[FUN/MECH] npcx (v0.0.31) - The NPC eXtender (now for 1.8.1) [1097-1157]

Discussion in 'Inactive/Unsupported Plugins' started by wizjany, May 9, 2011.

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    npcx - The NPC eXtender
    Version: 0.0.31

    UPDATE: mixxit has took the initiative to update the npclib to 1.8, all credit for this update goes to him! it should work on any 1.8 version of craftbukkit

    If you are having trouble, please read the old thread here and the included readme.txt that mixxit left. If you know of any other tutorials, do post and I'll add them.

    Info Update: Well long story short I am beginning to get bored of Minecraft and I don't have as much time as I would like to develop this plugin. This probably means that the rewrite I had planned is just going to die. Besides lack of time and motivation, I find it extremely pointless to write an API for NPCs outside of bukkit/craftbukkit, which makes the rewrite I was working on very frustrating. However, I will continue to update mixxit's code for new versions of minecraft, but don't expect any new features or anything.
    Update 2: As NPCs are being planned natively for 1.8 (the adventure update), I will probably be working on a (separate) plugin or directly with the NPC API if I have time.

    Note: If you have iConomy, make sure you have at least version 5+ or you'll get an error like this.
    [SEVERE] Could not pass event WHATEVER_EVENT to npcx
    java.lang.NoClassDefFoundError: com/iConomy/iConomy
    You should also be able to add "use-iConomy=false" in the npcx properties file.

    If you're having trouble installing MySql on windows, here's a nice guide: http://forums.bukkit.org/posts/293544, thanks to Atticus Craft. Basic WAMP/LAMP/MAMP servers should work fine too, just make sure you have the username/password correct and the database with permissions to the right user.

    • You can create npcs
    • And they do stuff
    • Everything should work like it did in mixxit's last version
    And by "work like it did" I mean I have no clue if there were bugs from then, but they're probably still around now. Please report any you find so I can take them into consideration.

    For MC 1.8.1 (1097+, no RB yet) Download
    For MC 1.7 (937+, 953, 1k): Download
    For MC 1.6 (807+): Download
    For MC 1.5 (740-803): Download
    Source Code

    Version 0.0.31
    • Updated to MC 1.8.1 (by Mixxit)
    Version 0.0.3
    • Updated for Grum's internal renaming
    Version 0.0.2
    • Updated for 1.6
    Version 0.0.1
    • Updated for 1.5
    • Began code revamp
    All credits go to mixxit for his work. Special thanks to sk89q and fullwall, even if they don't know they helped.
    wassilij, Zoaen, nathanaelps and 2 others like this.
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    Yep, already planned.
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    That's awesome, can't wait to see this! :D

    Can you alter this faction at all currently for players? Like if my players kill enough guards they'll be attacked on sight... is there a way to reverse this via command or action yet, or is this just in the works in some way? (That table editor someone spoke of would work, as would editing them by hand, but i'm definitely digging for an easier way!)
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    I don't believe so, editing the table is the only way right now. (although I haven't actually looked at all the stuff yet, so it's possible that it's there)
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    Fair enough, if there is any way to add a front-end (command based) option to this it would be really helpful. Otherwise, i'm sure we all know how to edit a table, otherwise one probably shouldn't be using the plugin. :p Keep up the awesome work!
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    Running CraftBukkit RB766 with GroupManager, WorldGuard, Essentials 2.2 (all), Regios, iConomy, BigBrother, the typical common plugins... I have had MySQL up and running with no problem for some time now and also successfully have the plugin working except when I create a npc it doesnt appear, its not there, unsee... the tables are made, i issued the commands and even check the existence of the npc(s), they are there according to everything but they simply just dont show up... no errors in terminal, no apparent problems like lag or disconnects... I know this isnt much to work from but this all I can post lol love the plugin just wished it worked
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    ....Did you make a spawngroup and add the npc to the spawngroup?
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    AWESOME, Thanks for making this compatible for 740. I've been waiting for this plugin to update for too long already. Will be testing soon :)
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    How do I get an NPC to hold an Item? My guards pwn, but don't look the part.
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    Atticus Craft

    They all start by holding a sword, but a current bug prevents it from showing unless they are wearing a helmet.

    /npcx npc helmet {NPCID} {ITEMID}

    same goes for, chest, boots, etcc.

