                        return prefix + "AWKWARD_POTION" + suffix;
                    case 32:
                        return prefix + "THICK_POTION" + suffix;
                    case 23:
                        return prefix + "BUNGLING_POTION" + suffix;
                    case 27:
                        return prefix + "SMOOTH_POTION" + suffix;
                    case 31:
                        return prefix + "DEBONAIR_POTION" + suffix;
                    case 39:
                        return prefix + "CHARMING_POTION" + suffix;
                    case 43:
                        return prefix + "REFINED_POTION" + suffix;
                    case 47:
                        return prefix + "SPARKLING_POTION" + suffix;
                    case 48:
                        return prefix + "POTENT_POTION" + suffix;
                    case 55:
                        return prefix + "RANK_POTION" + suffix;
                    case 59:
                        return prefix + "ACRID_POTION" + suffix;
                    case 63:
                        return prefix + "STINKY_POTION" + suffix;
                }
            } else {
                String effects = "";
                for (PotionEffect effect : pot.getEffects()) {
                    effects += effect.toString().split(":")[0];
                }
                return prefix + effects + suffix;
            }
            return mat.toString();
        case SAPLING:
            switch((int) damage) {
                case 0:
                    return "OAK_SAPLING";
                case 1:
                    return "PINE_SAPLING";
                case 2:
                    return "BIRCH_SAPLING";
                case 3:
                    return "JUNGLE_TREE_SAPLING";
                case 4:
                    return "Acacia_Sapling";
                case 5:
                    return "Dark_Oak_Sapling";
            }
            return mat.toString();
        case WOOD:
            switch((int) damage) {
                case 0:
                    return "OAK_PLANKS";
                case 1:
                    return "PINE_PLANKS";
                case 2:
                    return "BIRCH_PLANKS";
                case 3:
                    return "JUNGLE_PLANKS";
                case 4:
                    return "Acacia Planks";
                case 5:
                    return "Dark Oak Planks";
            }
            return mat.toString();
        case LOG:
            switch(damage) {
                case 0:
                    return "OAK_LOG";
                case 1:
                    return "PINE_LOG";
                case 2:
                    return "BIRCH_LOG";
                case 3:
                    return "JUNGLE_LOG";
            }
            return mat.toString();
        case LEAVES:
            damage = (short) (damage % 4);
            switch(damage) {
                case 0:
                    return "OAK_LEAVES";
                case 1:
                    return "PINE_LEAVES";
                case 2:
                    return "BIRCH_LEAVES";
                case 3:
                    return "JUNGLE_LEAVES";
            }
            // Note Acacia and Dark Oak are LEAVES_2 for some reason...
            return mat.toString();
        case COAL:
            switch(damage) {
                case 0:
                    return "COAL";
                case 1:
                    return "CHARCOAL";
            }
            return mat.toString();
        case SANDSTONE:
            switch((int) damage) {
                case 0:
                    return "SANDSTONE";
                case 1:
                    return "CHISELED_SANDSTONE";
                case 2:
                    return "SMOOTH_SANDSTONE";
            }
            return mat.toString();
        case LONG_GRASS:
            switch((int) damage) {
                case 0:
                    return "DEAD_SHRUB";
                case 1:
                    return "TALL_GRASS";
                case 2:
                    return "FERN";
            }
            return mat.toString();
        case STEP:
            switch((int) damage) {
                case 0:
                    return "STONE_SLAB";
                case 1:
                    return "SANDSTONE_SLAB";
                case 2:
                    return "WOODEN_SLAB";
                case 3:
