[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!
     
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    Combat Wombat

    Is it possible to make the trader sell items in different quantities? For example, I put 4 different stacks of wool, 1, 8 , 32 and 64 in the inventory, but I can only seem to purchase one at a time
     
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    Draconicus

    Okay, I got this working, but it looks like if traders keep the payment in some kind of pocket dimension.

    NPC Trader: Librarian
    Has 30 books and 20 gold

    -Player sells 5 books for 1g
    -Visible NPC gold is now 19

    -Player buys 5 books for 1g
    -Visible NPC gold remains at 19, but 1g disappears from player

    -Player sells 15 books for 3g
    -Visible NPC gold is now at 17

    I guess there's some other value counter at work behind the inventory stash?
     
  4. Offline

    fullwall

    @MugiSNK - yes, either set use-economy to false, or, set the prices in the Citizens.economy file to 0.
    @Combat Wombat - not sure what you mean, but have you tried changing what you used to define the selling in the command? Say, 1:2 becomes 1:64 - selling a stack of 64 at a time.
     
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    fullwall

    @Draconicus - probably the result of lag, actually.
     
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    Draconicus

    I think setting "economy=false" in Citizens.economy will still allow traders to function while taking other expenses away. Not sure.
     
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    fullwall

    No... perhaps not. If you want traders to function yet have everything be free, probably best to just set the prices to 0.
     
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    Combat Wombat

    What I meant was, I want traders to be able to sell wool using iConomy in different quantities. Because my users end up having to keep clicking and buying 1 wool at a time, and they can't just buy stacks of wool
     
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    Jiggy

    then just add 1 stack of wool in it.....
     
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    Combat Wombat

    I did. There are 4 different stacks of wool, one stack with 1 wool, one with 8, one with 32, one with 64. However, whichever they click, it forces them to buy only 1 at a time.

    I tried adding multiple prices for stacks by using /npc trader sell 35:8 200, etc etc, but it does not allow it
     
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    Draconicus

    Is there a way to have no specific item needed to interact with NPCs? I liked that.
     
  12. Offline

    fullwall

    Yes? Use * as the item.
     
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    MugiSNK

    Thanks for the answer. But if I add NPC's with use-economy on false I cannot create blacksmiths nor traders
     
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    Jiggy

    hmm then u should ask fullwall if there is a possibilty (or how u spell that) to add that >.>
     
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    fullwall

    It's not /npc trader, but rather /trader . Also, if defining an item price, make sure you define the amount as well. /trader sell 35:8 200:x. If you're already selling that, try removing it with /trader sell remove 35.
     
  16. Offline

    MiHo

    Support iConomy 5.0?
     
  17. It is set to true and yet the items are still being used. I have iConomy 5 installed and can't see the reason as to why it's doing this.
     
  18. Offline

    fullwall

  19. Uhh no, just 1.0.8 (I think). Is this fixed in 1.0.8a?
     
  20. Offline

    fullwall

  21. Offline

    kahlilnc

    Oh my, waiting this long was worth it.
     
  22. Offline

    fullwall

    Sorry about the delay for this version guys, hopefully it was worth it for the four new npc types :). I think that right clicking blacksmiths doesn't repair your tools atm, will fix this for the next version, but for now, sleep.
     
  23. Redownloaded and now it just lets them make NPCs for free *sigh*
     
  24. Offline

    troed

    So I added one basic NPC inside a house. Went to sleep in another house. When I came back my NPC was surrounded by three zombies (don't ask how they spawned inside a well lit house) that ignored me completely until I attacked them one by one.

    It makes the NPC's task of being a "Welcome to the store!"-clerk somewhat more interesting .. ;)
     
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    fullwall

    I'm hoping that was 1.07i, as monsters shouldn't target NPCs in 1.0.8. Funny story though :p.
     
  26. Offline

    troed

    Sorry .. 1.08a :( Just downloaded and installed. But please ignore that for now and go to sleep! :)
     
  27. Offline

    fullwall

    @troed - try redownloading the 1.0.8a ZIP again, see if it's fixed.
     
    mbsuperstar1 likes this.
  28. Offline

    Shad

    When do you see this feature being implemented or how long do you think it will take to make?

    Thanks :)
     
  29. Offline

    fullwall

    Quester NPCs are another big task, as the entire API has to be written by ourselves. Same with guards. Hence, we are not putting an ETA on the release of these features just yet. Perhaps an NPC that simply performs a given command when right clicked could be used in the interim.
     
  30. Offline

    troed

    Done, I'll post if it happens again (it didn't on the second night before the re-download).
     
  31. Offline

    Ganadewa

    i´ve been waiting for this awesome update so long! Thank you.
     

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