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

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

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    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!
     
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    fullwall

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    Linus21

    What? step by step please?
     
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    Linus21

    Where do i put wizard, trader,quester,healer,blacksmith. where? in the types folder? or what?
     
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    fullwall

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    Linus21

    ok wait. i went to the site you linked me. and i downloaded all the npc types. i puted it on the types folder. And then when i start server it says like "write /npc help" and when i write npc help it just get write /npc help again!
     
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    Linus21

    the citizens yml is empty... whats the default text?
     
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    _Martinius_

    Could you please help me i don't know what to do

    Thank you
     
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    Exanimo

    Using #296

    Good news: Seems the npc-profiles doesnt get messed up when saving any more
    Bad news: Citizenspout doesn't work anymore with this version (opposed to #280)

    Unchanged: Teleporting Wizard doesnt work still. Some info on that. Adding locations then using /wizard locations does show its set locations. When using the assigned item it gives me: Wizard has no locations.
    However... it does deduct money everytime i click it!
    First time the console gave me errors (up till it DCd me) but after restarting the server i dont get any console errors anymore, just the one ingame.
     
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    Exanimo

    Some extra testing on this: with #280 Citizenspout load correctly, with #284 (first correct build after #280) it doesn't.
    So i guess something chaanged between those builds.
    (It might be that citizenspout just need to be updated to work ok with citizens but perhaps there is somethign you can do to the next build to help fix it aswell)
     
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    Exanimo

    Soz, got some more bugs in #296 :(
    Guards dont attack stuff anymore. When doing /guard flags it shows it has no flags, even after adding them.
    When checking the profiles the flags are there!

    So i replaced the guards file with the one from build #295 and now they dó aggro.
    /guard flags still give me: No flag specified. But at least it works.

    Next problem: When my guards shoot each other on accident they get into a fight (after the mob they are both attacking dies). This happened before in previous builds, one would die and respawn and problem solved.
    But now the console gives this error:
    This makes the server hang for a few seconds and even disconnets clients (not every time though)

    On a sidenote, i cant seem to hit my NPCs anymore. When i jump and hit i do get sparkles as if its a crit but besides that nothing happens.

    Next issue: Richtclicking (like when trying to place a block) will give me: No NPCs selected. in my chat. And thats every click!
     
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    Aeron

    People keep hacking the trader NPCs! Items occasionally are disappearing from their inventories! Fix that! The only permission node I gave for normal users is citizens.trader.use.trade
     
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    fullwall

    @Aeron - without Bukkit inventory events, that's pretty difficult.
    @Exanimo - you shouldn't be able to hurt your own NPCs. The error seems more like a minecraft error to me. Citizensspout probably needs a minor update. I believe the next build fixed the right click message issue.
     
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    fullwall

    @Exanimo - try the latest build now.
     
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    Exanimo

    Using Build #297

    Fixed: Rightclick message is gone.
    New Bug: After server reset Guards attack again. But only one mob! After that a server reset is needed. Toggling aggro twice or adding a new flag doesnt fix it. It's once per Guard by the way.
    Still bugged: Guard doesnt show in game what his flags are (No flag specified.) but still acts according to the flags listed in npc-profiles. (at least, it does once)
    Fixed: Wizard doesnt deduct money if it doesnt teleport you.
    Still bugged: Still says the Wizard has no locations even though /wizard locations does show it has locations set.

    Also: i can reproduce the error i gave in my last post every time, in most cases resulting a full server freeze requiring a reboot. (and client gets DC'd)
     
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    fullwall

    @Exanimo - guards were refactored, so looks like there are still some bugs, which I'll look at now. The command is /guard flags [flag type] - are you using -m -p -g ?
     
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    Aeron

    @fullwall then explain me how come items keep disappearing from my shop NPCs? I had this hacker menace a while ago, but that was because I had some additional unnecessary permissions for regular users, that's why they could get to the trader inventories, but now I deleted all the npcs, started from scratch, made a market with 10 NPC Traders, that sell each different items and well Yesterday I checked my Food Merchant and he didn't have 10 Steak, now today I checked the Weapon Smith, that sells only swords, he didn't have Iron Sword on him in his inventory, explain me why they keep loosing stuff in their inventory? :)

    Luckily my Ore merchant hasn't lost any kind of items in his shop yet.
     
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    fullwall

    @Exanimo - can you retry with new build?
     
