[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 - 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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    I know it sucks to get the same comments over and over again. But it's really a compliment, a lot of people enjoy your work. They enjoy it so much this thread has over 100 pages now.

    Every single reply and bump to this thread is a giant hi5 to you and the team behind Citizens.

    Keep up the good work
    dual★moon and Pimpen104 like this.
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    Sorry if this has been asked already. I've browsed the last 10 pages but didn't found anything.

    Can I add different stocks of the same item to a trader?

    Selling 1 wood for 1 coin (/trader sell wood:1 1)
    Selling 16 wood for 16 coin (/trader sell wood:16 16)
    Selling 64 wood for 64 coin (trader sell wood:64 64)

    If using one of them it works perfectly, but if I want to add another stock it says that he's already selling, e.g. 64wood for 64coin or 16wood for 16coin.

    The result is that I'm only able to add one stock of a item
    dual★moon likes this.
  4. Like NOiR said, it's a giant hi5 =)
    Keep up the good work!
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    Can we sell some colored wool or ink sack?
    dual★moon likes this.
  6. no, if you read a couple of pages back you will se you can't.
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    Ok, guys. What do you think of....Bandits......

    They steal random item(s) from a player's inventory when said player enters a certain radius around the bandit. The owner of a bandit can then open up the bandit's inventory and grab the stolen items. I'd like to hear your thoughts, suggestions, etc...

    By the way, I'm also going to be working on guards soon. However, the pathfinding part will have to wait now that fullwall is gone. The guard would basically be able to protect areas of land, and the owner can define who/what mobs may enter the zone.
    tr0y likes this.
  8. This will be awesome.
    But I would say (and I'm sure a lot of people will support me) - can we get a 1.0.8d with fixed traders asap, please?
    Like, just that one feature fixed and nothing else.
    Pretty please?
    PS I'm now making an FAQ on 1.0.8c so the link can be provided to anyone who asks questions without reading.
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    fullwall has said that he will be fixing the last bugs before he "officially" leaves, so you'll have to wait for that unfortunately. We did get Essentials Eco problems and some the talk/look when close bugs fixed, so that's good. :)
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    How would one protect himself from a bandit and if they are stationary, why would anyone go near a bandit?

    The idea is good. Just needs some thought :) Instead of a bandit, how about a Henchman. You hire him on an hourly basis and he follows you around like a wolf.

    The owner of the henchman would get the payment and after one hour and somewhat minutes (room for rehire) he returns to his normal position in the town Tavern.
  11. This sounds like a fun idea, but i think you should have some kind of limit on what they can steal, so the victim don't loose his precious diamond tools or armor =)
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    That will be part of the Guards. They will follow you around if you "ask" them to, and defend you from other players and mobs. If you don't "ask" them to follow you, they can also stay in one area and block players/mobs from entering a zone.

    Bandits should be good at disguising themselves. You, as the owner, should disguise the bandit as a trader or healer, and the unsuspecting player will enter the zone and get an item stolen. I'll give it some more thought, though.
    NOiR likes this.
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    I don't want to appear to be whiny, but I asked if multiple instances of the the same NPC ID was possible as a feature (to create linked Trader NPCs for a unified shop) was possible and never got an answer.

    I realise that not all posts will get replies, but this is a feature I'd really like to have.
    Pim1234 likes this.
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    Firstly, amazing plugin and its a real shame that fullwall has to pull out (though I understand why)

    Was trying to create a sort of introduction quest (users have to go around a few npcs, solve a few puzzles etc) and have managed to do so - Unfortunately we had to use a gate plugin to check if they were carrying the right item and let them go through to talk to the NPC.

    It would be nice if we could have it so the npc 'talk' item can be set per npc, as opposed to a global blanket (ie: Tom will only talk to you if you have a sapling, Harry will only talk to you if you give him some bread)

    Anyway, thanks for the great work!
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    That is certainly an interesting idea, but it all depends on if fullwall wants to implement it. He's the man in charge of traders, so he can add that if he finds the time.
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    This is childish and immature but I don't care: I want a rapist NPC. With a jaunty hat.
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    footwo likes this.
  18. Everyone, hide yo kids, hide yo wife
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    Holy - for the love of decency, guys, do not make a video. And add a [18+] tag to this thread :O
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    Can u put in 1.08d before adding complicated npcs? i want the fix, and how blacksmtihs i have to use comamnds to repair
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    What? Blacksmiths don't require command to repair tools/armor. Just right-click with it in your hand. And we will release 1.0.8d when we feel it is ready. It may or may not contain the new NPCs. I am leaning towards "may not".
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    I have a strange bug see video. I have tried to remove the items and add them again and also make new Npc's but to no avail. Any help would be gr8
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    is this me or is this the plugin?:
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    By the way, is the whole "one price to rule them all" thing deliberate (for simplicity), or is it a placeholder while you work out something better? Because I can't really say that repairing a wooden pick should cost the same as a diamond pick, although this what the documentation suggests has been implemented.
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    Sounds great, Can't wait for the Guards!

    I'm sure many people appreciate the hard work that's gone into this MOD. You should setup a donation button somewhere.

    Don't suppose you have a rough eta on the talkwhenclose bug fix?


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    Randy Schouten

    Will you guys consider making hotfixes sometime?
    It's quite annoing to wait for a big update even if it might be only a small bug which is really annoing.
    Such bug is that npc's don't talk, and that's quite essential if you ask me :p
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    Eff yes.
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    chunsing tang

    How do you 'save' a Trader?

    Everytime I set all the items in my Trader's inventory and use the command ''/trader sell 1 1'' ,
    and try to buy it (while changing owner) , it works.
    But when I reload / stop the server and turn it back on, the command is like gone :O
    It says : Stone isn't being sold here.
    And I have to retype the whole inventory of my Trader everytime..
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    also an option to let them walk in a certain area, randomly
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    how long do you think i should wait for the guards?
    i was quessing pretty long but you say everywhere soon...
    so what would be it? i really wouldn't care if it was far from correct.
    i would like something like 1 month 3 months or something? could you say or do you honestly have no idea?
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    Yes, the problem is that the items disappear after moving them a little bit.

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