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Citizens

 
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MessagePosté le: Mer 12 Oct - 16:41 (2011)    Sujet du message: Citizens Répondre en citant

Alors, vu que Yubi à réussi à nous installer ça, je mets les infos pour customizer les PNJs ici (on peux faire des quêtes genre Jdr sans problème avec ça).

http://wiki.citizensnpcs.net/index.php?title=Main_Page

 
Citation:


Citizens is a Minecraft server plugin that utilizes the Bukkit API. It adds various Non-Player Character (NPC) functionalities, from simple NPCs that talk to lively, active Guards. Originally featuring only one type of NPC, Citizens now contains 7 toggleable types and 1 creature type. With the Citizens API, plugins developers can make their plugins compatible with NPCs. Server admins are even able to choose which types that they want on their server.
Current Version: 1.1.2
Developers: fullwall and aPunch

See below for information on types, commands, permission nodes, and more!
Contents [hide]
Getting started
Follow the directions below to set up Citizens to your liking.
  • Go to the download page here.
  • Follow instructions on the download page.
  • Drag the generated Citizens.jar and /Citizens directory into the /plugins directory of your server files.
  • Start and stop your server.
  • Configure the files in the /plugins/Citizens. Use the Configuration page for reference.
  • Give your players permissions. See the Commands and Permissions page for detailed node information.
  • Start your server again. Enjoy!
Your First NPC
It is important to read the Commands and Permissions page for an in-depth look at all of the commands you can use to customize your NPCs. For now, here is a basic guide on how to setup an NPC.

1. Type /npc create [name]. Replace [name] with the name of your NPC. Optionally, you can add text to your NPC. To do this, simply add words after the name of the NPC. Example: /npc create Bob Hi, my name is Bob!. If you want your NPC to have a skin, then give it a name of a player who has a skin. For example, typing /npc create Notch will create an NPC with Notch's skin.

2. If you didn't set the text of your NPC with the above command, you can type /npc add This is a sentence. to add text to it. Additionally, you can replace all of the current text with just one line by doing /npc set This text replaces all of the current text. Lastly, you can reset your NPC's text by typing /npc reset.

3. If you want your NPC to have a colored nameplate, then type /npc color &. Replace with the ID of the color you want the nameplate to be. Example: /npc color &6 will give your NPC a gold nameplate. WARNING: Changing the color of an NPC's nameplate removes its skin.

4. Having a "vanilla" NPC is cool, but you may want to make it another type. To change an NPC's type, use the command /toggle [type]. Replace [type] with the NPC type that you want to toggle your NPC to become. It is imperative that you have the NPC type's .jar file in your plugins/Citizens/types directory. If not, you won't be able to toggle an NPC to become that type.

NPC Types

Creature Types (These types spawn on their own):


Toggleable Types (These types can be toggled):
FAQ
If the above pages don't have answers to your problems, this section usually will. See the FAQ section on an NPC type's page for type-specific questions.
I'm getting an error regarding an NPC type(s) on startup. What should I do?
Make sure all of your NPC type .JAR files are in the %ROOT%/plugins/Citizens/types directory.
Can I give my NPCs custom skins?
Citizens does not officially support custom skins and never will. However, for custom skins and other client-side Citizens additions, it is recommended that you use CitizenSpout by mbsuperstar1.
How come my NPC won't talk?
You must be holding the configurable talk-item. You can change this item in citizens.yml under the node item.talk-items. The default item is a book (ID 340).
Why isn't the /toggle command working?
This is a conflict with xAuth. Use an alias: /tog or /t.
I am getting errors, and none of the developers respond to my questions in the thread. What should I do?
To get a response from a developer, it is key that you follow the directions in the README file that is packaged in Citizens.jar. You can also view it here.
Credits
Citizens would not be where it is today without the contributions of these people:
fullwall - original programmer
aPunch - programmer
Paul_T - citizensnpcs.net server host
Also, a special thanks to all of those in IRC who have tested and to all of those who have donated! We would be nowhere without you!



