[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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    /trader sell item amount price (i think)
    And you dont need to use the npc tool for traders.

    But did you loaded the npc with that item?
    Got the npc trader money ?
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    Drei Gyuu

    I ask the same question
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    I use PermissionsEx - it supports Bukkit perms!
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    Hmm, How do I turn in quests?
    It says it's completed but it doesnt give me reward
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    Download build #229
    That will fixs it all, but also here:

        - citizens.wizard.use.interact
        - citizens.trader.use.trade
        - citizens.wizard.use.*
        - citizens.trader.use.*
        - citizens.wizard.use.locations
    i use that for Members
    And this for admin:

        - citizens.*
        - citizens.admin.*
        - citizens.admin.override.*
        - citizens.basic.*
        - citizens.basic.use.*
        - citizens.blacksmith.*
        - citizens.blacksmith.use.*
        - citizens.evils.*
        - citizens.guard.*
        - citizens.guard.use.*
        - citizens.healer.*
        - citizens.healer.use.*
        - citizens.quester.*
        - citizens.quester.use.*
        - citizens.quester.use.quests.*
        - citizens.toggle.*
        - citizens.trader.*
        - citizens.trader.use.*
        - citizens.waypoints.*
        - citizens.wizard.*
        - citizens.wizard.use.*
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    Drei Gyuu

    Thanks, tried it and everything works except the trader not allowing non-op's to access the shop.
    maybe its just a little hiccup or a typo from my side I'll double check it to be thorough.

    This is a diff situation but the quest wont give out rewards.

            description: A fetch quest
            completion: <g>You win! Give me that stone.
            acceptance: <g>Challenge <y>accepted<g>.
        repeats: 1
                    type: collect
                    materialid: 1
                    amount: 3
                    message: A voice echoes... "I want that stone now!"
                type: item
                id: 1
                amount: 3
                take: true
    I've noticed multiple post regarding this, Thought i should post the quest.yml code so you can see it.

    Thanks for your help, I really appreciate it.
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    Nuther problem. :( I am able to set my guard to trader and load them up with 1000 arrows then equip them with a bow, but they only fire an arrow 1/1000 of the times... Is there a way so we can make archer guards?
    Drei Gyuu likes this.
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    Got the same problem a few others are having, only the OPs can use the shops....
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    what i ment is can we give bouncers are own way-points so they can walk around the world, and when they see a mob when the mob is dead they continue the way-point i gave the bouncer
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    can someone post an example of a yml file for a quester npc? I found some random yml for it on youtube but I doubt this is correct...

     Name: Find my Brother
     Start_Info: Help Jim find his brother somewhere in a nearby village and give him the compass.
     Finish_Info: Thank you kind warrior! I don't have much, but please, take this as a reward.
         Item_ID: 265
         Display_Name: Iron_Ingot
         Amount: 4
         Type: delivery
         Display_Name: Compass Delivered
         Npcdestination: Tom
         materialid: 345
         amount: 1
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    download the new build http://ci.citizensnpcs.net/
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    For some reason, after a while, all the NPCs on my server disappear until a restart. What is going on?
    Duginox likes this.
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    Is there something in place where you can have a quest chain loop? Like have Tree1 lead to Tree2 and back to Tree1. Right now I'm thinking have Tree1 grant a Rank called "Tree_Trimmer" and have Tree2 take "Tree_Trimmer" away. The problem is that I don't know how to set it so that you can't do Tree1 if you have the "Tree_Trimmer" rank.

    This is my current setup:

    Show Spoiler

            description: Phew... it's hardwork to go out there alone.  Maybe you could get me 20 wood?
            completion: <g>Wow, you saved me a lot of time. This should help you bit.
            acceptance: <g>Challenge <y>accepted<g>.
        repeats: -1
                    type: collect
                    amount: 20
                    materialid: 17
                    message: Your load seems pretty heavy, maybe you should take it back now...
                type: item
                id: 5
                amount: 60
                take: false
                type: item
                id: 17
                amount: 20
                take: true
                type: rank
                rank: Tree_Trimmer
                take: false
            description: Well, now to replant those trees, here's 10 sapplings.  You know what to do.
            completion: <g>Thanks for helping to save Arcor, our conservationists appreciate it!
            acceptance: <g>Challenge <y>accepted<g>.
        repeats: -1
                    type: build
                    amount: 10
                    materialid: 31
                    message: A good green job often pays off in the end...
                type: item
                id: 5
                amount: 20
                take: false
                type: rank
                rank: Tree_Trimmer
                take: true
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    Sorry if this has been said in the forums already -- i did do a search.

    I'm trying to find out the the [types] are on the /waypoint modifier command. Can't seem to find any info on the wiki.

    Also: Loving the citizens mod! It really brings my RPG city to life.
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    :mad::mad::mad:Wow...... My De-Ops Dont Have permission To Use Trader/Healer/Blacksmith. Do I Need A Permission Node? Because Its Been 2 Days And I Cant Find One. Help!!!!!!!:mad::mad::mad:
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    Set take to false.
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    Drei Gyuu

    I hate to be an ass but, by having massive bolded fonts compared to other your more likely going to just get ignored by most people. At least thats what I'll do. But Ironicly I'm replying. Just letting you know for future reference.

    and no I'm afraid I don't know the answer to that, But I have an alternative, Try using the latest Dev build #229 and then apply all the guides from the citizen wiki. I'll let you you have the joy of looking for those links.
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    Drei Gyuu

    Thank You much appreciated it works somewhat. :D
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    Why does the NPC name "Customer" give it a skin with a red suit?
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    My name is Finn, that NPC gives you Finn from Adventure Time. You also made my friend Logan have a bad ass skin.
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    So, for quest chains where I have quests reward another quest, how do I get the second quest to give it's description?
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    Nevermind figured it out
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    How can I get an NPC to give a player an item on quest acceptance?
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    Also how can I get during a delivery quest, the npc that needs delivered to, complete the quest?
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    can you please add a file to the citizens.file called skins that we can place skins in and name them so that we can spawn a npc with the name of the skin and have it spawn with that skin instead of having to have to reskin yourself over and over and over again with every npc you spawn and rename them every single time just so you can have npcs that don't look like the default skin.
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    Really nice plugin! I use it since the beginning and I really love the recent change. Can't wait till the trader is fixed.

    I have a couple of suggestions for Questers.
    - Be able to set a fee to accept a quest. Every quest could have differents fees, or no fees. Using iConomy. Or even better, maybe just adding new quest typem where players need to bring a certain amount of money to the npc.
    - Set prerequisites for quests. Could be another quest, or a permissions node/group. If the player don't meet the prerequisites, the NPC won't even show the quest
    - Be able to have more then 1 quest at same time.

    I would really love to user Quester as Trainers too. Using those features, I could add a permissions node to a player when he pays the trainer.

    Hope you like my ideas.
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    Download link is dead =(
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    If you mean the dev build, then don't use it on a live server..
    I still can't use citizens after the 1.1 update due to the spout incompatibilities.. I have a server where only 3 things are essential.. Citizens, towny and spout.. (permissions, economy and the likes doesn't figure as they are mandatory for us. Essential plugins means plugins that perform some visual functions that must be there)

    In the beginning it worked, just alot of errors..
    But now, if I add citizens again, noone can login. All the servers resources are tied up in a constant error reporting loop!
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    Q: I am currently using spout and have been running through a lot of errors, is Citizens not compatible with spout?
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    I have the latest build downloaded on http://ci.citizensnpcs.net/
    But npc don't talk and don't move anymore...

    What is the problem ?

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