Sentry
Author | aufdemrand, jrbudda |
Version | 0.7.7.1 8/10/2012 |
Citizens build | 2.0 dev build #275 |
Other dependencies | Vault, and a permissions system |
Download | Link |
Description: Citizens NPC that target monsters and can be killed.
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Sentry is a Citizens 2.0 character trait that gives NPCs the ability to:
- Attack monsters, players, and groups automatically.
- Kill, and be killed by, players, monsters, and the environment.
- Guard locations, paths, players, or other NPCs.
- Use ranged or melee weapons.
- Be configured with stats such as strength, armor, speed, and night vision.
Updates
v. 0.7.7.1 beta 8/10/2012
- Integration with Denizen. Now you can trigger scripts on a Sentry's death. Long, drawn-out, guilt-ridden death speeches are go. see Sentry and Denizen for more info.
- Minor bugfixes.
v. 0.7.6 beta 8/8/2012
- Added command: healrate
- Sentries can now heal back health over time.
v. 0.7.5 beta 8/7/2012
- Added command: spawn
- All /sentry commands may now be run from the console.
- Sentry damage is now independent of the weapon equipped. Damage is now equal to the sentry's Strength. The default for new Sentries is 1. If you already have Sentries created be sure to set the Strength, the old default was 0.
- Lots of bugfixes to speed, pathing, guarding, damage, arrow physics.
v. 0.7.4.5 beta 8/7/2012
- Bugfixes all over.
- Bodyguards will no longer take damage from other bodyguards guarding the same target. (unless friendly fire is on... and if FF and Retaliate are both on.. they will attack and kill each other (merc's have a temper.))
- Bodyguards are more persistent. If you get separated from your guard move within its Range and it should start following you again. Remember where you parked your bodyguard!
- Known bugs: Sentries sometimes take multiple hits.. note sure if Sentry or Core C2 problem. Bodyguards may lose their target.
- TO DO: keep bodyguards from trying to stand on top of you and each other.
v. 0.7.4 beta 8/6/2012
known bug: cannot target individual hostile monster types, will fix soon- Added commands: respawn, guard, nightvision, friendlyfire.
- Archers have gone back to basic training and can now shoot moving targets with deadly accuracy.
- Arrows now a move little faster, archers have more range.
- Sentries can be set to not see targets in dark conditions. Sneaking makes players harder to see. Thief missions Go!
- Sentries can be set as bodyguards. (note this is not currently persistent and may have bugs)
v. 0.7.3 beta 8/4/2012
- Added command: attackrate
- Pyromancer sentries no longer shoot themselves in the face.
- Tweaked the projectile physics and firing system.
- Respawn fix and other bugfixes.
v. 0.7.2 beta 8/4/2012
- Removed ignore-cone, All Sentries now use Line-Of-Sight to select targets.
- Archers no longer stare at the spot of the last enemy.
- Code re-arrange.
v. 0.7.2 beta 8/4/2012
- Added commands: range
- Sentries ignore a cone of space directly below them. This is to stop archers from shooting at their feet.
- Fixed sentries being unable to target some mobs such as ghasts.
- Archers with targets out of range no longer drop arrows at their feet.
v. 0.7.1 beta 8/3/2012
- Added commands: info, armor, strength
- All combat (ranged, player-npc, npc-npc, mob-npc) goes through the same calculations for armor, strength, and critical hits.
- Sentry no longer creates a folder or config.yml. All options are stored within the Citizens saves.yml.
- More bugfixes and cleanup.
v. 0.7.0 beta 8/2/2012
- MC 1.3.1 Compatible
- Added commands: invincible, retaliate, drops, criticals
- Added ability to shoot bows and projectiles.
- Sentries respond to damage from arrows.
- Lots of bugfixes and minor updates.
v. 0.5.6 beta
- Now working with the new builds of C2.
v. 0.5.5 beta
- Fixed bugs.
v. 0.5 beta
- Added the ability to specify targets.
- Added the ability to set the Health and Speed of a Sentry.
- 'Stuck' Sentries now respawn after a while.
- Fixed the death handling.