                    return "COBBLESTONE_SLAB";
                case 4:
                    return "BRICK_SLAB";
                case 5:
                    return "STONE_BRICK_SLAB";
                case 6:
                    return "Nether Brick Slab";
                case 7:
                    return "Quartz Slab";
            }
            return mat.toString();
        case MONSTER_EGG:
            switch((int) damage) {
                case 50:
                    return "CREEPER_EGG";
                case 51:
                    return "SKELETON_EGG";
                case 52:
                    return "SPIDER_EGG";
                case 53:
                    // Unused
                    return "GIANT_EGG";
                case 54:
                    return "ZOMBIE_EGG";
                case 55:
                    return "SLIME_EGG";
                case 56:
                    return "GHAST_EGG";
                case 57:
                    return "ZOMBIE_PIGMAN_EGG";
                case 58:
                    return "ENDERMAN_EGG";
                case 59:
                    return "CAVE_SPIDER_EGG";
                case 60:
                    return "SILVERFISH_EGG";
                case 61:
                    return "BLAZE_EGG";
                case 62:
                    return "MAGMA_CUBE_EGG";
                case 63:
                    return "ENDER_DRAGON_EGG";
                case 65:
                    return "BAT_EGG";
                case 66:
                    return "WITCH_EGG";
                case 90:
                    return "PIG_EGG";
                case 91:
                    return "SHEEP_EGG";
                case 92:
                    return "COW_EGG";
                case 93:
                    return "CHICKEN_EGG";
                case 94:
                    return "SQUID_EGG";
                case 95:
                    return "WOLF_EGG";
                case 96:
                    return "MOOSHROOM_EGG";
                case 97:
                    return "SNOW_GOLEM_EGG";
                case 98:
                    return "OCELOT_EGG";
                case 99:
                    return "IRON_GOLEM_EGG";
                case 100:
                    return "HORSE_EGG";
                case 120:
                    return "VILLAGER_EGG";
                case 200:
                    return "ENDER_CRYSTAL_EGG";
                case 14:
                    return "PRIMED_TNT_EGG";
            }
            return mat.toString();
        case SKULL_ITEM:
            switch((int) damage) {
                case 0:
                    return "SKELETON_SKULL";
                case 1:
                    return "WITHER_SKULL";
                case 2:
                    return "ZOMBIE_HEAD";
                case 3:
                    return "PLAYER_HEAD";
                case 4:
                    return "CREEPER_HEAD";
            }
            break;
        case REDSTONE_TORCH_OFF:
        case REDSTONE_TORCH_ON:
            return "REDSTONE_TORCH";
        case NETHER_STALK:
            return "NETHER_WART";
        case WEB:
            return "COBWEB";
        case THIN_GLASS:
            return "GLASS_PANE";
        case IRON_FENCE:
            return "IRON_BARS";
        case WORKBENCH:
            return "CRAFTING_TABLE";
        case REDSTONE_LAMP_ON:
        case REDSTONE_LAMP_OFF:
            return "REDSTONE_LAMP";
        case POTATO_ITEM:
            return "POTATO";
        case SULPHUR:
            return "GUNPOWDER";
        case CARROT_ITEM:
            return "CARROT";
        case GOLDEN_APPLE:
            switch((int) damage) {
                case 0:
                    return "GOLDEN_APPLE";
                case 1:
                    return "ENCHANTED_GOLDEN_APPLE";
            }
            break;
        case FLOWER_POT:
            return "FLOWER_POT";
        case ANVIL:
            switch((int) damage) {
                case 0:
                    return "ANVIL";
                case 1:
                    return "SLIGHTLY_DAMAGED_ANVIL";
                case 2:
                    return "VERY_DAMAGED:ANVIL";
            }
            break;
        case EXP_BOTTLE:
            return "BOTTLE_O'_ENCHANTING";
        case FIREWORK_CHARGE:
            return "FIREWORK_STAR";
        case FIREBALL:
            return "FIREWORK_CHARGE";
