[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

    fullwall

    These are questions that need answering :p. Depends. I think it'd be nicer to just have the npc give out and must turn in there. Perhaps you could specify that?
     
  3. Offline

    Mouak

    But, having an NPC at spawn who tells you to find the shop / housing NPC at ' x y z ' would be brill!
     
  4. Offline

    fullwall

    Oh yeah, there's location/delivery quests.
     
  5. Offline

    Corkid


    1) I agree with mouak on having both. or atleast a way to use something like /quest setdelivery instead of going to a location and finding the the position then putting it in a yaml. Or just setting it so users can do /quest setdelivery (npc id to go to). or something along those lines. Personally, if you could only have yaml or text based entry then I would say use just make it file based.
    2)by preference, I would say that you should make it so quests can be assigned to npcs

    Quick Suggestions:
    First:Could you make it so it has support for all npc's? So a quest could be go to a wizard and teleport to location # or to go to a trader and sell my gold.
    Second: Is it possible to make it so the compass will point to the location you have to go to. However, that may cause conflicts with Commandbook and myhome since they both use that feature.
    Third: If you plan not to have it already set, Is there any chance that quests could have multiple tasks or would you just have to create multiple quest npcs

    Salutations,
    Cyrusc
    (I apologize if you already plan to add what I suggested or its just something you do not want to do)
     
  6. Offline

    mcjason123

    quick question fullwall what time will new citizens come out estimated?
     
  7. Offline

    ledhead900

    Quests shouold be done in game like You set a starting point then a location " objective" this could be killing xx many npcs " when you have tha feature" To simply handing in XX of item to the npc.

    You would Tie a quest start to an NPC
    but the end could be anything and Quests should be indipendent of NPC so you can assign it to other npcs if needed.

    Information stored should be number of quests completed in a quest line this would then unlock other quests from that quest line. The Number of quests completed in quest line would be used to detrmine if player has accsess to new quests from the same line.

    Muliple lines of quest should be allowe so when creating them they would have a quest line tag ID assoicated to the quest this tag ID would then associate it with a quest line so all quests with the SAME ID tag would be considerded part of the quest chain.

    Thats all I have right now.
     
  8. Offline

    geloum

    Bump ! :)
     
  9. Offline

    r1dogz

    So i update my Citizens file and edited the files with window notepad so that i turned citizens economy off, but now whenever i try to create an npc this message shows: An internal error occurred while attempting to perform this command
     
  10. Offline

    geloum

    Plugin not updated yet, youll have to wait a bit.
     
  11. Offline

    mbsuperstar1

    Well personally I believe quests should be created in-game, as YAML files for location and delivery quests may prove to be very difficult to define an area using a configuration file, and an in-game system would be more user friendly.

    The process of creating a quester, in my mind, would work as follows.
    Create NPC -> Toggle Quester -> {Create Quest Step} -> Assign Quest.

    This would mean quests could easily be added to multiple NPC's and if each quest is given a UID, this would enable random-quests given to be created by pulling a random Id from created quests for example.

    Some things that are vital in the quest creation process in my opinion;
    Name (UID possibly also) , Type -> Objective (would vary based on type), Reward.
    Start Quest Dialog, End Quest Dialog.

    And of course the process of starting and turning in quests could be generic for all NPC's and possibly set via a configuration file, or simply left-clicking and right-clicking.
    Erm yeah...

    EDIT: As mentioned above there should be an optional step in quest creation, to define quests that must have been completed already before starting the quest. Without this step a major RPG opportunity will be wasted ;)
     
  12. Offline

    RTRD

  13. Offline

    CaptureCraft

    Can't wait for this to get updated!
     
  14. Offline

    Kuja_Diartua

    1) making its all in-game is quite difficult, i guess. But if you want to allow players to make quests - it should be in-game. I think it should be YAML-file based,

    2) Making quests independent from npc with option to assing specified quest - is a great idea, i guess.
     
  15. Offline

    Travis Hopkins

    hows it coming!!? i neeed npc'ss :)
     
  16. Offline

    Kuja_Diartua

    The good way - simple way. I think you should hit quester with specified item (like book, or piece of paper), and then it posts the quest. Then you type /accept or /decline. After you completed the quest, you return to the quester, and another hit with book - you claim reward and etc.
    Why book? Because then you can set simple chatter to the npc, and only item will activate the quester.
    Also, maybe it will be awesome to make system, where hitting quester with different item activates different quest. For example, if you hit blacksmith with stone sword, he will try to give you quest for iron sword. You should go and bring some bones (something mob relevant) - after you return he will take the items and your sword, and give you iron one.

    Also, its possible, to make same quests with different requests. For example, you can earn some armor from blacksmith, but everytime he will ask different (but pre-set) items. It could be added to quest info in yaml.
    And different prizes, i guess (like: "bring me items, and i will give you something valuable" (but random))
    like

    Quest:
    NpcTextStart: (the text, which npc will say, when activated)
    NpcTextEnd: (text, when you end the quest)
    ActivateId: (item to hit npc, to start quest)
    ItemEarned: (your prize) (if one input - you get only one prize. if more - one of the list)
    - 12, 23
    - 21, 32
    ItemQuest: (requested items) (if one input - the request is always the same. if more - one of the list)
    - 123, 234, 345
    - 321, 432, 543
     
  17. Offline

    DetCox

    could you possibly make the trader portion in to its own plugin? i know why... it stupid right.... but there are many of us who use this plugin as an easy npc trader system. better than using boxes. and much better than the npc trader 1.1.4 plugin.
    maybe do something like chose what type of npc's you want to enable, so people can load what they want and save not wast space on there server
     
  18. Offline

    fullwall

    Debating whether to release this build, as it is *severely* untested. Also, all permissions nodes are changed.
     
