[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

    neopha

    Hey there,

    is there a version that uses a directory without space?
    because citizens cant set a directory 'Basic NPCs' because its not allowed
    by my serv-host to use spaces in directory or file names.

    ty
     
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    kahlilnc

    How do I make the NPC bots guard things?
     
  4. Offline

    Sol

    You don't.

    This feature has not been added yet.

    ~Sol
     
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    driftgoat

    I can't wait until you add the guard npc. Will be awesome to come outside your house and see your guard attacking a stray spider. The guard then proceeds to walk back to his position standing outside your door.
     
  6. Offline

    kahlilnc

    lol k i see it now it says future versions. k thx
     
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    Tony Xu

    Nice plugin but does it support op.txt?
    Cause I don't want to use permissions
    Like only op can use these commands
     
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    Tempest

    I'm having a bit of trouble here, I'm currently having a server hosted on Servercraft and can upload the citizens.jar easily enough with McMyAdmin, as well as create NPCs and such, but whenever my server restarts they all disappear without a trace.
    Does this have anything to do with the fact that I don't have the Citizens folder (The one with Citizens.settings and Basic NPCs) uploaded?
    If not, is there something I can do to remedy this?
     
  9. Offline

    fullwall

    Yes it does TonyXu. Yes it does Tempest - download the 1.06 zip and get the settings file from there. The indev version is just refactoring mainly for now, still WIP.
     
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    godgodgodgo

    Is there a way I can easily set them to talk if I hit them with any item?
    Btw i LOVE THIS
     
  11. Offline

    fullwall

    Set item list to false. And thanks :)
     
  12. Not sure if this was already mentioned, but at startup, i'm getting this:
    Code:
    [SEVERE] Unable to save plugins/Citizens/Basic NPCs/Citizens.items
    java.io.FileNotFoundException: plugins/Citizens/Basic NPCs/Citizens.items (No such file or directory)
    
    repeated about 5 times in the console. (i think this was using indev) but i'm not sure. Either way, the dissapearing bug still isn't worked out :D (in either version)
     
  13. Currently you have to download the .zip and extract those files from there, we will make them be created on startup when we have time. Also, for you who like devbuilds there is a github https://github.com/fullwall/Citizens/. There is currently alot of bugs in the devbuild tho, non saving npc's and stuff.
     
  14. Lol... i dont mind what build i use. I'm just open to trying multiple types of builds to see whatever works for my situation :) (and in this case, neither do :p)
     
  15. Offline

    Seth.D

    Well, I'm not sure if this was already answered somewhere earlier in this 20-page thread. But...

    When I create a citizen, and another citizen by the same name (Two Guards are better than one :) ) and I try to remove one, one of the citizens disappears but the other citizen just stays there like a ghost and stares at everyone until I restart the server (after doing so the "ghost" will disappear). I am not able to remove it, rename it, move it, give it something to hold, nothing.

    To fix this, I suggest you add a function like the NPCs plugin for hMod where you have to specify a display name AND a unique ID name when creating an NPC. To remove or modify the NPC, you have to use the ID name and not the display name. Also, when two same ID names are used, an error is returned saying that the name is already in use.
     
  16. We are actually planning(Or well, atleast I am XD Probably fullwall too) on adding an unique id for it, and we will also change how you do actions with the npcs. Also, we now have a /npc tp command in the plugin :) (It's on the github)
     
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    Caziban

    I'm getting an error setting NPC messages. It says I set them, but when I click them the message does not appear. Is this a known error?
     
  18. You know you have to right click them, right?
     
  19. What version are you using? Also as Pawned said, you have to right click them. Also, you need to rightclick them with a specific item(by default in config a cooked porkshop.
     
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    Aspernatio

    This is an amazing plugin - I absolutely love it. Nice work fullwall, and can't wait for the other features to be added!
     
  21. We are working on it :) Check out or github repo if you wan't the latest versions, it is a bit buggy currently tho, since we are restructoring the code.
     
  22. Offline

    Major

    Is it working for 531 yet? :)
     
  23. Offline

    Aspernatio

    As I run my own server for a few of my friends, I've found that there's one thing that I think could be improved in this plugin - order of text. For example, I'd like to be able to have an npc named, "Front_Desk_Secretary," who upon being struck once, says, "Hello, welcome to the Mainstay Corporation. How can I help you?" and upon being struck a second time, says, "The offices are on the second floor."

    Perhaps the best way to do that would be to have a command like "/npc intro Front_Desk_Secretary Hello, welcome to the Mainstay Corporation. How can I help you?" which allows you to set an intro phrase which is said once to each player, and is never again said to that player (or goes on a timer, or resets if that player leaves the chunk to which the npc belongs, etc.)
     
  24. The github version does, yes, but it contains alot of bugs :) For example, alot of functions doesn't work, some npc data doesn't get saved, and it can crash your client if you add armor to an npc with the new version.

    That can probably be fixed, we are in the middle of rewriting the code and make everything work again, but I add it to the todo list.
     
  25. Offline

    tonym

    This plug in is really awsome thank you so much for making it. I do have one issue though. It appears when I stop the server and restart the NPCs are a little odd. They no longer look at you when you get close to them (I have that option enabled. And I placed two NPCs in the nether (I have the multiverse plugin) and they have disappeared. Once again thanks for your efforts.
     
  26. I don't think we have added MultiWorld support for npc's yet, they might have gone away/popped up in the other world. Also, about the restart server thingy, we are working on it in the new version where we are reorganizing all the code.
     
  27. Offline

    tonym

    I reran the server load and came across this error in the log hopefully this will help you.


    [SEVERE] null loading Citizens v1.06 (Is it up to date?)
    java.lang.NullPointerException
    at com.fullwall.Citizens.BasicNPCHandler.spawnNPC(BasicNPCHandler.java:96)
    at com.fullwall.Citizens.Citizens.setupNPCs(Citizens.java:127)
    at com.fullwall.Citizens.Citizens.onEnable(Citizens.java:61)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:118)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:414)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:187)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:83)
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:61)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:204)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:191)
    at net.minecraft.server.MinecraftServer.d(MinecraftServer.java:131)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:246)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:366)

    When I log into the server the NPCs are still there except the ones I placed in the Nether (using multiverse.) but they won't look at me even though that setting is enabled.
     
  28. Well, that is an old version of the plugin. Also, what craftbukkit version are you running?
     
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    Solaris765

    how is the waypoint and trader additions coming along? those will be the point i add this to my server. i'm really looking forward to it and so are my subjects. keep up the amazing work
     
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    Joe_Young

    Do we HAVE to use the corresponding skins of the actual account? It's a nice feature but needs more flexibility. How hard would it be to pull from skin files in the plugin folder?

    Also, we need to be able to have more than one of a particular name.
     
    sowel likes this.
  31. Offline

    OkinKun

    heh, I just noticed that the NPCs "follow" your view direction too. So if you stand near one, and turn your head, they look in the opposite direction (your-right, their-right).. which is a little strange. Might be better if they mirror where you look, which would give u the sense that they're looking at what you look at.
    I think maybe something just needs to be inverted, from the way it is now. Unless this was intentional, of course. As it is right now, it's kinda delayed, so it gives you the sense that they're looking around, almost on their own. But it might be nice to be able to configure this as a setting, making it either mirrored, or inverted.

    Also, a slight bug, when I set "talk-when-close" to true, the name format I customized doesn't work. It defaults to the default "[name]:" format, rather than follow the format we manually set in "chat-format". Kinda annoying, since it doesn't look right, doesn't match.
     

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