[FUN] Citizens v2.0.11 - Human NPCs for Bukkit [1.7.2]

Discussion in 'Archived: Plugin Releases' started by Citizens, Mar 5, 2011.

  1. Offline

    Citizens

    Citizens - Human NPCs for Bukkit
    Version: 2.0.11
    Authors: @fullwall and @aPunch
    Source: Citizens on GitHub

    Citizens is now on BukkitDev

    This thread will no longer be updated. We encourage you to use our page on BukkitDev. You can find information, links to our wiki and website, and the download page there.

    Showing Your Support

    We work hard to maintain Citizens. We've been working on Citizens2 around the clock on new and exciting features. A little motivation never hurts, so feel free to donate to us - fullwall and aPunch.

    If you can't donate, we appreciate a "hello" every now and then. Stop by the IRC channel #citizens on irc.esper.net to discuss Citizens and give thanks!
     
  2. Offline

    Kalabahuae

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    fullwall

    @Kalabahuae - hmmm... odd. Looks like it should be working >.>
     
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    Rarebit

    where i get the folder economy for citizens ?
    and i had installed permissionsEx
    but my member still can not use the trader and the healer

    Adel:

    permissions: - giantshop.shop.buy
    - citizens.healer.use.heal
    - giant.shop.*
    - citizens.trader.use.trade
    - iConomy.access
    - craftbook.mech.bridge
    - stargate.network.Portal
    - craftbook.mech.gate
    - lwc.protect
    - multiarrow.use.all
    - iConomy.payment
    - lc.level.*
    - citizens.use.trader
    - giantshop.shop.sell
    - stargate.use
    - WirelessRedstone.*

    this are the permission notes
     
  5. Offline

    Kalabahuae

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    niellz

    Code:
    2011-10-13 19:33:54 [WARNING] Task of 'Citizens' generated an exception
    java.lang.NoSuchMethodError: net.minecraft.server.ItemInWorldManager.<init>(Lnet/minecraft/server/WorldServer;)V
        at net.citizensnpcs.resources.npclib.NPCSpawner.spawnNPC(NPCSpawner.java:44)
        at net.citizensnpcs.resources.npclib.creatures.DefaultSpawner.spawn(DefaultSpawner.java:58)
        at net.citizensnpcs.resources.npclib.creatures.CreatureTask.spawnCreature(CreatureTask.java:48)
        at net.citizensnpcs.resources.npclib.creatures.CreatureTask.run(CreatureTask.java:40)
        at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:439)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
    
    The evil mobs dont spawn :( I get an error;
     
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    SkyCraft

    So, I have a small problem, people can not use my NPC's. Here is the citizens permissions I gave them with the Permissions 3 plugin:

    - 'citizens.basic.use.help'
    - 'citizens.trader.use.trade'
    - 'citiznes.trader.use.help'
    - 'citizens.trader.use.list'
    - 'citizens.trader.modify.stock'
    - 'citizens.trader.use.trade'
    - 'citizens.trader.use.'
    - 'citizens.trader.*'
     
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    phatchico

    I don't think Permissions 3 is supported anymore.
     
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    SkyCraft

    Really? That sucks. Are you sure though?
     
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    hiro24

    Heyya.. got a couple questions/feature suggestions regarding questing.

    1. Is it possible in any way to combine the Move Location quests w/ other types like block destroy, collect or hunt quests? Essentially, to say things like "Go to the snowy mountain at x,y,z and collect 5 yellow flowers"

    2. Any plans for time delays? For example, if I wanted to make like.. a "daily fishing quest" to go to the lake at x,y,z (see above.. :) ) and catch 5 fish for a reward, but only be able to do it once every 24 hours.. is that doable, or is something like that in the works?
     
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    kush

    Please support gm 1.4 till the other version comes out. I really need this for my server.
     
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    _Hayleigh_

    How can you set a wizard to teleport a player regardless of what item their holding?

    Seems with the new config file you cant put '*'
     
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    kaashar

    Not sure where to post this, but at least in 254 kill quest objectives aren't being updated when the NPC is killed with archery.