- Fixed Sentries remembering their guard location on a restart.
v. 0.3 beta
- Added ability to kill the NPCs. Swords kill faster. Built-in chance of criticals, etc.
- Fixed targeting code, should be more efficient now.
- Implemented respawning sequence.
Up next: Warning targeted Players.
How to Use
Installation
- Ensure Citizens2 and Vault are installed
- Download file. See top of page
- Place Sentry.jar in your Plugins folder.
- Start Server
Permissions
Commands
All /sentry commands normally require a selected NPC. use /npc select # to do this.
Alternatively you may use /sentry # [command]
to send a sentry command to a specified sentry without
selecting it. # is the Sentry's npc id.
Example: /sentry 3 add target entity:monster
will add the monsters target to sentry with npcID 3.
Creation
To create a sentry, use:
/npc create 'NPC Name'
then
/trait sentry
To place your sentry use:
/npc path
And use the Waypoints editor to give your Sentry a place to stand, or a path to walk.
To equip you Sentry with weapons and armor use:
/npc equip
And right click with the desired weapon or armor. See the #Combat section for a discussion of weapons and armor
If you would like the Sentry to respawn in a different place from where it was created. Move it using
/npc tphere
And then call
/sentry spawn
Targets
Sentries are on the constant lookout for targets. Targets can be monsters, passive mobs, players, or player groups.
Sentries look at all the possible targets they can see in their range, and select the closest one.
A target cannot be seen if it is out of line-of-sight or if it is too dark for the Sentry's nightvision
Melee Sentries will chase targets until the target is dead or has gotten out of range.
Ranged Sentries do not follow targets, but will stay on their spot/path and fire at the target until it is dead or out of projectile range.
Note that detection range is not the same as projectile range. Projectiles have a fixed range depending on their type. Archers, for example, have a range of about 50 blocks on flat ground. Elevated sentries can hit targets farther away. Sentries that throw things have shorter range.
To add a target:
/sentry target add [target]
[target]
can be entity:Name, entity:monster, entity:player, group:Name, or player:Name
entity:monster
is a shortcut to make the Sentry attack all hostile mobs.
entity:player
is a shortcut to make the Sentry attack all players.
player:SentryName
can be used to attack another Sentry.
Example: /sentry target add player:Notch
or /sentry target add entity:creeper
To remove a target:
/sentry target remove [target]
To view the target list:
/sentry target list
To clear the target list:
/sentry target clear
Guarding
Sentries can be set as Lookouts or Bodyguards. Lookouts guard a location or path, Bodyguards follow around an assigned living target (player or NPC).
If a bodyguard is set to Retaliate, it will attack anything that attacks the assigned guard target or itself.
If a bodyguard is set for Friendly Fire it can accidentally hit and be hit by it's guard target.
To set a Sentry as a bodyguard for a target NPC or Player:
/sentry guard [Name]
Note: the target must within the Sentry's Range when the target is set.
To set the Sentry back to the default Lookout mode:
/sentry guard
Stats
Stats are Sentry settings that take a value and affect its performance.
To set a stat use:
/sentry [stat] [value]
Example: /sentry armor 5
To view the current value of a stat and get help:
/sentry [stat]
Example: /sentry range
To view all the Sentry's stats, as well as current target, status, and guard target, use:
/sentry info
Stat | Default Value | Value Range | Notes |
---|---|---|---|
health | 20 | 1-20 | The number of hit points the Sentry has. Normal players have 20. |
armor | 0 | 0-10 | This value is subtracted from all incoming damage. An armor of 10 makes the Sentry very hard to hurt. Armor items equipped on the Sentry have no effect on combat. |
strength | 1 | 0-10 | This is the damage the sentry does with each hit, regardless of weapon (or object) held. |
range | 10 | 1-100 | This is the detection range for the Sentry. High values may affect server performance. This is not the same as the projectile range, which is dictated by projectile type and the Sentry's elevation relative to the target. |
attackrate | 2.0 | 0.0-30.0 | This is the number of seconds between projectile shots and has no effect if the Sentry uses a melee weapon. The minimum internal rate is 0.5 (twice a second). |
healrate | 0.0 | 0.0-300.0 | This is the number of seconds between heals of 1 point. The minimum internal rate is 0.5 (twice a second). Set to 0 to turn off healing. |
nightvision | 16 | 0-16 | This is how well the Sentry can see potential targets in the dark. A value of 16 means the sentry can see perfectly all the time. A value of 12 means a target is invisible below light level 4 (16-12) . A value of 6 means a target is invisible below light level 10 (16-6), etc. If the target is a Player and that player is sneaking, its effective light light level is cut in half, making it harder for the sentry to detect. |
respawn | 10 | -1-300 | When the sentry dies, this is the number of seconds after which it will respawn. If this value is set to -1 the Sentry will not respawn and be permanently destroyed. |
Options
Options are sentry settings that can be toggled on and off and affect its behavior.