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MessagePosté le: Mer 12 Oct - 16:41 (2011)    Sujet du message: Publicité

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MessagePosté le: Mer 12 Oct - 16:43 (2011)    Sujet du message: Citizens Répondre en citant

Evil NPCs
Evil NPCs are the most misunderstood of all Citizens NPC types. Upon seeing you, they will attack. Tame these poor creatures by right-clicking them with the configurable tame-item in mobs.yml. Once tamed, they can be toggled to become any NPC type. They just want to fit in!
Configuration Nodes
These nodes can be found in mobs.yml.
Setting - path of the setting
Default Value - default value of the setting
Description - short description of the setting
Setting Default Value Description
evil.spawn.spawn false Whether to spawn evil NPCs
evil.spawn.max 2 Maximum amount of evil NPCs to spawn
evil.spawn.chance 100 chance that an evil NPC can spawn
evil.items.tame-item 354 ID of the item used to tame an evil NPC
evil.items.drops 260,357,2256, list of possible drops for an evil NPC, leave a trailing comma
evil.misc.failed-tame-messages Ha! You can't tame me!;Nice try, <name>!;Muahahaha, I am evil!; list of messages that could be sent when a player fails at taming an evil NPC, leave a trailing semi-colon
evil.misc.names Evil_aPunch,Evil_fullwall,Evil_Notch,Herobrine, list of names that an evil NPC can spawn with, leave a trailing comma
evil.misc.tame-chance 5 chance that right-clicking an evil NPC will tame it
Permissions
Permission - permission node
Description - description of permission node
Permission Description
citizens.evils.immune Tells evil NPCs not to attack you

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MessagePosté le: Mer 12 Oct - 16:44 (2011)    Sujet du message: Citizens Répondre en citant

Blacksmith
Blacksmiths repair your tools and armor. Right-clicking a blacksmith will repair your item-in-hand if it is repairable. An item is "repairable" if it contains a durability (i.e. pickaxe, shears, armor, etc.).
See below for more information.
Contents [hide]
Configuration Nodes
These nodes can be found in citizens.yml.
Setting - path of the setting
Default Value - default value of the setting
Description - short description of the setting
Setting Default Value Description
economy.prices.blacksmith.armorrepair.(material) varies Base values for armor material repair, used in equation to determine the cost of an armor repair
economy.prices.blacksmith.toolrepair.(material) varies Base values for tool material repair, used in equation to determine the cost of a tool repair
Commands
[] - Mandatory
() - Optional
Command - command's syntax
Require Selected - whether the command requires an NPC to be selected
Require Ownership - whether the commands requires you to be the owner of the NPC
Permission - command's permission node
Description - short description of the command
Command Require Selected Require Ownership Permission Description
/blacksmith help false false citizens.blacksmith.use.help View the help page for blacksmiths
/blacksmith status true true citizens.blacksmith.use.status View the cost and durability remaining of your item-in-hand
Other Permissions
Permission - permission node
Description - description of permission node
Permission Description
citizens.blacksmith.use.repair Ability to right-click a blacksmith to repair an items
Calculating the Cost of an Item Repair
Blacksmiths charge for an item repair based on this equation:
Code:
(maxItemDurability - currentItemDurability) * basePrice

maxItemDurability: The maximum uses that an item has
currentItemDurability: An item's total uses
basePrice: price specified in citizens.yml
Future
  • Cooldowns between each repair

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MessagePosté le: Mer 12 Oct - 16:44 (2011)    Sujet du message: Citizens Répondre en citant