    It updates when you do it with a sword, fists even the bow itself, but if you use archery it doesn't update the objective.

    Either way, thank you for an awesome plugin, I wasn't sure if anybody had brought this to your attention or not.
     
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    ryno8933

    Could you make it where the npc's can freely rome around withen like 50 block radius?

    Nevermind, you should update the post i had to search for this /npc path command
     
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    niellz

    No one can help me?
     
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    fullwall

    @niellz - you're using the wrong Craftbukkit version for your Citizens version.
    @kaashar - fixed.
    @_Hayleigh_ - fixed.
    @hiro24
    1. steps?
    2. These are tough, because of how you should handle server downtime. Suggestions are welcome.
     
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    fullwall

    @Kalabahuae - are there any errors in the console? Do you have any other npcs named Guard?
     
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    MikeKoder

    Hey I was just wondering, instead of having to add all the different mobs to every new guard you make is there any easier way? Like have all -m or something?
     
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    JargonTheRed

    @fullwall @Kalabahuae I had the exact same issue before with an underwater NPC. This has fixed itself after I started using Dev builds.
     
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    pudd1nG

    Hey guys, testing latest dev build #256 abd and am having some strange behavior. I can't seem to get 2 part quests working... is there anything i have to assign to next parts of quests?
     
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    hiro24

    In regards to #1, I don't see how steps would work. If the quest is "go to x,y,z and gather 10 dirt", if I used steps, couldn't they just literally run around in a circle until they satisfy the steps requirement, dig some dirt and turn in the quest?

    As for #2, I see in the config on my active quest I have a "start-time" w/ what looks like an epoch timestamp. On completion of a quest, the epoch could be recorded in the "finished" quests. Then if a requirement for a quest could look like:
    requirements:
    '0':
    type: quest
    quest: 'gathersomething'
    time-passed: 24h (or an epoch value for whatever 24 hours equates to)
    Then when they try to get the quest, it could look at your finished quests, make sure you have completed the quest. If so, if the "finish-time" epoch value less than 24 hours from the current epoch time? That would be my suggestion.. as for dealing w/ server downtime, I don't see it as an issue. Time passes whether a server is up or down, so players shouldn't be at the mercy of if the "server is up for 24 hours", only if 24 hours have passed. Anyways, hope you find this suggestion useful. You guys do great work btw. Citizens is well ingrained in our server now, and everybody loves it! :)
     
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    fullwall

    @hiro24 - I meant quest steps. Yeah, that could work :).
     
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    Dragonslife

    Is there anyone that can help me out with this error? I'm not sure if the problem lays with my own server or just with the citizens plugin. It gives this error on every player.
    Code:
    2011-10-08 23:16:52 [WARNING] Task of 'Citizens' generated an exception
    java.lang.IllegalArgumentException: n must be positive
        at java.util.Random.nextInt(Unknown Source)
        at net.citizensnpcs.resources.npclib.creatures.DefaultSpawner.getRandomInt(DefaultSpawner.java:86)
        at net.citizensnpcs.resources.npclib.creatures.DefaultSpawner.spawn(DefaultSpawner.java:38)
        at net.citizensnpcs.resources.npclib.creatures.CreatureTask.spawnCreature(CreatureTask.java:47)
        at net.citizensnpcs.resources.npclib.creatures.CreatureTask.run(CreatureTask.java:39)
        at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:137)
        at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:441)
        at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:374)
        at net.minecraft.server.ThreadServerApplication.run(SourceFile:417)
     
  24. Offline

    hiro24

    Question on step quests... I want to make sure the player completes step 1 before step 2, but I'm not sure how to format it. Here's a quest I'm working on...

