[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

    quickclay

    I recently upgraded the 1.0.3 jar to the 1.0.4 jar. Now after upgradeding from 1.0.3d to 1.0.4d I get the following error:
    Show Spoiler

    2011-08-14 09:10:42 [INFO] [Citizens] Loaded 0 quests.
    2011-08-14 09:10:42 [INFO] [Citizens] Permissions enabled.
    2011-08-14 09:10:42 [SEVERE] Error occurred while enabling Citizens v1.0.9 (Is it up to date?): null
    java.lang.ExceptionInInitializerError
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at java.lang.Class.getEnumConstantsShared(Unknown Source)
    at java.lang.System$2.getEnumConstantsShared(Unknown Source)
    at java.util.EnumMap.getKeyUniverse(Unknown Source)
    at java.util.EnumMap.<init>(Unknown Source)
    at com.citizens.CreatureTask.<clinit>(CreatureTask.java:22)
    at com.citizens.Citizens.onEnable(Citizens.java:109)
    at org.bukkit.plugin.java.JavaPlugin.setEnabled(JavaPlugin.java:126)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:878)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:272)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:162)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:146)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:284)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:271)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:148)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:335)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    Caused by: java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Integer
    at com.citizens.SettingsManager$Constant.toInt(SettingsManager.java:159)
    at com.citizens.resources.npclib.creatures.CreatureNPCType.<clinit>(CreatureNPCType.java:8)
    ... 20 more
    2011-08-14 09:10:42 [SEVERE] Could not pass event PLUGIN_ENABLE to Citizens
    java.lang.ExceptionInInitializerError
    at com.citizens.listeners.ServerListen.onPluginEnable(ServerListen.java:37)
    at org.bukkit.plugin.java.JavaPluginLoader$44.execute(JavaPluginLoader.java:548)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:58)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:332)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader.java:885)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManager.java:272)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:162)
    at org.bukkit.craftbukkit.CraftServer.enablePlugins(CraftServer.java:146)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:284)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:271)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:148)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:335)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:422)
    Caused by: java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Boolean
    at com.citizens.SettingsManager$Constant.toBoolean(SettingsManager.java:150)
    at com.citizens.economy.EconomyHandler.<clinit>(EconomyHandler.java:11)
    ... 13 more

    Are there configuration changes I am forgetting too?
     
  3. Offline

    Hryniu

    Yeah, it's a good idea. I hope they make it in the next version. ;)
     
  4. Offline

    coffeehedake

    @quickclay
    Not that I want to step on any toes here but it appears you are having the same issue I posted about initially.

    "ENTITY_DAMAGE errors and "Could not cast blah to blah" errors - FIX THESE BY REMOVING ALL SINGLE QUOTES IN YOUR CONFIGURATION FILES BESIDES items.select-items and general.chat.format"

    Check citizens.yml and economy.yml for single quotes and remove them except where mentioned above.
     
    quickclay likes this.
  5. Offline

    JDBar

    Just a note, the NPCs work great. But none of them seem to be able to wear chestplates. I put /npc armor chestplate iron_chestplate for multiple NPCs, and it takes the chestplate from my inventory, and the NPC's animation kind of jitters like he's putting the chestplate on, but then the chestplate is not visible.
     
  6. Offline

    Hryniu

    Type Torso, and it will work.
     
  7. Offline

    JDBar

    Thanks!
     
  8. Offline

    muCkk

    hey,
    i am trying to check if a player is a npc. i noticed that isNPC() only checks the npcs created by players, that does not include evil-npcs and pirates. is there a way to check for those? if not it would be helpful to add that.
     
  9. Offline

    LucidLethargy

    When updating from version 1.0.9c to 1.0.9d I get this error:

    Has something changed with the formatting? What can I do to fix this? It works perfectly every time I revert to 1.0.9c and yes I did regenerate the config already a few times without any improvement.
     
  10. Offline

    quickclay

    Shoot.. went through both config files and deleted quotes with no effect. :( Could you be more specific on which items to leave in single quotes?
     
  11. Offline

    Starrk

    Okay so I fixed the moving NPC's, now the server restarted and...

    the NPC's that I used /copy with all stack on eachother & the iConomy stopped working with Citizens, it went back to yellow flowers but the use-econplugin is true.
     
  12. Offline

    coffeehedake

    Sure, take a look at my configs for
    citizens.yml http://pastebin.com/UsCES4ab
    and
    economy.yml http://pastebin.com/6taW4gFx
    My pastebin version of npc-profiles is incorrect, so do not use that as an example.

