[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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    Oh come on.. Give them a break!
    They are working hard, but all they ever see is "give me this, and now!"

    Try to be a bit patient, and try to say thanks every now and then.
    I can tell you exactly when it's out.. The moment it's done!

    Full and neon, keep up the good work :)
    Best plugin there is
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    best plugin? really? you must have nothing on your server then. plugin is pretty useless honstly.
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    I don't want to start an argument or anything, but you can't really post that on the plugins own thread.. Why do you even want an update when "its pretty useless honestly".

    Let them finish, they have done so much already! [diamond] Have a diamond.

    EDIT: Sorry dude, and to be fair, the guy above said you need to say thanks more, and in your post.. You said "Thanks".
    Andreas Norrgård likes this.
  5. Don't forget that TheMPC is a part of the team too :) And we are working on it. I am going to do some work on guards tonight.
    phoenixstar and IIGoldII like this.
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    uhh, look at my posts and that will answer your question. Waypoints and trader fuctions would make it useful, but right now its not very useful. Thats why im asking about the update. dont jump into an argument with half the facts. I dont use this plugin and wont use it until it has those functions.
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    Thanks, too bad it had to come to an argument to get some kind of response other than "we dont know".
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    Oh and dont put words in my mouth, That is NOT my quote and i never said anyting close to that.
    Here is my quote, and i did say thanks...
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    Would it be possible to have some sort of NPC respawn mechanic when other features are finished? So like a set place they will spawn.
    So heres an example..
    Guard_Eric is set and he follows a way-point that leads him to a dangerous dungeon where he will fight until he dies, unless an adventurer helps him. Whereas if he dies, he respawns [a set time later] back at his guard post.

    Would this be eventually possible, or would it run into technical limitations?
  10. Spawn areas for NPCs? : D

    I do enjoy the sound of that.
    mbsuperstar1 likes this.
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    So are all of our old citizens going to be deleted when updating to 1.07e? So far I can't get them back save for the first one ever created, which is seemingly broken. : /
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    I think guards would be the best part of this plugin :D
    i think you should make it so players (users) can configure what monsters guards will attack, and maybe add an optional whitelist of players it won't attack :D
    I have a ton of other ideas if you're ever are wondering what else you could do :D
    although i admit i have almost no experience with java code T.T
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    Sorry, does this smoothly migrate your 1.06 NPCs over to 1.07?
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    First off I'd like to say that this plugin has a load of potential, lookign forwards to it the guards like everyone else too it seems. Just some ideas:

    -Setting the distance a guard will travel from his 'home' block before returning.
    -iConomy support so that you could pay guards to follow you?
    -The ability for guards to fight player???
    -Guards using bows...?
    -Guards using healing item?
    -Guards having variable health...?

    Anyone know if these will or won't be supported in the future guards add-on?
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    I was thinking guards could act like normal npcs except with a different behavior and a health and spawn configuration of some sort :D
    so you could give them whatever armor/weapon you want :D
    and i really like the player control and options that we have over npcs now, and i think it should be just as customizable as the current npcs
    i like these ideas and think he should try them :D
    KeithGB likes this.
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    That wasn't your quote. It was simply the meaning of most "questions" they get here.
    I know you were the only one I quoted, and it seems you're not among those. I'm sorry about that.

    But surely you can imagine how frustrating it must be to spend so much time on something, and everyone just asks for more.
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    The new NPCs will be dynamic, so can be toggled on/off for each NPC (guard/trader hybrid possible :O). Yes, these things take time, we can't work on this 24/7 (though we may want to). Please, be patient, and you will be rewarded. Thanks to all for your support ;).
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    I am under the same impression as some of the other people, as of present the mod doesn't actually do much, specially compared to that other one. I suppose to start with the good, the mod's easy to configure and the creepy constant staring bit works pretty decently. The bad, not much else cept for npc standing with a few lines of text. Mainly looking for guard support, partially which that other mod already has, though still interested in seeing your implementation. Asides from that the other features would be nice too, at any rate nice job on the ease of use and hope when you do implement movements, the npcs'll continue acting smoothly.
    KeithGB likes this.
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    I found that if I create a npc with the name Little Bobby .. it creates a player with a tiger / fox skin... It almost looks like the Firefox Logo as a player skin.

    Anybody else seen that?

    Reproducible with:

    /npc create Little Bobby
    You can log into my minecraft server (see my sig) and check it out... He's right at the spawn.


    I wonder how many OTHER skins there are that we don't know about.

    I updated a Wiki page about NPC Skins ... if people find others -- let's list them there.

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    I kind of have a super boner.
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    This is a brilliant plugin. Compared to the Everquest NPC plugin, this is pretty basic. However, Citizens is extremely easy to set up, and is simple to use. I am looking forward to NPCs having waypoint functuality. Guards will also be a neat feature. Please test on 612, and if it works, please update your title.
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    hey , umm when i try to create an npc its just says "You dont have enough money to do that" and i dont have iconomy installed , do u know what i should do ?
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    I believe you should check the citizens.economy file in the citizens folder.

    #If set to false, all NPCs will be free of charge and economy handling
    #will not be used.

    #If set to true, Nijikokun's iConomy plugin will be used for economy handling.

    You can change your options to make it work.
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    now it says "AN internal error ouccurd while attemting to perform this command" dno waht to do ..
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    That has been happening to me on Craftbukkit 612, when I login and when I do my first command. I can work-around it by logging in 3 times.. :eek: You could try updating to the latest reccomended build I guess.

    EDIT: It works on 617 with me, but you may be experiencing a different issue, I'll try my best to help though.
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    caelan rankin

    For some weird reason i get this (You need 100 more stone(s) to do that) Thats what i get when i try to create a NPC any help on that?
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    You need to edit the economy settings in Citizens.economy
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    caelan rankin

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    thx , but ill j
    thx , but ill just download citizens v1.06
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    i did but it didnt work for me :S
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    Have you tried redownloading 1.07e? Can you paste your settings file?

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