/sentry [option]
Example: /sentry invincible
To view all the Sentry's stats, options, current target, status, and guard target, use:
/sentry info
Option | Default Value | Notes |
---|---|---|
drops | False | If this is True the Sentry will drop his equipment on death. |
invincible | False | If this is True the Sentry will not take any damage, be knocked back, or show a 'hurt' flash. |
retaliate | True | If this is True, the Sentry will attack to any living thing that attacks it. If the Sentry is acting as a bodyguard, it will also attack any living thing that attacks its guard target. |
criticals | True | If this is true the Sentry will take critical hits and misses. If False, the normal damage is always applied. |
friendlyfire | False | If this is True the sentry can be damaged by and cause damage to any living thing. If this is False, the Sentry will not damage or receive damage from its guard target or any other Sentries guarding that target. Using friendlyfire and retaliate at the same time is highly not recommended, although hilarious. |
Combat
Sentries can engage in rewarding combat with players, monsters, and even each other!
Equipment
A Sentry should be equipped with a weapon to make it look right, but any hand held item can be used.
Sentries equipped with a Bow, Blaze Rod, Egg, or Snowball become Ranged sentries. and will fire projectiles at the target:
- Archers have a range of about 50 blocks on flat ground, more when elevated.
- Bombadiers have a range of about half that of Archers.
- Pyromancers have.. pretty much an unlimited range, be very careful with pyromancers.
All armor and weapons are cosmetic from a combat standpoint. The amount of damage the Sentry gives and takes is determined by its strength and armor.
Dealing Damage
The damage dealt by a Sentry when attacking a target is equal to the sentry's strength.
Typically players have 20 health. By default a Sentry has 1 strength and therefore does 1 damage.
Receiving Damage
Sentries can receive damage from any source, just like a monster. If the Sentry is set to retaliate, it will target any living entity that attacks it, ignoring any current target.
If the Sentry is set to invincible, it takes NO damage or knockback at all!
If the Sentry has criticals turned on, any incoming damage is randomized resulting in a normal hit, a miss, or one of several degrees of critical hit. If the attacker is a player, a message is shown based on the type of hit.
If the Sentry has armor > 0 the damage will be reduced by the amount of armor. If the damage is reduced to nothing, the attack results in a block. Blocked hits cause no damage but DO cause knockback!
Death
If the Sentry's health drops to 0. It dies.
If the Sentry is set to drops on death, when it dies it drops its equipment like a normal monster. Watch out for farmers!
After the respawn delay (default is 10 seconds) the Sentry will respawn.
Lookouts will respawn at their spawn location, by default this is where they were created.
Bodyguards will respawn near their guard target.
Advanced Usage
For combining Sentry and Denizen for truly powerful interactions see Sentry And Denizen
Known caveats and upcoming features
Using /citizens reload may break your sentries or waypoints.
Sentries may get lost or fall through the world.
Mob-type NPCs have some oddities since mc 1.3.1
Suggestions
Suggestions are, of course, always welcome! Visit us in #citizens on EsperNet.
Quick Navigation | |
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Usage | Installation · Frequently Asked Questions · Commands · Editors · Characters · API · |
Configuration | Configuration · Text Syntax · Permissions · Waypoints · Data Storage |