  19. Offline

    CaptureCraft

    Do it! We will be the testers man, please!
     
    omerdn1 and tr0y like this.
  20. Offline

    fullwall

    But the people who don't know what they're doing will complain... plus you'll have to discover permissions nodes yourself (I can tell you the beginning part of each though).
     
  21. Offline

    Qlaras

    Just updated to Crafbukkit 818, running Citizens 1.0.8 and get the following on startup:

    Code:
    08:58:51 [INFO] [Citizens]: Permissions enabled.
    08:58:51 [INFO] [Citizens]: version [1.0.8d] (Helpers) loaded
    08:58:51 [INFO] [Citizens]: Payment method found (iConomy version: 5)
    08:58:51 [INFO] Done (0.753s)! For help, type "help" or "?"
    08:58:51 [WARNING] Task of 'Citizens' generated an exception
    java.lang.NoSuchMethodError: net.minecraft.server.ItemInWorldManager.<init>(Lnet/minecraft/server/World;)V
            at com.fullwall.resources.redecouverte.NPClib.NPCSpawner.SpawnBasicHumanNpc(NPCSpawner.java:66)
            at com.fullwall.Citizens.NPCs.NPCManager.register(NPCManager.java:62)
            at com.fullwall.Citizens.Citizens.setupNPCs(Citizens.java:129)
            at com.fullwall.Citizens.Citizens.access$0(Citizens.java:120)
            at com.fullwall.Citizens.Citizens$1.run(Citizens.java:83)
            at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:138)
            at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:388)
            at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:311)
            at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    >version Citizens
    08:58:59 [INFO] Citizens version 1.0.8
    
    It did NOT spawn my (single) NPC. Not a biggie as I haven't let my users (more like permissions are still screwy for many plugins) have access yet.
     
  22. I just want the traders to work :) If you can put it as dev build or pm it to me with some tips on permissions - would be great (it will still work with permissions 2.7 will it)
     
  23. Offline

    Kuja_Diartua

    Releasing half of the work - is wrong, i guess.
     
    LlmDl likes this.
  24. Offline

    gmore70

    Bukkit 818 and minecraft 1.6.6. This plugin doesnt work.

    2011-06-01 08:31:09 [WARNING] Task of 'Citizens' generated an exception
    java.lang.NoSuchMethodError: net.minecraft.server.ItemInWorldManager.<init>(Lnet/minecraft/server/World;)V
    at com.fullwall.resources.redecouverte.NPClib.NPCSpawner.SpawnBasicHumanNpc(NPCSpawner.java:66)
    at com.fullwall.Citizens.NPCs.NPCManager.register(NPCManager.java:62)
    at com.fullwall.Citizens.Citizens.setupNPCs(Citizens.java:129)
    at com.fullwall.Citizens.Citizens.access$0(Citizens.java:120)
    at com.fullwall.Citizens.Citizens$1.run(Citizens.java:83)
    at org.bukkit.craftbukkit.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:138)
    at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:388)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:311)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
     
  25. Offline

    omerdn1

    Why?
     
  26. Offline

    Drei Gyuu

    I've mailed him directly and still waiting for reply.
    Timestamp:[​IMG]Tue, May 24, 2011 at 8:47 PM
    Still has no reply since then. *sad face*
     
  27. Offline

    Williamsson

    My idéas.

    Quests can be defined in game, as well as YAML.


    Questers should have an option to define what line he says, depending on how many times player X hits them.

    Quester would have 3 lines, 1 2 3 4 and 5, of text. If he would be an ordinary NPC, he would ranomdly pick one of theese to say, each time someone speaks to him as it is now. Ofcourse this should be configurable wich lines quester says depending on conditions.
    Questers should have an option so that when player X hits him at first, he says line 1. Player X reads, and talks again. He then says line 2. X reads, talks, and Quester says line 3 - and now a quest is bestoved upon player X. After a while it all resets, unless a quest is bestoved upon X, so that he says line 1 again.
    If player has a quest, wich is not finished, by player X he says line 4. If X has finished his quest, he says line 5.

    Example:
    Quester has Quest 1 and Quest 2 defined to him.

    Quest 1

    X talks to Quester, who says line 1.
    X talks again, he says line 2 and recieves Quest 1.
    Now Quester will always say one of the lines defined (eg. 3,4,5) if X talks to him and hasn't finished the quest.
    X finishes his quest and returns to Quester. He then says line 6.

    Quest 2
    *checks if X has done quest 1, if so this runs*
    And something like above, just that it allows for a questline from the same NPC.


    I had more idéas, but I forgot them now. Will come back if I can think of anything else.
    Also, I love this plugin!
     
  28. Offline

    mcjason123

    well i can test it
     
  29. Bump..
    Surely someone else has had this issue?
     
  30. Offline

    CaptureCraft

    Why don't you release it privately and send us a link, we can report all the bugs to you and you won't get any stupid complaints.
     
  31. Offline

    fullwall

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