        case ACACIA_STAIRS:
            break;
        case ACTIVATOR_RAIL:
            break;
        case AIR:
            break;
        case APPLE:
            break;
        case ARROW:
            break;
        case BAKED_POTATO:
            break;
        case BEACON:
            break;
        case BED:
            break;
        case BEDROCK:
            break;
        case BED_BLOCK:
            break;
        case BIRCH_WOOD_STAIRS:
            break;
        case BLAZE_POWDER:
            break;
        case BLAZE_ROD:
            break;
        case BOAT:
            break;
        case BONE:
            break;
        case BOOK:
            break;
        case BOOKSHELF:
            break;
        case BOOK_AND_QUILL:
            break;
        case BOW:
            break;
        case BOWL:
            break;
        case BREAD:
            break;
        case BREWING_STAND:
            break;
        case BREWING_STAND_ITEM:
            return "Brewing Stand";
        case BRICK:
            break;
        case BRICK_STAIRS:
            break;
        case BROWN_MUSHROOM:
            break;
        case BUCKET:
            break;
        case BURNING_FURNACE:
            break;
        case CACTUS:
            break;
        case CAKE:
            break;
        case CAKE_BLOCK:
            break;
        case CARPET:
            switch((int) damage) {
                case 0:
                    return "WHITE_CARPET";
                case 1:
                    return "ORANGE_CARPET";
                case 2:
                    return "MAGENTA_CARPET";
                case 3:
                    return "LIGHT_BLUE_CARPET";
                case 4:
                    return "YELLOW_CARPET";
                case 5:
                    return "LIME_CARPET";
                case 6:
                    return "PINK_CARPET";
                case 7:
                    return "GRAY_CARPET";
                case 8:
                    return "LIGHT_GRAY_CARPET";
                case 9:
                    return "CYAN_CARPET";
                case 10:
                    return "PURPLE_CARPET";
                case 11:
                    return "BLUE_CARPET";
                case 12:
                    return "BROWN_CARPET";
                case 13:
                    return "GREEN_CARPET";
                case 14:
                    return "RED_CARPET";
                case 15:
                    return "BLACK_CARPET";
            }
            return mat.toString();
        case CARROT:
            break;
        case CARROT_STICK:
            break;
        case CAULDRON:
            break;
        case CAULDRON_ITEM:
            return "CAULDRON";
        case CHAINMAIL_BOOTS:
            break;
        case CHAINMAIL_CHESTPLATE:
            break;
        case CHAINMAIL_HELMET:
            break;
        case CHAINMAIL_LEGGINGS:
            break;
        case CHEST:
            break;
        case CLAY:
            break;
        case CLAY_BALL:
            break;
        case CLAY_BRICK:
            break;
        case COAL_BLOCK:
            break;
        case COAL_ORE:
            break;
        case COBBLESTONE:
            break;
        case COBBLESTONE_STAIRS:
            break;
        case COBBLE_WALL:
            break;
        case COCOA:
            break;
        case COMMAND:
            return "COMMAND_BLOCK";
        case COMMAND_MINECART:
            break;
        case COMPASS:
            break;
        case COOKED_BEEF:
            break;
        case COOKED_CHICKEN:
            break;
        case COOKED_FISH:
            break;
        case COOKIE:
            break;
        case CROPS:
            break;
        case DARK_OAK_STAIRS:
            break;
        case DAYLIGHT_DETECTOR:
            break;
        case DEAD_BUSH:
            break;
        case DETECTOR_RAIL:
            break;
        case DIAMOND:
            break;
        case DIAMOND_AXE:
            break;
        case DIAMOND_BARDING:
            break;
        case DIAMOND_BLOCK:
            break;
        case DIAMOND_BOOTS:
            break;
        case DIAMOND_CHESTPLATE:
            break;
        case DIAMOND_HELMET:
            break;
        case DIAMOND_HOE:
            break;
        case DIAMOND_LEGGINGS:
            break;
        case DIAMOND_ORE:
            break;
        case DIAMOND_PICKAXE:
            break;
        case DIAMOND_SPADE:
            return "Diamond Shovel";
        case DIAMOND_SWORD:
            break;
        case DIODE:
            break;
        case DIODE_BLOCK_OFF:
            break;
        case DIODE_BLOCK_ON:
            break;
        case DIRT:
            break;
        case DISPENSER:
            break;
        case DOUBLE_PLANT:
            switch((int) damage) {
                case 0:
                    return "SUNFLOWER";
                case 1:
                    return "LILAC";
                case 2:
                    return "DOUBLE_TALL_GRASS";
                case 3:
                    return "LARGE_FERN";
                case 4:
                    return "Rose Bush";
                case 5:
                    return "Peony";
            }
            break;
        case DOUBLE_STEP:
            switch((int) damage) {
                case 0:
                    return "STONE_SLAB (DOUBLE)";
                case 1:
                    return "SANDSTONE_SLAB (DOUBLE)";
                case 2:
                    return "WOODEN_SLAB (DOUBLE)";
                case 3:
                    return "COBBLESTONE_SLAB (DOUBLE)";
                case 4:
                    return "BRICK_SLAB (DOUBLE)";
                case 5:
                    return "STONE_BRICK_SLAB (DOUBLE)";
                case 6:
                    return "Nether Brick Slab (DOUBLE)";
                case 7:
                    return "Quartz Slab (DOUBLE)";
                case 8:
                    return "Smooth Stone Slab (Double)";
                case 9:
                    return "Smooth Sandstone Slab (Double)";
            }
            break;
        case DRAGON_EGG:
            break;
        case DROPPER:
            break;
        case EGG:
            break;
        case EMERALD:
            break;
        case EMERALD_BLOCK:
            break;
        case EMERALD_ORE:
            break;
        case EMPTY_MAP:
            break;
        case ENCHANTED_BOOK:
            break;
        case ENCHANTMENT_TABLE:
            break;
        case ENDER_CHEST:
            break;
        case ENDER_PEARL:
            break;
        case ENDER_PORTAL:
            break;
        case ENDER_PORTAL_FRAME:
            break;
        case ENDER_STONE:
            break;
        case EXPLOSIVE_MINECART:
            break;
        case EYE_OF_ENDER:
            break;
        case FEATHER:
            break;
        case FENCE:
            break;
        case FENCE_GATE:
            break;
        case FERMENTED_SPIDER_EYE:
            break;
        case FIRE:
            break;
        case FIREWORK:
            return "Firework Rocket";
        case FLINT:
            break;
        case FLINT_AND_STEEL:
            break;
        case FLOWER_POT_ITEM:
            return "Flower Pot";
        case FURNACE:
            break;
        case GHAST_TEAR:
            break;
        case GLASS:
            break;
        case GLASS_BOTTLE:
            break;
        case GLOWING_REDSTONE_ORE:
            break;
        case GLOWSTONE:
            break;
        case GLOWSTONE_DUST:
            break;
        case GOLDEN_CARROT:
            break;
        case GOLD_AXE:
            break;
        case GOLD_BARDING:
            return "Gold Horse Armor";
        case GOLD_BLOCK:
            break;
        case GOLD_BOOTS:
            return "Golden Boots";
        case GOLD_CHESTPLATE:
            return "Golden Chestplate";
        case GOLD_HELMET:
            return "Golden Helmet";
        case GOLD_HOE:
            return "Golden Hoe";
        case GOLD_INGOT:
            break;
        case GOLD_LEGGINGS:
            return "Golden Leggings";
        case GOLD_NUGGET:
            break;
        case GOLD_ORE:
            break;
        case GOLD_PICKAXE:
            return "Golden_Pickaxe";
        case GOLD_PLATE:
            return "Weighted_Pressure_Plate_(Light)";
        case GOLD_RECORD:
            return "Golden Record";
        case GOLD_SPADE:
            return "Golden Shovel";
        case GOLD_SWORD:
            return "Golden Sword";
        case GRASS:
            break;
        case GRAVEL:
            break;
        case GREEN_RECORD:
            break;
        case GRILLED_PORK:
            break;
        case HARD_CLAY:
            break;
        case HAY_BLOCK:
            break;