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    fullwall

    @Aeron - essentially, Citizens uses a workaround to check the trader's inventory every tick due to the lack of inventory events. Due to server lag, if you're fast enough you can evade the check and throw the item on the ground. I can change the tick checks to be faster together but that has issues... I can give you a trial JAR if you want. EDIT: http://dl.dropbox.com/u/6701575/Trader.jar - only works with new dev builds however.
     
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    Exanimo

    Yep. They worked in the past. Even more so... while they claim they have no flags, the npc-profiles shows they dó.
    When i add a flag again anyway (/guard addflag zombie -m) it does claim to have updated the flag.
    Still when i do /guard flags after that it claims it has no flags.

    Going to try #298 now and report back! ;)
     
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    Exanimo

    Using build #298

    Fixed: Guards keep attacking stuff, even after their first kill.
    Fixed: Server doesnt crash/hang anymore after NPCs fight and one dies.
    Not fixed yet: Wizard teleporting (see my previous post)

    Suggestion: Think its possible to make NPCs ignore each other when they damage each other? So they don't fight to the death when an arrow misses? :) (skeletons do the same i suppose so maybe it isnt something you can control?)
     
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    fullwall

    @Exanimo - doing /guard af -m Cow and then /guard flags -m seemed to work for me... EDIT: yes, but what if you *want* guard-on-guard combat :p. EG: the new soldier type.
     
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    Aeron

    with the latest dev build I had a problem with creating npcs, it gives me an error (don't remember what kind 0ff), it prints it on the screen in the chat, so I don't really want to check that Trader jar on the dev build before next release.

    Maybe you could add a configuration value for the ticks the trader uses in next releases.
     
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    Exanimo

    Ah right.. /guard flags -m does work! But /guards flags used to do so aswell, didnt realise that was changed in the later dev builds.

    And you got a point there with the fighting guards/soldiers. However, suppose i got myself a little army and attack a different user with an army.... there is a big chance the soldiers start fighting their buddies instead :)
    Maybe it's possible to not make them attack NPCs from the same owner?
    That woukd result in a proper battle between two players and their NPC army! :)
    Or even some scripted battles on the field (although the deathspam should be disabled then somehow)
    Just need to figure out how to flag my enemies NPCs then. (and copy soldiers/guards complete with their flags preferably)
     
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    fullwall

    @Exanimo - warning, the new build may have myriad wizard bugs. /wizard removeloc [location] -- location is the name of the location. Not sure if I've set it so you can flag enemy NPCs.
     
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    Exanimo

    Removing the locations and readding them worked, thanks!
    Weatherwizard also works correctly.

    Something else: Next patch (1.9) mobs are going to be stronger, is there any way we can boost the damage and health of the guards aswell to compensate for this? I dont want to use armor as i intend to use skins once citizenspout works again.
     
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    fullwall

    @Exanimo - well, entities can actually have a health of up to 200 (used in such plugins as Heroes). I was planning to use this capability somewhere, perhaps in a boss NPC or somesuch, but it could be used for guards as well... as always, not sure of best way to implement.
     
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    _Blocklord_

    Hey Guys. First of all: sry for my bad english but im still pupil from Germany sry :D
    On our Server we build a Tutorial for selfregistering by the users. they run threw teh Tutorial and bring the quest to the Npc at the end. One of the Rewards is the Rank member. but if the quest is complete nothing will happen. Is there a problem whith the plugin Groupmanager or is my text wrong?
    Code:
    Tutorial:
        texts:
            description: "Bringe mir ein Diamantschwert um das Tutorial abzuschliessen."
            completion: "Hervorragend! Schreite nun durch das Portal."
            acceptance: "Du findest ein Diamantschwert in der Kiste hinter mir."
        repeats: 0
        objectives:
            '0':
                '0':
                    type: delivery
                    materialid: 276
                    amount: 1
                    npcdestination: 2
                    optional: False
                    finishhere: False
                    message: "Liefere nun das Schwert bei Tom ab."
        rewards:
            '0':
                type: health
                amount:
            '1':
                type: command
                command: /ci <player>
    
            '2':
                type: rank
                rank: Member
    
    Hoping for help, Blocklord
     
    mattjt3 likes this.
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    fullwall

    @_Blocklord_ - which version of Citizens are you usiing?
     
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    PatrickGER

    Chance of Spawn a Evil NPC

    True must in the yml file to spawn?

    and Define the Chance?

    100 = 100% ?

    or 100 = 0% ?

    or other :confused: ?
     
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    _Blocklord_

    @fullwall
    We've got 1.1.2 on our Server And some Infos about the Tutorial:
    Rank BEFORE Quest: Newbie
    Rank AFTER Quest: Member
    Quest-NPC: Tom (ID: 2)
     

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