Guard
Guards perform protection, attacking enemy mobs and/or players. They can be hurt by others, so will die (and respawn). You can set a guard to follow you or to patrol an area.
Contents [hide]
Configuration Nodes
These nodes can be found in citizens.yml.
Setting - path of the setting
Default Value - default value of the setting
Description - short description of the setting
Setting Default Value Description
guards.default-bouncer-protection-radius 10 The default protection radius for guard bouncers (measured in blocks).
guards.respawn-delay 100 How many ticks after a guard's death before it should respawn.
Commands
[] - Mandatory
() - Optional
Command - command's syntax
Args Description - description of the command's arguments
Require Selected - whether the command requires an NPC to be selected
Require Ownership - whether the commands requires you to be the owner of the NPC
Permission - command's permission node
Description - short description of the command
Command Args Description Require Selected Require Ownership Permission Description
/guard help None false false citizens.guard.use.help View the help page for guards
/guard [type] type - type to set a guard as, available options are 'bouncer' and 'bodyguard' true true citizens.guard.modify.type Change the guard's type
/guard flags [-g,m,p] (page) -g,-m,-p - flag type to view
page - page number
true true citizens.guard.use.flags View currently set flags
/guard addflag (priority) [target] (-a,g,m,p) priority - priority of the flag
target - name of the entry to add to the flags list
-a,-g,-m,-p - flag type to set the target as
true true citizens.guard.modify.flags Add/modify flags
/guard delflag [target] [-p,m,g] (-a) target - name of the entry to remove from the flags list
-p,-m,-g - flag type of the target that is being removed
-a - whether to remove all of the flag type specified
true true citizens.guard.modify.flags Delete a flag
/guard radius [radius] radius - number of blocks to set the guard's radius as true true citizens.guard.modify.radius Modify a bouncer's protection radius
/guard aggro None true true citizens.guard.modify.aggro Toggle a guard's aggressiveness
Flags
-p - player
-m - mob
-g - permission group (supports PermissionsBukkit, bPermissions, and PermissionsEx)
-a - all
Usage Flags
Flags are the core features of guards. They define which entities should be targeted (or not targeted) by the guard, and are created by using the /guard addflag command. Flags can target monsters, players, and groups. The group targeting feature is only available with PermissionsBukkit.
Flags are by default blacklists - however, whitelists are also possible. By using '-' as the first character of a target, the flag is designated as a whitelist flag. For example, 'fullwall' is a blacklist target, while '-fullwall' is a whitelist target.
Flags can also take a priority, ranging from 1-20, where lower numbers give a higher priority. Essentially, when faced with two targets, the guard will attack the entity with the higher priority. If more than one target has the highest priority found, the guard will attack the entity closest to it. This features is mainly for advanced configuration of guards, and priority will default to 1.
Types
So far, guards can be toggled to two types - bodyguards, and bouncers.
Bouncers
Bouncers are primarily area protection guards. They will stand still, protecting the radius from configured flags. When an enemy is defeated, they will path back to their base point. If an enemy moves out of the protection radius, the guard will stop targeting them (and teleport back if necessary).
Bodyguards
Bodyguards are for personal protection, and will follow you around, protecting you as necessary. They will actively seek out configured flags, until they come outside the protection radius, whereupon they will teleport to you.
Future
An inventory hotbar, for weapon switching and healing. Perhaps more guarding types.
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Healer
Healers can provide a health boost when you run out of food. You can heal yourself by right-clicking one with a take-health item (default is a diamond sword). Healers aren't immortal though, they will run out of health eventually. To give health back, right-click one with the give-health item (default is a wool block). Additionally, you can increase a healer's level and therefore increase its maximum health. A healer starts at Level 1 with a maximum of 10 health points. Health will regenerate 1 health point (this can be turned off in citizens.yml) at a calculated interval. For more on that, see the Health Regeneration section.
Contents [hide]
Configuration Nodes
These nodes can be found in citizens.yml.
Setting - path of the setting
Default Value - default value of the setting
Description - short description of the setting
Setting Default Value Description
economy.prices.healer.creation 100 Amount that is charged when an NPC is toggled to a healer for the first time
economy.prices.healer.levelup 100 Base price that is charged when a healer is leveled up, multiplied based on amount of levels you level-up a healer
economy.prices.healer.heal 100 Amount that is charged when you get healed by a healer
healers.give-health-item 35 ID of the item used to give health to a healer
healers.take-health-item 276 ID of the item used to take health from a healer (i.e. heal yourself)
healers.health-regen-increment 12000 Tick multiplier used in equation to determine delay between each health regeneration (1 server tick = 1/20 of a second)
Commands
[] - Mandatory
() - Optional
Command - command's syntax
Args Description - description of the command's arguments
Require Selected - whether the command requires an NPC to be selected
Require Ownership - whether the commands requires you to be the owner of the NPC
Permission - command's permission node
Description - short description of the command
Command Args Description Require Selected Require Ownership Permission Description
/healer help None false false citizens.healer.use.help View the help page for healers
/healer status None true true citizens.healer.use.status View the current level and health of a healer
/healer level-up (levels) levels - amount of levels to level-up a healer true true citizens.healer.modify.levelup Level-up a healer the specified amount of levels
Health Regeneration
If a healer isn't at full health, their health will regenerate every X ticks based on their level. Here is the equation for calculating the regeneration delay:
Code:
regen ticks = (11 - level) * increment

