[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 would also like to know this.
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    yep, it works... fyi.. 1440 = 1 day. :) So now that we can configure daily quests, you know what the next logical step is right? ......reputation grinding!! :D :D lol... you love these posts don't you?
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    Hi, question: If I set an npc as a guard (bouncer), flags to fight zombies, spiders and skeletons, set radius to, let's say 10, why is that he won't fight any monster specified around him?

    EDIT: And also, how do I make him respond attack from players?
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    @hiro24 - haha. Yeah, some sort of ranking system would be ideal.
    @Hawk_345 @MikeKoder - nope, but I think I might add for a future version.
    @rareshutzu - there was a bug with retaliating that just got fixed. Is he aggessive?
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    Yes he is
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    Thanks for the quick reply. It would be great if you do add this feature in the future.
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    George Abitbol

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    Does anybody have a file with plenty of quests to test ?
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    my console kept saying this:
    when someone logged in. I had to remove al the files with the username in it. And then he could login again. But when I reloaded the server, it happened again.
    I'm not sure what happened, but I had to deinstall citizens. Which I really don't like. Since I had big plans with this plugin. I don't think you can fix it. Because you probably don't have enough information about the error. But as soon as there is a new version, I'll try it.
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    @fullwall is it possible to have quest only require a certain number of items to turn in, not to collect? So say that someone already has the items, can they just turn them in without collecting them?
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    Use the "delivery" objective type.
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    players cant do /quest abort

    the wiki site is down so i cant look for permissions :(
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    The wiki that is on bukkitDev is indeed down, not sure if this link has all updated info though.
    Just found it in my history, maybe it will help you.
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    Hey, I have been using your plugin since the beginning and I have always loved it. But now there is a highly irritating bug associated with the plugin. Whenever I or another player creates an NPC of themselves, it follows their exact movements. Someone created an NPC of me and it prevented me from doing a lot of things. There was no way to get rid of it so we were forced to remove the entire plugin. Is there anything you guys plan on doing to fix this? Or when the next update for this plugin might be?

    Thanks - MGF
  16. Sometimes it's helpful to read through the latest comments. I was about to ask if the bug was fixed with the guards not defending themself against players, but I saw you'd already answered that with a yes. Nice!

    I have a request thought. One I've asked for before so just look at this as a reminder. :p

    Guards: Somehow make it possible to make guards attack players that pvp within a given area.
    I really would love to be able to make my main city "non-pvp" but with pvp active. What I mean is, you can attack other players in the town, but then you'll get the guards on you.

    This would be a great way to use guards as bouncers for pubs and other things as well. :)
  17. My mind is as always filled with different ideas. I did the last post as a request for something I really like to have done, but I also have alot of other things I'd like to ask for, but more as ideas than a request since I know you have enough to to as it is (right? :p). So look as all this as just some tips to give you a little creative boost (which I really dont think you need, but anyway).
    Here goes:

    1. To be able to "conquer" the owning of citizens. Somehow make it so that for example, binding a citizen to a block and make it so that if someone destroys the block, they take over the ownership of the citizens bound to it. Preferably you could choose to make a player or the players "group" get the ownership.
    This way you could make villages, guardtowers etc that are hostile to players or gives players a higher cost for buying things but if the players conquers the village/guradtower/castle... They take over the ownership and can buy things cheaper, buy extra valuable things that they couldn't before, get the guards protection instead of getting attacked by them etc etc.

    This way you could make maps where players band together to attack enemy (or neutral) towns to be able to kill all the guards (that would attack them on sight) to conquer the towns. They would then own the towns and have the guards protect them from other attacking groups that plan to take over the towns. You get my drift? :).

    2. The possibility to make pre-setup citizens. (I'm not really sure if this is already possible already) What this means is that the admin already done a setup on how the guard should behave. What it is supposed to attack and within what radius.
    This is because I hate to force the players to learn commands for everything "extra" they should be allowed to do/create on the world. So I'd love a way to have just one simpe command like "/buy guard <name> and a guard would be bought for the price I've set and placed where the player stands when they buy the guard. And the guard is already configured to attack all hostile mobs etc.

    3. Traveling trader.
    This is an idea I got from my time playing The Discworld MUD where there was this magic shop that had predefined places it just showed up in for a set time. There wasn't any real knowledge on "when" it would show up at each place, but it was always the same places. When the shop appeared at one of these places there always was someone shouting out "blah blah shop is now on <streetname>.
    To create a trader and give it different coords it should use and a time for it to stay at each place would be lots of fun. This way I could make a trader with some extra good wares taht would show up at a set number of places and then disapear again after a set time.

    Again, as always. I ask forgiveness for my poor English making it harder for me to actually explain exactly what I mean. If something is hard to understand how I meant it, well... Sorry. :)

    JohnyDaison likes this.
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    Is it possible to make Guards stand in one position. Say I want them to attack mobs from the tower with arrows, but they are jumping off and fighting them.. Is is possible ?
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    Need messages.yml !!! :D

    For traduction
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    For some reason, with the current dev build, guards cannot be hurt, while regular npcs can.
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    @fullwall is it possible to make npc quests where you have to talk to a certain npc?
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    @Waffletastic - owners can't attack their own guards in the latest build.
    @Sketaful - some of those ideas are nice :). Guards *should* respect worldguard's PVP flags.
  24. Haha You should only know how much there is running around inside my thick skull that I've let stay there. I got a brain that never sleeps (which kinda keeps me awake to some times :( ).

    If you ever would have a plan for a builder for instance.. Then I have 5 different ideas on how to make it work... :p
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    Citizens crashes whenever somebody logs in and the server is set on Hard

    Nevermind, seems that Citizens now causes server to hang when someone connects after toggling an NPC type (specifically occurred with Blacksmith). Editing npc-profiles.yml to remove the Blacksmith: toggle: 'true' portion and restarting causes the server to behave normally but when toggled back (either in game or by editing the file) it causes hangups.

    Equipping the blacksmith and saving seemed to fix this but only for one restart -_-
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    I am hoping someone can help
    I have prety much figured everything i need to know to get my quests going Except

    The requirements part
    I want to either make a reqirement that a certain quest must be completed to pick the new quest up
    or set a rank in a reward to and make that a requirement to pick a new quest up but i have tried everything
    but I am now thinking this part of the quester is not working any info would be appreciated
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    I have an issue with the trader..

    I Disabled disabled economy in the citizens config
    but for some strange reason Citizens still wants to use economy when i try to create a trader that trades items for items.....

    i was wondering wy happoned.

    and even when i removed all economi plugins including esentials it started
    saying -
    so i was wondering how to create a trader that trades items for items oO because this is getting on my nerfs :)

    for the rest nice plugin hehe
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    fullwall, we need another option in addition to default text and set text
    no text!
    If I want to avoid the npc saying their set text or random text when people are interactioon with it in a quest, I have to set the talk item to something they surely will not have in their hands

    Another thing.. What am I doing wrong here? http://pastie.org/2710760
    The quest moves on to the next step without issues.. but the reward isn't given!
    That means, in this case, the player is stuck after the first step as they are not teleported to the next location!
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    @glow - that functionality was removed unfortunately.
    @Scandragon - align the rewards with the objective section - Citizens can't actually track order. If you align the rewards as if they were another objective within the step, they will be rewarded after the step completes, and if you align with the individual objective, they'll be awarded after that objective.
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    So.. I should add 4 spaces of indentation?
    I tried that, then the quest didn't load because of an invalid quest objective..
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