    Code:
    FishMeSomeFish:
        texts:
            description: <g>=== <blue>Fish me some fish <g>===<br>Have you ever had Whitetail Caradfish, <name>?  I tell you... it's THE most delicious crustation in Midgard!  Only problem.. they only live in a small pond.  To make matters worse, that pond is at the top of Caradhras!  It's rumored to be Midgard's tallest mountain.  So tall in fact it's capped with snow!  What do you say to a journey.. bring me 5 Caradfish and I'll make it worth your while.<br><br><g>=== <blue>Reward <g>===<br><y>300 <white>gil<br>2 <blue>Gold Ingots<br>10 <blue>Cooked Fish
            completion: <g>=== <blue>Quest Complete! <g>===<br>Mmmm.. I know that smell.  You've brought me my Caradfish!  Ohhh, I can't thank you enough!  These things actually cook up into several servings each, so here's your payment.. and 10 cooked Whitetail Caradfish!  I know you'll love them.  Come back anytime you feel like fetching me some more!<br><g>=== <blue>Reward <g>===<br>You have received <y>300 <white>gil!<br>You have received <y>2 <blue>Gold Ingots<white>!<br>You have received <y>10 <blue>Cooked Fish<white>!
            acceptance: <g>=== <blue>Quest Accepted <g>===<br>Great!  Well, you've got a long walk ahead of you.  Caradhras is to the south in Boletaria, all the way at the world border.  Don't worry if you don't have a pole, I left some up there.  In fact, there's even a small dock I built.. I love my Caradfish after all :)
    
        repeats: -1
        objectives:
            '0':
                '0':
                    type: move location
                    location:
                        x: 1990
                        y: 110
                        z: -134
                        world: Midgard
                    amount: 4
                    message: <g>=== <blue>Quest Update <g>===<br>You've arrived at the docs Ol' Loothill mentioned.  You see a cleverly designed fishing rod dispenser.. time to get fishing!
            '1':
                '0':
                    type: collect
    
                    materialid: 349
                    amount: 5
                    message: <g>=== <blue>Quest Update <g>===<br>That's 5 Caradfish, time to head back to Ludville and give Ol' Loothill his fish!
        rewards:
            '0':
                type: money
                money: 300
                take: false
            '1':
                type: item
                id: 266
                amount: 2
                take: false
            '2':
                type: item
                id: 350
                amount: 10
                take: false
    
    I'm not sure on the objectives part.. I've tried putting both objectives in the first '0', but they can be done out of turn. So I tried this way, w/ a '0' and a '1', but now it doesn't pick up the 2nd objective at all. Can I make sure they complete the 1st objective before the 2nd one in any way, or do I need to split this into 2 quests? (I don't want them to just fish anywhere and then go to the location objective and leave)
     
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    fullwall

    @hiro24 - are you using dev builds? If you are, what you've given should make them do it in order.
     
  26. Offline

    hiro24

    Ahh you're right.. just updated and it works. Thanks!
     
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    Dragonslife

    @fullwall - hello? could you please reply to my post? i need your help.
     
  28. Offline

    Dragonslife

    @fullwall - when creating 2 NPC's with the same name they will move on top of each other and when you move one of them they both move... you cant get them to both stand in diffrent places.
     
  29. Offline

    MikeKoder

    Reposting as it seems to have been overlooked:

    Hey I was just wondering, instead of having to add all the different mobs to every new guard you make is there any easier way? Like have all -m or something?
     
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    hiro24

    Hmm... something's off here. I can't seem to get a quest written where the objective is to get a bucket of lava. Anytime I scoop in lava nothing happens.
     
  31. Offline

    kaashar

    I see a lot of folks having trouble with guards.

    /npc create guard01
    /toggle guard
    /guard bouncer
    /guard radius 20
    /guard addflag -m -a

    That makes a guard who'll kill any mob 20 meters around it. From there you can figure out on your own I hope how to filter if you won't want them smashing cattle and whatnot.

    I'd strongly suggest using worldedit to mark a 20 meter square around (at ground level of course) and beneath guards and replacing air with stone. Otherwise they'll sometimes hang trying to path to mobs beneath them.

    I don't have mine patrol so I won't claim of that works or not.

    I also see people having trouble with quests.

    Cryptite has made a wonderful editor for writing quests. It eliminates all the formatting problems a lot of folk are having.
     

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