        case HOPPER:
            break;
        case HOPPER_MINECART:
            break;
        case HUGE_MUSHROOM_1:
            break;
        case HUGE_MUSHROOM_2:
            break;
        case ICE:
            break;
        case IRON_AXE:
            break;
        case IRON_BARDING:
            return "Iron_Horse_Armor";
        case IRON_BLOCK:
            break;
        case IRON_BOOTS:
            break;
        case IRON_CHESTPLATE:
            break;
        case IRON_DOOR:
            break;
        case IRON_DOOR_BLOCK:
            break;
        case IRON_HELMET:
            break;
        case IRON_HOE:
            break;
        case IRON_INGOT:
            break;
        case IRON_LEGGINGS:
            break;
        case IRON_ORE:
            break;
        case IRON_PICKAXE:
            break;
        case IRON_PLATE:
            break;
        case IRON_SPADE:
            return "Iron_Shovel";
        case IRON_SWORD:
            break;
        case ITEM_FRAME:
            break;
        case JACK_O_LANTERN:
            return "Jack_O'Lantern";
        case JUKEBOX:
            break;
        case JUNGLE_WOOD_STAIRS:
            break;
        case LADDER:
            break;
        case LAPIS_BLOCK:
            break;
        case LAPIS_ORE:
            break;
        case LAVA:
            break;
        case LAVA_BUCKET:
            break;
        case LEASH:
            break;
        case LEATHER:
            break;
        case LEATHER_BOOTS:
            break;
        case LEATHER_CHESTPLATE:
            break;
        case LEATHER_HELMET:
            break;
        case LEATHER_LEGGINGS:
            break;
        case LEAVES_2:
            switch((int) damage) {
                case 0:
                    return "Acacia_Leaves";
                case 1:
                    return "Dark_Oak_Leaves";
            }
            return mat.toString();
        case LEVER:
            break;
        case LOG_2:
            switch((int) damage) {
                case 0:
                    return "ACACIA_LOG";
                case 1:
                    return "DARK_OAK_LOG";
            }
            return mat.toString();
        case MAGMA_CREAM:
            break;
        case MAP:
            break;
        case MELON:
            break;
        case MELON_BLOCK:
            break;
        case MELON_SEEDS:
            break;
        case MELON_STEM:
            break;
        case MILK_BUCKET:
            break;
        case MINECART:
            break;
        case MOB_SPAWNER:
            break;
        case MONSTER_EGGS:
            break;
        case MOSSY_COBBLESTONE:
            break;
        case MUSHROOM_SOUP:
            break;
        case MYCEL:
            return "MYCELIUM";
        case NAME_TAG:
            break;
        case NETHERRACK:
            break;
        case NETHER_BRICK:
            break;
        case NETHER_BRICK_ITEM:
            return "Nether Brick (Small)";
        case NETHER_BRICK_STAIRS:
            break;
        case NETHER_FENCE:
            break;
        case NETHER_STAR:
            break;
        case NETHER_WARTS:
            break;
        case NOTE_BLOCK:
            break;
        case OBSIDIAN:
            break;
        case PACKED_ICE:
            break;
        case PAINTING:
            break;
        case PAPER:
            break;
        case PISTON_BASE:
            break;
        case PISTON_EXTENSION:
            break;
        case PISTON_MOVING_PIECE:
            break;
        case PISTON_STICKY_BASE:
            break;
        case POISONOUS_POTATO:
            break;
        case PORK:
            break;
        case PORTAL:
            break;
        case POTATO:
            break;
        case POWERED_MINECART:
            break;
        case POWERED_RAIL:
            break;
        case PUMPKIN:
            break;
        case PUMPKIN_PIE:
            break;
        case PUMPKIN_SEEDS:
            break;
        case PUMPKIN_STEM:
            break;
        case QUARTZ:
            break;
        case QUARTZ_BLOCK:
            break;
        case QUARTZ_ORE:
            break;
        case QUARTZ_STAIRS:
            break;
        case RAILS:
            break;
        case RAW_BEEF:
            break;
        case RAW_CHICKEN:
            break;
        case RAW_FISH:
            break;
        case RECORD_10:
            return "Ward Record";
