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Register custom messages for player join, death, kick, etc. With EventMessages you finally can get rid of these pesky standard messages of Bukkit. But you can do even more! How 'bout automated notices like "Map is saving. Expect a little lag." or custom death messages? Everything's possible.
- Color and formatting codes
- Fully customizable
- Listen on every possible event
- Very vibrant: ask for a feature and will implement it in no time
Simply download the
EventMessages.jar and put it in your
Then reload or restart the server. That's it! EventMessages is up and running,
you can test it by rejoining your server or issueing the command
You can now customize and tweak EventMessages to your likings. See Configuration.
/em doesn't work, please refer to Troubleshooting.
There are two ways of configuring EventMessages: The
config.yml file and the in-game chat console.
We'll start with the
config.yml file, which is located here
and contains all of EventMessages settings.
There are two main nodes:
strings is used for EventMessages internal messages
(you can translate to suit your server's language) whereas
messages is the very core;
here are all the messages for the specific events defined.
reloadedis the message displayed when you reload EventMessages via
configSetis the message displayed when you set a message in-game via
/em set [event] [message].
This string takes the variables
configUnsetis the message displayed when you remove a message in-game via
/em unset [event].
This string takes the variable
Please read the Development Notice.
You can listen on virtually every event. They are sorted into heir respective modules,
so everything stay clean and tidy. For a full list of the standard events, refer to Events.
Custom events are defined via
It the easiest to understand EventMessages, by looking at the automatically generated
strings: reloaded: '&a>&f Reloaded EventMessages.' configSet: '&a>&f Set EventMessage for &6%event&f to &6''&r%message&6''&f.' configUnset: '&a>&f Removed EventMessage for &6%event&f.' messages: player: join: '&6>&f %player is &aonline&f.' quit: '&6>&f %player is &coffline&f.' kick: '&6>&f %player was &ckicked&f.' ban: '&6>&f %player was &4banned&f.' death: '&6>&f %player died.'
Pretty self explanatory. If you still have questions, ask us in the forum thread. :)
After changing the values you have to reload the configuration via
or a complete server reload (
We always recommend to directly edit the
config.yml and then
becuase you directly see what you get and typing isn't such a hassle. But if you wish to use
the in-game chat or CLI, there you go.
EventMessages comes with three commands. You already learnt the first one:
/em reload or
This reloads the configuration.
The second is
/em set [event] [message], respectively
/emset [event] [message] which sets a certain
message for an event.
[event] has to be a valid node like
/emset player.quit &4Bye, Bye %player.
Disabling a message is easy as well.
/em unset [event] or
/emunset [event] is what you want.
I personally think that those death notifications are quite pesky. So let's disable them.
You could also use
/em set player.death and just leave out the
[message]. Just some syntax sugar.
By default OPs have the ability to use all the
/em commands. If you want to give these permissions
to other use
eventmessages.*. For a finer control look here:
eventmessages.reloadgrants access to the
eventmessages.admingrants access to the (un-)setting command
So far, we haven't encounterd any problems. Report us some. :D
EventMessages is still under heavy development. We're planing to implement more extras and stuff.
Currently EventMessages only supports the
But we're working on allowing dynamic access to all events, including custom events.