level: Level of the healer
increment: Tick multiplier, can be changed in citizens.yml
This ensures that as a healer's level increases, the time it takes to regenerate health is decreased.
Other Permissions
Permission - permission node
Description - description of permission node
Permission Description
citizens.healer.use.heal Ability to interact with a healer (heal and give health)
Future
  • Cooldowns between each heal
FAQ
Why isn't my healer healing when I left-click it? I am sure that I am using the correct heal-item.
In 1.1, healers were changed to heal when right-clicked.
Why isn't my healer healing when I right-click it?
Make sure that you are using the correct item. You can give health with a block of wool and take health with a diamond sword. Both of these are configurable in citizens.yml.
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MessagePosté le: Mer 12 Oct - 16:44 (2011)    Sujet du message: Citizens Répondre en citant

Quester
Questers allow players to go on many different types of quests. They can collect or place blocks, attack mobs, travel a certain distance, and more! Quests are fully customizable in the quests.yml file. You can assign these quests to a quester and send your players on fun quests. See below for information on setting up a quester and customizing your quests.
Contents [hide]
Commands
[] - Mandatory
() - Optional
Command - command's syntax
Args Description - description of the command's arguments
Require Selected - whether the command requires an NPC to be selected
Require Ownership - whether the commands requires you to be the owner of the NPC
Permission - command's permission node
Description - short description of the command
Command Args Description Require Selected Require Ownership Permission Description
/quester help None false false citizens.quester.use.help View the help page for questers
/quester assign [quest] quest - name of quest to assign to a quester true true citizens.quester.modify.quests.assign Assign a quest to a quester
/quester remove [quest] quest - quest to remove from a quester true true citizens.quester.modify.quests.remove Remove a quest from a quester
/quester quests (page) page - page number true true citizens.quester.use.quests.view View a quester's quests
/quest help None false false citizens.quester.use.quests.help View the help page for quests
/quest abort None true true citizens.quester.use.quests.abort Abort the current quest
/quest completed (page) page - page number false false citizens.quester.use.quests.status View completed quests
/quest status None false false citizens.quester.use.quests.status View the status of the current quest
Usage
To accept a quest, go to a quester NPC. Via left clicking, you can scroll through the descriptions of each possible quest that the quester has assigned to it and that you can accept. Right click to accept the quest.
Only one quest can be accepted at any time - use /quest abort to abandon the current quest.
The status of the current quest can be viewed at any time via /quest status. On completion of the quest, return to the original quester NPC and right click them to finish the quest.
Quest Configuration Basics
Quests are defined in the quests.yml file located in plugins/Citizens. Each root node in that file is a quest name - below, the two example quest names in quest.yml are 'example' and 'example2'. This is what you will use ingame to identify each quest. Inside this, there are text nodes - pretty self-explanatory. Note that you can use
to denote a line break.
The repeats option allows you to set a limit for the number of times you can repeat the quest. -1 denotes an unlimited repeat count. Set it to 1 for once-off quests.
Objectives
Thus far, objectives have a set structure - a number of different 'steps' and a number of objectives within each step. This allows for more free-form quest design. Note that each step should be marked by an ascending number with single quotes around it. Each objective within a step is incremented concurrently.
The message variable is sent to the player on completion of each objective. Using the variable optional: true from Citizens 1.1.1 onwards will make an objective optional to completing each quest step. Be warned: if there's only one objective in the step, the step will be instantly completed. Using the variable finishhere: true from Citizens 1.1.1 onwards will make the quest be completed instantly as soon as the objective is completed (no need to return to the npc). Can be used in conjunction with optional objectives for interesting possibilities.
Objective Types
To aid with generic objective design, each objective can use one of a common set of variables:
  • amount
  • string
  • materialid
  • location
  • item
  • npcdestination (destination NPC ID)

Each objective type may use one or more of these variables - a reference is provided below.
- Specifying item and locations - Item nodes have three sub-nodes, two that must be included and one optional. The id sub-node designates the item/block ID. The amount sub-node specifies the item amount. The optional data sub-node specifies the item data value to be used.
Location nodes have 4 required sub-nodes, two optional. The world node specifies the world name of the location. The x, y, and z nodes specifies the x, y, and z values. The optional pitch/yaw nodes specify the rotation (think aeroplanes) of the location.
Quest Types
Build quest (build) - place a certain number of blocks Uses: materialid - the block ID to place. amount - the amount that must be placed.
Location quest (move location)- be within a certain range of a location. Uses: location - the base location to move to. amount - the amount in blocks that the player can be away from the location before finishing.
Hunt quest (hunt) - kill a certain number of monsters. Uses:
  • amount - the number of monsters to kill.
  • string - which monsters should be killed. Using '-' as the first character makes a whitelist. '*' represents all.

