[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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    gameswereus

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    fullwall

    There will be a build up soon that will hopefully fix the saving issues (which were causing the conversion issues).
    I'd just like to reiterate what important things were added in 1.0.9 (seems the issues with saving kind of overshadowed them :p).
    First, we added the ability for console commands (limited perhaps at the moment, but we might do something with them later given some suggestions).
    Second, we improved greatly upon the general code structure of Citizens, thus allowing us to add things like NPC types and commands more easily. An interesting thought is the new ease in which we can make new 'mob NPCs', allowing huge possibilities such as maybe even bringing some of the npcs from popular singleplayer mods to Citizens.
    Thirdly, the possibility was finally added to add your *own* NPC types to Citizens through an API - hopefully some devs will take up the challenge! The documentation can be found here - http://citizens.wikia.com/wiki/API_documentation
    Fourthly, the much-requested feature of NPC waypoints was added - the command '/npc path' will enter the waypoint editing mode.
    Fifthly, although it doesn't seem like it, progress on both questers and guards was moved along.
     
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    Vaupell

    They only work if PVP is enabled on the server!
    And yep
    SOME NPC's are gone after server restart + those who stay "forgot" their name and proffession.
     
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    Xavier112

    Umm.. Hello.
    This mod looks pretty cool..
    But I have a problem..
    I cant install it right.. I do evrything that the wiki says..
    But when I go In Game "type /npc create *name*" it shows a error..
    Please report this error [See console]:
    java.lang.NoClassDefFoundError: com/nijiko/permission/PermissionHandler

    Please help me with this.
    And aren't there any Permission nodes?
     
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    zippolino

    Hello everybody,

    I´m using the Traders to buy Diamonds from them. Is it possible to let them sell just 1 Diamond per day?
    The Reset could be 6 in the morning and then players on the server can buy 1 Diamond again for the day.

    Thx for your answer.
     
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    fullwall

    @Xavier112 - what permissions version are you using?
     
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    riuthamus

    Seriously amazing work. We had some small issues but I figure that will be fixed with the next build. Ill keep watching the project until its a bit more stable.
     
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    zackthecold

    Editted: Post removed!
    I just got my answer from the above post! Thanks dev! :D I can't wait for your next update :D
     
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    Xavier112

    I have the Permissions 3.1.6
     
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    fullwall

    @Xavier112 - please wait for the next version of Citizens, or downgrade to Permissions 3.1.5
     
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    FireFreak111

    Permissions 3.2 is coming soon, maybe you should wait to support that since 3.1.6 will be obsolete.
     
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    hiro24

    Suggestions, would it be possible in a future release to:

    1. Make Evil a toggle-able NPC type?
    2. Make Evil aggressive instead of passive?

    I'd love to use evil NPCs as the antagonists for overthrowing a city in an event on my server I'd like to do, but in order for it to be effective, I'd need to be able to macro creating an NPC and setting it to evil quickly, to spawn opposition as the real characters try to re-take the city.. and of course.. they'd need to be able to fight the opposition, instead of just giving them dirty looks. :)
     
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    aPunch

    1. No, Evil NPCs are "mobs", meaning that they will never be able to be toggled.

    2. They currently only attack if you attack them. We are trying to fix this bug.
     
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    FireFreak111

    Suggestion: Ability for someone with permissions to make a mob that will go out, walk around (like a player looking for a nice place to build) and attack anyone but the person who made em.
    Name of NPC: The Hobo (it will catch on, trust me)
     
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    fullwall

    We should probably add spawn [npcmob] commands.
     
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    FireFreak111

    So basically, spawnpoints for npcs. That would be cool. A spawnpoint with multiple npc's able to spawn at it? Evil player spawning his evil army? :p
     
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    fullwall

    Well, perhaps spawnpoints as well ;).
     
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    FireFreak111

    Awesome! Btw, you guys have to be the best plugin development team ever, your progress on github shows that. Be proud of yourselves for this plugin!
     
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    Jany95

    in beta 1.7 my npcs started to fly... that was a goddamn nice bug we laughed so hard about it^^
     
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    sublynx

    So I could for instance, create a web based NPC creator for my users? Letting them setup a trader without 50 commands? Sounds awesome.
     
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    fullwall

    @sublynx - well, we'd have to add the commands of course.
     
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    cmackinnon

    all fixed up
     
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    ohmydoddtv

    When's the update coming if you don't mind me asking? :)
     
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    sublynx

    Just hitting at the "suggestions" part of that statement :p

    Have no idea what that would entail, but just given the current command list, in addition to the ability to spawn the npc at specific coordinates could make that type of thing easily doable. Might need some way to "save-off", "save-on", "force-save", and "reload-config" to be able to make changes to the text/names/etc while the server is running.
     
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    fullwall

    @sublynx - will add these types of commands in the future.
    @ohmydoddtv / all else - sorry, apparently the fix didn't work correctly, so we'll have to wait for another day. Sorry again :(. The saving system had to be changed at short notice for this quick release, as it was laggy due to YAML concerns.
     
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    Sadrazam

    @fullwall - why NPC's name are going and coming blank name??
     
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    ohmydoddtv

    Well that's better than never :) If you need a tester just ask, as I've said before, I know how everything works and I have a server basically dedicated to this plugin :D
     
  29. Offline

    ohmydoddtv

    Saving issue, wait until next update
     
  30. Offline

    Sadrazam

    @ohmydoddtv - OK! I waited this answer until now..
     
  31. Offline

    ibab

    Tried to add an item, but it gave no text like "Item added" or anything like previously. I tried using /trader list sell instead then. It gave this error to the console.
    Code:
    2011-07-04 15:20:16 [SEVERE] java.lang.ArrayIndexOutOfBoundsException: 3
    2011-07-04 15:20:16 [SEVERE]     at com.citizens.Resources.sk89q.CommandContext.getInteger(CommandContext.java:81)
    2011-07-04 15:20:16 [SEVERE]     at com.citizens.Commands.Commands.TraderCommands.displayList(TraderCommands.java:173)
    2011-07-04 15:20:16 [SEVERE]     at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    2011-07-04 15:20:16 [SEVERE]     at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    2011-07-04 15:20:16 [SEVERE]     at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    2011-07-04 15:20:16 [SEVERE]     at java.lang.reflect.Method.invoke(Method.java:616)
    2011-07-04 15:20:16 [SEVERE]     at com.citizens.Resources.sk89q.CommandsManager.executeMethod(CommandsManager.java:495)
    2011-07-04 15:20:16 [SEVERE]     at com.citizens.Resources.sk89q.CommandsManager.execute(CommandsManager.java:394)
    2011-07-04 15:20:16 [SEVERE]     at com.citizens.Citizens.onCommand(Citizens.java:321)
    2011-07-04 15:20:16 [SEVERE]     at org.bukkit.command.PluginCommand.execute(PluginCommand.java:35)
    2011-07-04 15:20:16 [SEVERE]     at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:129)
    2011-07-04 15:20:16 [SEVERE]     at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:298)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.NetServerHandler.handleCommand(NetServerHandler.java:711)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.NetServerHandler.chat(NetServerHandler.java:676)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:669)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.Packet3Chat.a(Packet3Chat.java:33)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.NetworkManager.b(NetworkManager.java:226)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.NetServerHandler.a(NetServerHandler.java:84)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.NetworkListenThread.a(SourceFile:105)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.MinecraftServer.h(MinecraftServer.java:451)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:361)
    2011-07-04 15:20:16 [SEVERE]     at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    
     

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