[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

    aPunch

    I have completed the basic functionality of healers. I still have some tweaks to make, but hopefully we can release healers along with traders come v1.0.8. If not, for sure shortly after. :)
     
  3. Offline

    thepackett

    Healers? using iconomy?
    sounds good :D
    also if i may ask, how are guards coming along? (really looking forward to those)
     
  4. Offline

    FXStrato

    @aPunch: Is there a fix for deleting npc's when everyone is in bed, so the night can pass, or is that not implemented yeT? If there isn't, can't you set a save file for npc locations, and whenever everyone is in bed, it automatically takes them off the server, and then adds them back in after day comes up?
     
  5. Offline

    aPunch

    Guards are not being worked on at the moment. I plan on working on wizards and guards soon. First, we want to finish traders, healers, and iron out the bugs.

    We are working on fixing this bug for the next release.
     
  6. Offline

    thepackett

    @aPunch lol, ok, sounds goo to me :D
     
  7. Offline

    BurgessGaming

    Skin changes in future?
     
  8. Offline

    Damian Mason

    I think we're limited by Minecraft itself with skin changes. We just have to use names for NPCs that exist as real people. Unless we use a custom URL to retrieve the Skin pngs but that means everyone on the server will have to do some hosts file editing.

    There's no real way for clients to download resources from the server.
     
  9. Offline

    Darkbanisher

    Hope that works.
     
  10. Offline

    Brammie2118

    Great news :D Thanks guys! :)
     
  11. Awesome, still sitting on my F5.
    Please, roll out traders. Don't let healers delay traders :D
     
  12. Offline

    Unscrewed

    I love you soo much, marray me. Please.
     
  13. Offline

    aPunch

    I need input on how much health should be given/taken to/from a healer per use. I'd like to make it balanced, with as little chance of exploiting the system as possible.

    Also, don't think traders will get pushed back because of work on healers. I am working on healers while fullwall is taking care of traders. Traders will be released before healers. In fact, they should be released shortly. He is just ironing out some last-minute bugs.
     
  14. Hmm, can you ignore iconomy all together if it's set to false ? Because I'm using iconomy 5 and it gives out errors, but I don't really need to use this with iconomy atm :}
     
  15. Offline

    Unscrewed

    @aPunch It says I need to select with right clicking to remove a NPC, i rightclick 10000 times, still not selected.
    Bug?
     
  16. Offline

    LolHens

    Bukkit 740:

    14:08:07 [SEVERE] Could not pass event PLUGIN_ENABLE to Citizens
    java.lang.NoClassDefFoundError: com/nijiko/coelho/iConomy/iConomy
    at com.fullwall.Citizens.Listeners.PluginListen.onPluginEnable(PluginLis
    ten.java:28)
    at org.bukkit.plugin.java.JavaPluginLoader$34.execute(JavaPluginLoader.j
    ava:408)
    at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.jav
    a:59)
    at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.j
    ava:257)
    at org.bukkit.plugin.java.JavaPluginLoader.enablePlugin(JavaPluginLoader
    .java:633)
    at org.bukkit.plugin.SimplePluginManager.enablePlugin(SimplePluginManage
    r.java:218)
    at org.bukkit.craftbukkit.CraftServer.loadPlugin(CraftServer.java:116)
    at org.bukkit.craftbukkit.CraftServer.loadPlugins(CraftServer.java:94)
    at net.minecraft.server.MinecraftServer.e(MinecraftServer.java:217)
    at net.minecraft.server.MinecraftServer.a(MinecraftServer.java:204)
    at net.minecraft.server.MinecraftServer.init(MinecraftServer.java:144)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:259)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:394)

    This message appears ca. 20x and I don't know why. Please Fix it.

    On the iConomy Site one guy had nearly the same Error:
    Could not pass event PLAYER_MOVE to MultiVerse

    And Nijikokun said:
    Read the thread, the plugin is trying to hook into 4.65 not 5.0; Tell the plugin author that iConomy has been updated and they need to upgrade.
     
  17. Offline

    fullwall

    It's upgraded for the next version.
     
  18. Offline

    thepackett

    Just an idea for guards.
    you said you need to imput how much health is healed/taken
    what if you have guards be a modified version of healers so that they take hearts from players/mobs within a certain radius of them (1 or 2 blocks)
    that way all you would need to to is work out a system so that they target players and mobs like hostile mobs would and work out a way to make them go back to their designated point at the end. maybe a sword swinging animation. and a different amount of damage depending on what type of sword he is holding. and a respawn point and respawn time...
    lol, i won't overload you with ideas now, just a suggestion(s) ^^
     
  19. Offline

    Kuja_Diartua

    New verison? i mean, you released it?
     
  20. It means that when the new version will be released it will be compatible with iConomy 5
     
  21. Could you perhaps provide backwards compatibility for the old iConomy's in the next release? iConomy 5 causes around half of my plugins to break, so I'm stuck using 4.6.
     
  22. Offline

    Exidous

    So how did the testing go? is the plugin pretty seamless with traders? is there a big learning curve like with the other trader plugins?
     

  23. Still having the same problem... :(
     
  24. Offline

    xsky1ightz

    After every server restart my NPC's disappear. Why?
     
  25. It would be much more preferred if the rest of plugins would upgrade to i5

    Upd.
    Also, from what I've heard from other DEVs you cannot easily (if at all) support both.
     
    mbsuperstar1 likes this.
  26. Offline

    blutherz

    i would be happy to split plugin.
    i need no trader, healer, guards, etc.
    i need simple npc who can speak......
     
  27. Options should exist, of course.
    PS
    I'm telling ya, I'm literally holding F5 waiting for this to release :D
     
  28. Offline

    Kuja_Diartua

    yeah, me too.
     
  29. Of course it'd be preferred to have them updated. But I'd rather not wait for them to update, so that I can use Citizens, or remove them, so that I can use Citizens.

    What would be great, is if for the mean time, fullwall could release multiple builds with Traders, one that supports the 4.# builds of iConomy and the other that supports iConomy 5.

    I know this is much to ask, but I'm sure a lot of other people are having issues with upgrading to iConomy 5 too.
     
  30. Offline

    aPunch

    We will no longer be supporting anything below iConomy 5. It is simply too time-consuming to maintain two separate versions just for iConomy. Traders, healers, wizards, etc. will come quicker if we just have to use one version of iConomy.
     
    tr0y and mbsuperstar1 like this.
  31. Offline

    Drei Gyuu

    This is just a thought but it may involve modifying the client it self which what I know by far isn't possible? Other than installing a custom texture pack

    We know that when we make an NPC it checks online for the skin, if its there it takes it, if not it takes the default from your the user client's pack.

    So obviously it does use your local client's default skin, also checked this by switching texture pack and yes it does use your local default skin.

    If possible maybe, it will check online, then it will check in your local client skinfolder and then it will check on default skin.

    This will allow people to modify their texture pack to change the NPCs skin. Server owners like myself will just have implement a reccomended texture pack for people to experience the goodness of the NPCs in the server.

    Then again, I may be wrong but its better to put the idea out on the table I guess.
     

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