Distance quest (move distance)- walk a certain number of blocks. Uses:
  • amount - the amount of blocks to walk.

Block destroy quest (destroy block) - break a certain amount of blocks. Uses:
  • amount - the amount of blocks to break.
  • materialid - the block ID to break.

Delivery quest (delivery)- deliver an item to an npc. Uses:
  • npcdestination - the NPC ID to deliver to.
  • materialid - the material that must be in hand.
  • amount - the amount of the material that must be in hand.

Combat quest (player combat) - kill a certain number of players. Uses:
  • amount - the amount of players to kill.
  • string - which players should be killed. Using '-' as the first character makes a whitelist. '*' represents all. g:group represents groups.

Collect quest (collect) - pick up a certain number of items. Uses:
  • amount - the number of items to pick up.
  • materialid - the ID to pick up.
Rewards
Format: Name (type specifier) - description
These can be used as both rewards and requirements to start a quest. As rewards, they can be either give rewards, or take rewards. As requirements, they can only be used to take from a player. Rewards can also be specified under each objective, and also for each step, using the same syntax.
Command reward (command) - executes a command. Specified by the command: node. Use <player> as a variable that will be replaced with the name of the player who is receiving the reward.
NPC reward (npc) - grants an npc to a player. Uses a name: node to specify the name of the npc, and a comma-separated list of toggles in the types: node (eg. trader,quester,guard). Will create an NPC owned by the player who completed the quest, with a generated UID.
Rank reward (rank) - grants a group ('rank') to a player. Specified by the rank: node.
Permission reward (permission) - grants a permission to a player. Specified by the permission: node.
Quest reward (quest) - grants a quest to a player. Note that it cannot be taken away from a player. Specified by the quest: node.
Item reward (item) - gives an item to a player. Loaded from the item: nodes.
Health reward (health) - gives health to a player. Loaded from the amount: node.
Money reward (money) - gives money to a player. Loaded from the money: node.
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MessagePosté le: Mer 12 Oct - 16:44 (2011)    Sujet du message: Citizens Répondre en citant

Trader
Traders allow trading of items for virtual currency. The trader can both buy and sell items to the player, and uses an intuitive interface to facilitate this. Warning: may be exploitable under lag until bukkit creates inventory events.
Permissions
To stock a trader, one requires the permission 'citizens.trader.modify.stock'. To trade with the trader, give users the permissions 'citizens.trader.use.trade'.
Commands
[] - Mandatory
() - Optional
Command - command's syntax
Args Description - description of the command's arguments
Require Selected - whether the command requires an NPC to be selected
Require Ownership - whether the commands requires you to be the owner of the NPC
Permission - command's permission node
Description - short description of the command
Command Args Description Require Selected Require Ownership Permission Description
/trader help None false false citizens.trader.use.help View the help page for traders
/trader money (give/take) (amount) give/take - whether to give or take money from a trader
amount - amount to give or take
true true citizens.citizens.trader.modify.money to modify; citizens.trader.use.showmoney to view the current balance Control a trader's balance
/trader list [buy/sell] buy/sell - whether to display the buy or sell list true false citizens.trader.use.list View a trader's buying/selling list
/trader unlimited None true true citizens.trader.modify.unlimited Toggle a trader as having an unlimited stock
/trader buy/sell [item] [price] item - item to add to the list
price - price of the item being added
true true citizens.trader.modify.stock Change the stock of a trader
/trader clear [buy/sell] buy/sell - whether to clear the buy or sell list true true citizens.trader.modify.clearstock Clear the stock of a trader
FAQ
Why does my trader let players dupe items?
This is due to lag and is a bug with Citizens/Bukkit. Citizens requires inventory events (that's programmer-speak), which Bukkit is not close to implementing.
Why won't you add Spout support so traders aren't buggy?
Spout is a great API for client-side additions to Bukkit. However, we are not interested in supporting it server-side. We don't want people to feel forced to download Spout if they want to use trader NPCs.
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MessagePosté le: Mer 12 Oct - 16:44 (2011)    Sujet du message: Citizens Répondre en citant