    If you just type /npcx npc
    It will show a list of all options.
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    En Error occured,what can i do ???
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    try pasting the error so we can try and see what's wrong
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    2 issues here:
    -No response from triggerword (the word works, as i can set 'woof' to NPCSUMMONWOLF, but the NPC never talks.) Also, events such as EVENT_CLOSE do not work
    -NPCs did not respawn after a server restart

    -looks like they did spawn, but did not show up client-side; they seemed to be killing mobs
    -iConomy fixed problem 1, and problem 2 seems to happen after using /tp and /home commands.
    -problem 2 is fixed by disabling permissions... so far
    -...but now EVENT_CLOSE and NPCSUMMONZOMBIE are wierd
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    I ll to spawn a Npc , /npcx spawn group create spawn 1 , Spawn1 createt An error occured,i test an other command,nothing work ever the same problem ;(

    Sorry for my bad english,i am german
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    get rid of your space in "spawngroup" and "spawn1"
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    So I've been setting up many npcs for MCShadowville. And I have few observations of what is quite buggy / some things I'd really like to be added.

    1. Pathgroups, barely work if work at all. very jagged, look horrible.
    2. All npc's are not very intelligent. They consistently are looking off in random direction like they are trying to attack something that does not exist. Some start pathing oddly like they are part of a non-existent pathgroup. When I kill them they spawn again looking in the same direction.
    3. They do not attack consistently, usually only attack once if attacked, they do not know how to follow the person who attacked them / attack them very well. And after being attacked and killing whoever attacked them, they do not return to the spawngroup point.
    4. The options for Health and Damage in the MySQL database do not work.
    5. When my npc's were wearing the default iron armor, every time you hit them they dropped every piece of armor, by the time they were killed Hundreds of iron armor pieces were dropped.

    Suggestions / Requests:
    1. remove the necessity of typing /npcx in front of every command, most of the commands besides npc are unique enough that its not really necessary.
    2. make shortcuts for the commands.
    3. make merchants able to sell infinite amount of items. and make it possible to have merchant only buy, or only sell items.
    4. Add compands to remove NPC's, pathgroups, spawngroups, merchantlists, etc, a lot of basic commands seem to be missing. Where to set up the server merchants in any sort of organized manner you have to edit the mysql database directly and then upload the changes.
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    year971 said:
    I ll to spawn a Npc , /npcx spawn group create spawn 1 , Spawn1 createt An error occured,i test an other command,nothing work ever the same problem ;(

    Sorry for my bad english,i am german​
    Didnt work :(
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    You tried /npcx spawngroup create spawn1
    and it didn't work?
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    I'm having a problem, when i try to setup the MYSQL configuration it stops at the service running and so the configuration doesn't complete. Any reason why its doing this as i installed it before and it didn't get the error i am getting now (i uninstalled it previously)
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    Pastebin the error please.
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    Wiz, I'm gonna offer you some early advice at the onset: Either make a clear video guide to setting up the NPCx MYSQL database, and put it in the original post, or don't offer to support people who can't set the database up. I say this because you'll get SHITLOADS of people asking the same question.

    My advice would be to make, (or ask someone to make) a Local install and a web control panel install video.
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    yea uh no, i'm busy rewriting it from scratch, why would I bother making a video to support the old one
    Atticus Craft has already written a guide (albeit it only works on windows) which i linked in the first post
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    I use this mod mostly to have immersive merchants to buy/sell goods.
    I have a few ideas that i hope you could consider implementing.

    1. Non-Integer prices: Merchants are only allowed to sell items at integer values, which can affect an entire economy system. Decimal point plz.

    2. Custom currency name: Merchants responses always refer to money as "coins." Hooking into iconomy's custom currency names would be more immersive.

    3. Only buy, only sell: Sometimes merchants only need to buy items and others only need to sell, and others could use a little of both.

    And for the more ambitious ideas.
    4. GoldStandard like system:
    Making sure items aren't over/under priced is a tough undertaking, an automatically adjusting economy would obviously fix that problem.

    5. A more robust trigger system:
    I've had ideas of NPCs who would only sell to members of his club & knew his password. And a suspicious guy that would only come out at night to sell "shrooms" in the ally-way.

    Thanks for the awesome plugin update @wizjany and the consideration.
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    Another problem I've found. Damage values are not allowed. So i can not make my npc's sell different kinds of dyes or logs.
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    Yea, and slabs and the new saplings too.
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    Rewrite is coming along well. I might get a semi-functional release out by the end of the week for testing depending on how much time I have. Right now the big hurdle will be implementing database support, since I've never dealt with it before.
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    Atticus Craft

    Awesome :) Looking forward to it, I'll definitely give it a test.
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    year971 said:
    Didnt work :(
    Yes ...
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    Thanks for taking up the task of keeping this awesome plugin going!

    Any chance of adding uQuest support instead of its own quest system?
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    No clue...any errors in console or in game?
    I'll look into it. Better than coding my own probably :3
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    That'd be awesome if you can get it to work. npcx + PuzzleQuest = Win. Use an NPC to initiate the quest and make em run through a dungeon and finally auto completing it at the end.

    Then I would just have to write the quests :D

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