    Basically you want to leave single quotes on only two parts in citizens.yml:
    Code:
    items:
        item-list-on: true
        basic:
            select-items: '*'
            talk-items: 340,
    and again here:
    Code:
    general:
        defaults:
            enable-following: true
            talk-when-close: false
        debug-mode: false
        healers:
            pay-for-heal: true
            regen-health: true
        colors:
            use-npc-colours: true
            npc-colour: f
        wizards:
            regen-mana: true
            max-mana: 100
            wizard-max-locations: 10
        notify-updates: true
        chat:
            slashes-to-spaces: true
            selection-message: <g>You selected <y><npc><g> (ID <y><npcid><g>).
            default-text: Hello.;How are you today?;Having a nice day?;Good weather today.;Stop hitting me!;I'm bored.;
            creation-message: <g>The NPC <y><npc><g> was born!
            format: '[%name%]: '
    @LucidLethargy and @quickclay this aught to work for both of you, and at the very least will help you guys troubleshoot with the Citizens team.​
     
  13. Offline

    coffeehedake

    Starrk, I've found that in troubleshooting issues like this it helps to define an order for your plugins to load.

    How do you do this? It's easy, but every time you update a plugin, you have to remember to redo this.
    Go into your plugins directory, and rename the jar files for your top tier, most important plugins with a NUMBER in FRONT of the name. For example, I might want, say, Permissions to load before everything else. I rename the Jar from permissions.jar to 00_permissions.jar. Next might be 01_iconomy.jar. Then 02_citizens.jar, etc. These are not the real order my plugins are set to, just for an example. This solves a lot of dependency issues, as bukkit has no way that I know of to prioritize the order a plugin takes over another.

    Just keep in mind, you need to do some research and testing as to which plugins SHOULD take precedence over another. Works for me, your milage may vary. See how it goes and send me a PM so we don't have to hijack this support thread. Otherwise, twitter or skype work too. Good luck.
     
  14. Offline

    cheezyandweezy

    why do the npc's eventually disappear making me have to reboot the server?!
     
  15. Offline

    coffeehedake

    @cheezyandweezy I've noticed this at times too. Try
    Code:
    /citizens reload
    instead of restarting the server. They despawn at times, I've noticed in my logs at least.
     
  16. Offline

    pallys

    i dont know how to make npcs evil...can any1 tell me how...and i was thinking when the guards r fully there and ready to go can u have a option to have them attack griefers and not be killed cause i have a huge castle and my friend keeps putting in pig spawners as a joke i clear them out but id think it would be funny if he got owned trying to do it
     
  17. Offline

    coffeehedake

    @pallys

    http://citizens.wikia.com/wiki/Evil_NPCs

    "You cannot create an Evil NPC, as it spawns on its own like any other mob in Minecraft... ...If you would like to change evils in any way, or completely remove them altogether, you can also edit settings in the mobs.yml."
     
  18. Offline

    Jey_Bee

    Same request i have one page before. ;)
    Thats could be an awsome feature! please please please. :D
     
  19. Offline

    pallys

    is there a way u can find out where they spawn? cause that would be really cool
     
  20. Offline

    coffeehedake

    @pallys
    I'm pretty sure it's random
     
  21. Offline

    Nytemare3701

    Bug: NPCs bypass all forms of invulnerability, including ghost form (D&R plugin) and normal god modes.

    CB 1000
     
  22. Offline

    Phinex224

    Well, it seems that I don't see permission nodes for permissions......Do I just not see it or do you not have them on the post?
     
  23. Offline

    Phinex224

    Wait NVM I just noticed the wiki link XD
     
  24. Offline

    MRxOR4NG3

    When i reload server the npcs delete?
     
  25. Offline

    ItsQ

    You can use Spout for it?
    With Spout Playeredit, you can set a name above your head like a nickname and it will not change your skin.
    Please take a look at it ;)
     
  26. Offline

    Maniox

    I have tried almost everything but i cant make my guards attack cows zombies or anything, even when i hit them they dont attack back..

    Anyone know what my problem is? seems like noone else has it.
     
  27. Offline

    klin34970

    I am looking to change the source skin I looked in src / core, but I have not found where this is the line to edit?
    Thx.
     
  28. Offline

    coffeehedake

    @Maniox
    From the first, pinned post:
    "Guards and Questers are not finished yet, DO NOT REPORT BUGS ABOUT THEM"
     
  29. Offline

    Maniox

    Alright, its just that there are so many hints about them supposedly working...

    Its misleading tbh
     
  30. Offline

    coffeehedake

    @klin34970
    I'm not quite sure what you're asking but skin changes are based on the name of the NPC.

    http://citizens.wikia.com/wiki/Common_Issues
    "How do I skin my NPCs?

    Simply rename the npc by somebody's username, the skin will then apply to your npc. (ex; /npc create Honeydew) you will then have Honeydew's skin."
     
  31. Offline

    coffeehedake

    @Maniox

    Understandable, it's just that they're buggy until the team finishes working on them. I'm sure once they have focused on fixing guards they'll be troubleshooting issues like these. For now though their efforts are elsewhere. Don't dismay, just give it some time.
     

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