        case RECORD_11:
            break;
        case RECORD_12:
            return "Wait Record (12)";
        case RECORD_3:
            return "Blocks Record (3)";
        case RECORD_4:
            return "Chirp Record (4)";
        case RECORD_5:
            return "Far Record (5)";
        case RECORD_6:
            return "Mall Record (6)";
        case RECORD_7:
            return "Mellohi Record (7)";
        case RECORD_8:
            return "Stal Record (8)";
        case RECORD_9:
            return "Strad Record (9)";
        case REDSTONE:
            break;
        case REDSTONE_BLOCK:
            break;
        case REDSTONE_COMPARATOR:
            break;
        case REDSTONE_COMPARATOR_OFF:
            break;
        case REDSTONE_COMPARATOR_ON:
            break;
        case REDSTONE_ORE:
            break;
        case REDSTONE_WIRE:
            break;
        case RED_MUSHROOM:
            break;
        case RED_ROSE:
            switch((int) damage) {
                case 0:
                    return "POPPY";
                case 1:
                    return "BLUE_ORCHID";
                case 2:
                    return "ALLIUM";
                case 3:
                    return "AZURE_BLUET";
                case 4:
                    return "RED_TULIP";
                case 5:
                    return "ORANGE_TULIP";
                case 6:
                    return "WHITE TULIP";
                case 7:
                    return "PINK_TULIP";
                case 8:
                    return "OXEYE_DAISY";
            }
            return mat.toString();
        case ROTTEN_FLESH:
            break;
        case SADDLE:
            break;
        case SAND:
            break;
        case SANDSTONE_STAIRS:
            break;
        case SEEDS:
            break;
        case SHEARS:
            break;
        case SIGN:
            break;
        case SIGN_POST:
            break;
        case SKULL:
            break;
        case SLIME_BALL:
            break;
        case SMOOTH_STAIRS:
            break;
        case SNOW:
            break;
        case SNOW_BALL:
            break;
        case SNOW_BLOCK:
            break;
        case SOIL:
            break;
        case SOUL_SAND:
            break;
        case SPECKLED_MELON:
            return "Glistering Melon";
        case SPIDER_EYE:
            break;
        case SPONGE:
            break;
        case SPRUCE_WOOD_STAIRS:
            break;
        case STAINED_CLAY:
            switch((int) damage) {
                case 0:
                    return "WHITE_STAINED_CLAY";
                case 1:
                    return "ORANGE_STAINED_CLAY";
                case 2:
                    return "MAGENTA_STAINED_CLAY";
                case 3:
                    return "LIGHT_BLUE_STAINED_CLAY";
                case 4:
                    return "YELLOW_STAINED_CLAY";
                case 5:
                    return "LIME_STAINED_CLAY";
                case 6:
                    return "PINK_STAINED_CLAY";
                case 7:
                    return "GRAY_STAINED_CLAY";
                case 8:
                    return "LIGHT_GRAY_STAINED_CLAY";
                case 9:
                    return "CYAN_STAINED_CLAY";
                case 10:
                    return "PURPLE_STAINED_CLAY";
                case 11:
                    return "BLUE_STAINED_CLAY";
                case 12:
                    return "BROWN_STAINED_CLAY";
                case 13:
                    return "GREEN_STAINED_CLAY";
                case 14:
                    return "RED_STAINED_CLAY";
                case 15:
                    return "BLACK_STAINED_CLAY";
            }
            return mat.toString();
        case STAINED_GLASS:
            switch((int) damage) {
                case 0:
                    return "WHITE_STAINED_GLASS";
                case 1:
                    return "ORANGE_STAINED_GLASS";
                case 2:
                    return "MAGENTA_STAINED_GLASS";
                case 3:
                    return "LIGHT_BLUE_STAINED_GLASS";
                case 4:
                    return "YELLOW_STAINED_GLASS";
                case 5:
                    return "LIME_STAINED_GLASS";
                case 6:
                    return "PINK_STAINED_GLASS";
                case 7:
                    return "GRAY_STAINED_GLASS";
                case 8:
                    return "LIGHT_GRAY_STAINED_GLASS";
                case 9:
                    return "CYAN_STAINED_GLASS";
                case 10:
                    return "PURPLE_STAINED_GLASS";
                case 11:
                    return "BLUE_STAINED_GLASS";
                case 12:
                    return "BROWN_STAINED_GLASS";
                case 13:
                    return "GREEN_STAINED_GLASS";
                case 14:
                    return "RED_STAINED_GLASS";
                case 15:
                    return "BLACK_STAINED_GLASS";
            }
            return mat.toString();
        case STAINED_GLASS_PANE:
            switch((int) damage) {
                case 0:
                    return "WHITE_STAINED_GLASS_PANE";
                case 1:
                    return "ORANGE_STAINED_GLASS_PANE";
                case 2:
                    return "MAGENTA_STAINED_GLASS_PANE";
                case 3:
                    return "LIGHT_BLUE_STAINED_GLASS_PANE";
                case 4:
                    return "YELLOW_STAINED_GLASS_PANE";
                case 5:
                    return "LIME_STAINED_GLASS_PANE";
                case 6:
                    return "PINK_STAINED_GLASS_PANE";
                case 7:
                    return "GRAY_STAINED_GLASS_PANE";
                case 8:
                    return "LIGHT_GRAY_STAINED_GLASS_PANE";
                case 9:
                    return "CYAN_STAINED_GLASS_PANE";
                case 10:
                    return "PURPLE_STAINED_GLASS_PANE";
                case 11:
                    return "BLUE_STAINED_GLASS_PANE";
                case 12:
                    return "BROWN_STAINED_GLASS_PANE";
                case 13:
                    return "GREEN_STAINED_GLASS_PANE";
                case 14:
                    return "RED_STAINED_GLASS_PANE";
                case 15:
                    return "BLACK_STAINED_GLASS_PANE";
            }
            return mat.toString();
        case STATIONARY_LAVA:
            break;
        case STATIONARY_WATER:
            break;
        case STICK:
            break;
        case STONE:
            break;
        case STONE_AXE:
            break;
        case STONE_BUTTON:
            break;
        case STONE_HOE:
            break;
        case STONE_PICKAXE:
            break;
        case STONE_PLATE:
            break;
        case STONE_SPADE:
            return "Stone Shovel";
        case STONE_SWORD:
            break;
        case STORAGE_MINECART:
            break;
        case STRING:
            break;
        case SUGAR:
            break;
        case SUGAR_CANE:
            break;
        case SUGAR_CANE_BLOCK:
            break;
        case TNT:
            break;
        case TORCH:
            break;
        case TRAPPED_CHEST:
            break;
        case TRAP_DOOR:
            break;
        case TRIPWIRE:
            break;
        case TRIPWIRE_HOOK:
            break;
        case VINE:
            break;
        case WALL_SIGN:
            break;
        case WATCH:
            break;
        case WATER:
            break;
        case WATER_BUCKET:
            break;
        case WATER_LILY:
            break;
        case WHEAT:
            break;
        case WOODEN_DOOR:
            break;
        case WOOD_AXE:
            return "Wooden Axe";
        case WOOD_BUTTON:
            return "Wooden Button";
        case WOOD_DOOR:
            return "Wooden Door";
        case WOOD_DOUBLE_STEP:
            return "Wooden Double Step";
        case WOOD_HOE:
            return "Wooden Hoe";
        case WOOD_PICKAXE:
            return "Wooden Pickaxe";
        case WOOD_PLATE:
            return "Pressure Plate";
        case WOOD_SPADE:
            return "Wooden Shovel";
        case WOOD_STAIRS:
            return "Wooden Stairs";
        case WOOD_STEP:
            return "Wooden Slab";
        case WOOD_SWORD:
            return "Wooden Sword";
        case WRITTEN_BOOK:
            break;
        case YELLOW_FLOWER:
            return "Dandelion";
        default:
            break;
    }
    // This covers the rest of the items that have a "reasonable" name
    if (damage == 0 || isTool(mat))
        return mat.toString();
    // know what it is.