Wizard
Wizards are the most versatile NPC type. They perform 5 different tasks: storm-toggling, teleportation, command-execution, mob-spawning, and time-changing. You can set a wizard up to get drained of mana or set it to unlimited mana. You interact with a wizard by left and right-clicking it with the interact-item (default is a feather). If a wizard's mana isn't at the maximum level, it will regenerate every 6000 server ticks (can be changed in citizens.yml).
Contents [hide]
Configuration Nodes
These nodes can be found in citizens.yml.
Setting - path of the setting
Default Value - default value of the setting
Description - short description of the setting
Setting Default Value Description
economy.prices.wizard.creation 100 Amount that is charged when an NPC is toggled to a wizard for the first time
economy.prices.wizard.(mode) 100 Amount that is charged each time a player uses the specific mode
wizards.mana-costs.(mode) 5 Amount of mana that is drained from a wizard when a mode is used
wizards.max-locations 10 Maximum locations that a wizard can have at once
wizards.max-mana 100 Maximum mana that a wizard can have
wizards.interact-item 288 ID of the item that a player must use to interact with a wizard
wizards.regen-mana true Whether to regenerate mana
wizards.regen-rate 6000 Ticks between each mana-regen (1 server tick = 1/20 of a second)
wizards.regen-item 348 ID of the item that a player can use to manually regenerate mana
Commands
[] - Mandatory
() - Optional
Command - command's syntax
Args Description - description of the command's arguments
Require Selected - whether the command requires an NPC to be selected
Require Ownership - whether the commands requires you to be the owner of the NPC
Required Mode - mode that a wizard must be in to use this command
Permission - command's permission node
Description - short description of the command
Command Args Description Require Selected Require Ownership Required Mode Permission Description
/wizard help None false false None citizens.wizard.use.help View the help page for wizards
/wizard status None true true None citizens.wizard.use.status View the current mode and mana of a wizard
/wizard unlimited None true true None citizens.wizard.modify.unlimited Toggle a wizard's mana as unlimited
/wizard mode [mode] mode - mode to set a wizard to true true None citizens.wizard.modify.mode Change a wizard's mode
/wizard locations None true true teleport citizens.wizard.use.locations View a wizard's locations
/wizard addloc [location] location - name of the location to add true true teleport citizens.wizard.modify.addloc Add your current location to a wizard's locations
/wizard removeloc [location] location - name of the location to remove true true teleport citizens.wizard.modify.removeloc Add your current location to a wizard's locations
/wizard command [command] command - name of command to add, split with spaces for multiple arguments true true command citizens.wizard.modify.command Set a wizard's command to execute
Wizard Modes
All modes require the interact-item to be in your hand in order for it to work. You can also change the amount of mana that each mode drains from a wizard in citizens.yml.
Mode - name of the mode, use this when changing the wizard's mode with /wizard mode
Description - short description of the mode
Mode Description
teleport Ability to teleport to various locations. You can add and remove locations using /wizard addloc and /wizard removeloc. Left-click to cycle through locations, right-click to teleport.
storm Ability to toggle a storm in your world. Right-click to toggle a storm.
command Ability to execute commands. Set a command to execute using the /wizard command command. Right-click to execute the command. (Note: A player must have permission to use the command for it to work)
time Ability to change the time in your world. There are 4 time settings that you can cycle through by left-clicking: morning, day, afternoon, and night. Right-click to change the time.
spawn Ability to spawn mobs at your location. Left-click to cycle through mobs (all Minecraft mobs are supported). Right-click to spawn the mob.
Other Permissions
Permission - permission node
Description - description of permission node
Permission Description
citizens.wizard.use.interact Ability to interact with a wizard
Future
  • Cooldowns for all modes
FAQ
Why can't I use wizards? I have all of the correct permissions!
Make sure you are using the wizard interact-item (configurable in citizens.yml, default is feather).
Why isn't my wizard working when I left-click him! I am sure that I am using the correct interact-item.
Left-clicking a wizard does not work in areas where PvP is disabled. Make sure your wizard is not in one of those areas and that PvP is set to true for your world. This is a Bukkit bug.
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MessagePosté le: Aujourd’hui à 08:58 (2017)    Sujet du message: Citizens

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