[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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    When I place an npc /npc create Death the server kinda bugs out for a few seconds than crashes. I restart but he's gone.
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    Do the NPCs still get deleated if i restart server?
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    the npc I made will only speak when I go near him, he doesn't speak if I right-click him, is it because i'm an admin so I just get the "selected X npc" text?

    Also, I have a request/suggestion, please make it possible to set the 'distance' at which the NPC speaks or looks at the player. also it would be great if you could set an NPC to speak it's lines every X seconds while someone is within X distance to it, with X delay between each line, with the option to set it to read the lines in order (that you added them) or a random order
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    I suggest for guard : possibility of interaction mob to NPC, trader and simple npc back when they are attack by a mob and the guard if the ATTACK EVENT is near him, come on fight for covering other NPC.

    Seconde suggest, with faction plugin, can you just insert an params with a boolean value for citizen work with faction or no, if this var was true it's not an op who can used npc, but the faction leader with a parser from the player name ( in faction ** define the leader by default ), make a second params for defined this **

    Sorry for my english ...
  6. Alright, i was gone for the weekend, and gonna sleep now, im gonna answer all the question in the previous 2 pages tomorrow. (in bout 12 hours)
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    The skin name will still appear above the player in your view of the world, not the chat name.

    The problem is the Minecraft Client gets the skins from minecraft.net for the user account of the name of the NPC. The Bukkit server has no control over this. It cannot send skins to the client, or redirect them, or get them to show a different name from the skin that is loaded. It is not possible at all unless Mojang changes Minecraft itself, or you use a modded client.
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    Yeah, he's right. I've been looking into a way to circumvent and it is seemingly impossible without modifying the client.
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    I have set what the npc is meant to say,
    When I right click on the npc it doesn't say anything, when I left click it doesn't say anything
    The only way of making it say anything is "/npc talkwhenclose true"

    Any idea?
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    Humm, if i'm right you just need specifi the chat text from any npc, or if this command doesn't work, open and edit the citizens.settings and ├ędit this line : default-talk-when-close=<boolean> ( replace the default value "false" per true ) and it work.

    For add more text from any NPC, go at : plugins/citizens/basic npcs and open citizens.text, you can add or edit all text say by your npc.
  11. We dont know any compatibility issues at this moment, though your the first so far to report this kind of bug.
  12. Use the /npc move command to place them somewhere else.
  13. Nope, not yet, we will add questing to it when we release 1.08, (since quests will be after that)
  14. Reading the replies above your idea was good, but already died ^^
  15. Euhmmm whats not the idea :p if they do, please report back ;) (make a backup if your not sure)
  16. Only with the name Death?
  17. If im correct you can use:
    in the settings file for the first thing, the res of the features will be thought over when we finalized the basic trader and guard features ;)

    Oh yea, about the talking stuff, open your setting file and look at:
    It identifies the items you need to hold to be able to talk to them
    for all items.
  18. open your setting file and look at:
    It identifies the items you need to hold to be able to talk to them
    for all items.

    only lets the NPC talk when you right click it with empty hands.
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    Thanks!... Stupidly easy, but thanks still :D
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    Pontus Lantz

    I checked the plugin again and realised it only changed the name in the chat. Thought it changed the display name above the head. Anyhow i realise the problem now and just hope Mojangh will release something that makes it possible instead.
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    Couldnt you guys premake a few default skins, link them to accounts on mincraft.net and use them as a choice in game? I would donate an account for a default skin for you guys. Like make a minecraft.net account that says Trader1 and build a default skin for it. that way in game you could choose Trader1 from a list and have it ready. I know it would cost money but im sure you could find some people like myself to donate to the project....
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    Well I only tried with the NPC Death since after the server crashes several times the people with freaking out.
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    So iconomy said you can have npcs tell balance? How?
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    Here's a few things I think that this plugin should have...

    -NPCs respond to triggered words/multiple words or even sentences
    -Anti Cheat system (Players must complete a quest from a certain NPCs before getting a different quest from antother certainn NPC)
    -NPCs follow a path of set points
    -XP and Loot (Once a player finishes a quest they receive a set mount of XP and they also get an item/items. Players level up once they hit a certain amount of XP. What would be really cool if some NPCs could only be talked to if the player has a certain amount of XP.)
    -Quest Chat (NPCs will talk different to a player if they have a quest involving that NPC)
    -Timed Quest (Players may only get the same quest from an NPC after a set time. Ex. Jimmy gets a quest from Blacksmith_Bob. Jimmy completes the quest and now cannot do that quest again for 12 hours or something.

    A Quest Example: Bob gets a quest from Farmer_Joe. Farmer Joe tells him to bring his wheat to Billy the Baker. (You get 3 wheat from Joe). You find the bakery and you give the wheat the Billy. Billy rants on about something and then tells you to bring a cake to his friend. (You gain a cake!). You goto his friend and give him the cake. The friend rambles on about something and you then complete the quest. (You gain 100XP! And 1 Iron ingot)
    Deathlysteve- likes this.
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    Please be aware that 1.5 might come today for minecraft, I hope Citizens won't break :D
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    I think everything will break with 1.5.....
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    White Sheep

    When will an update comming for this plugin? Its now to basic
  28. Well they don't, but since iConomy says so i guess well have to add that in the next update (which will also include traders)
  29. Well, were working as fast as we can, but we want it to be good, and not rushed, other than that, 2 devs are on holiday and i am working on exams, so you wont be seeing an update the comming week.
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    Please update this!! i want to make npcs walk around and stuff! i cant find a plugin thats like that
  31. This is somewhat the idea of Questing we had in mind yes, the only once we did not think of yet was to integrate XP and timed quests. Though we will first finish the traders and guards before creating this.

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