    return mat.toString() + ":" + damage;
}
Also used : Potion(org.bukkit.potion.Potion) PotionEffect(org.bukkit.potion.PotionEffect) Material(org.bukkit.Material)

Example 87 with PotionEffect

use of org.bukkit.potion.PotionEffect in project acidisland by tastybento.

the class ASkyBlock method resetPlayer.

/**
 * Resets a player's inventory, armor slots, equipment, enderchest and
 * potion effects
 *
 * @param player - player
 */
public void resetPlayer(Player player) {
    // Settings.clearInventory);
    if (Settings.clearInventory && (player.getWorld().getName().equalsIgnoreCase(Settings.worldName) || player.getWorld().getName().equalsIgnoreCase(Settings.worldName + "_nether"))) {
        // Clear their inventory and equipment and set them as survival
        // Javadocs are wrong - this does not
        player.getInventory().clear();
        // clear armor slots! So...
        player.getInventory().setArmorContents(null);
        player.getInventory().setHelmet(null);
        player.getInventory().setChestplate(null);
        player.getInventory().setLeggings(null);
        player.getInventory().setBoots(null);
        player.getEquipment().clear();
    }
    if (!player.isOp()) {
        player.setGameMode(GameMode.SURVIVAL);
    }
    if (Settings.resetChallenges) {
        // Reset the player's challenge status
        players.resetAllChallenges(player.getUniqueId(), false);
    }
    // Reset the island level
    players.setIslandLevel(player.getUniqueId(), 0);
    // Clear the starter island
    players.clearStartIslandRating(player.getUniqueId());
    // Save the player
    players.save(player.getUniqueId());
    TopTen.topTenAddEntry(player.getUniqueId(), 0);
    // Update the inventory
    player.updateInventory();
    if (Settings.resetEnderChest) {
        // Clear any Enderchest contents
        final ItemStack[] items = new ItemStack[player.getEnderChest().getContents().length];
        player.getEnderChest().setContents(items);
    }
    // Clear any potion effects
    for (PotionEffect effect : player.getActivePotionEffects()) player.removePotionEffect(effect.getType());
}
Also used : PotionEffect(org.bukkit.potion.PotionEffect) ItemStack(org.bukkit.inventory.ItemStack)

Aggregations

PotionEffect (org.bukkit.potion.PotionEffect)87 Player (org.bukkit.entity.Player)28 Location (org.bukkit.Location)16 LivingEntity (org.bukkit.entity.LivingEntity)13 ArrayList (java.util.ArrayList)12 PotionEffectType (org.bukkit.potion.PotionEffectType)12 EventHandler (org.bukkit.event.EventHandler)11 ItemStack (org.bukkit.inventory.ItemStack)10 MyPetPlayer (de.Keyle.MyPet.api.player.MyPetPlayer)9 Entity (org.bukkit.entity.Entity)9 Projectile (org.bukkit.entity.Projectile)6 Minigame (au.com.mineauz.minigames.minigame.Minigame)3 List (java.util.List)3 Vector (org.bukkit.util.Vector)3 LoadoutAddon (au.com.mineauz.minigames.minigame.modules.LoadoutModule.LoadoutAddon)2 MinorPowerPowerStance (com.magmaguy.elitemobs.powerstances.MinorPowerPowerStance)2 Connection (java.sql.Connection)2 PreparedStatement (java.sql.PreparedStatement)2 SQLException (java.sql.SQLException)2 net.aufdemrand.denizen.objects.dEntity (net.aufdemrand.denizen.objects.dEntity)2