1.x/Guard: Difference between revisions

From Citizens Wiki

< 1.x

No edit summary
No edit summary
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{NoSupport}}
'''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.
'''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.


== Configuration Nodes ==
== Configuration Nodes ==
These nodes can be found in ''citizens.yml''.
These nodes can be found in ''citizens.yml''. They deal mostly with the default configuration for Guards.


'''Setting''' - path of the setting
{| class="wikitable collapsible collapsed" style="text-align: center; width: 100%"
<br>'''Default Value''' - default value of the setting
|-
<br>'''Description''' - short description of the setting
! style="width: 100%; background-color:#ADD8E6" colspan="3" | '''Guard Configuration'''
 
|-
{| class="wikitable" style="text-align: center;"
! style="width: 250px;" | Setting
! style="width: 250px;" | Setting
! style="width: 200px;" | Default Value
! style="width: 200px;" | Default Value
Line 23: Line 26:


== Commands ==
== Commands ==
'''[]''' - Mandatory
Commands that are specific to use with Guards
<br>'''()''' - Optional


'''Command''' - command's syntax
{| class="wikitable collapsible collapsed" style="text-align: center; width: 100%"
<br>'''Args Description''' - description of the command's arguments
|-
<br>'''Require Selected''' - whether the command requires an NPC to be selected
! style="width: 100%; background-color:#ADD8E6" colspan="3" | '''Guard Commands'''
<br>'''Require Ownership''' - whether the commands requires you to be the owner of the NPC
|-
<br>'''Permission''' - command's permission node
<br>'''Description''' - short description of the command
 
{| class="wikitable" style="text-align: center;"
! style="width: 250px;" | Command
! style="width: 250px;" | Command
! style="width: 200px;" | Args Description
! style="width: 200px;" | Args Description
Line 123: Line 121:
An inventory hotbar, for weapon switching and healing.
An inventory hotbar, for weapon switching and healing.
Perhaps more guarding types.
Perhaps more guarding types.
{{NavBox}}
[[Category:Citizens1]]

Latest revision as of 20:52, 18 July 2012

Not Supported!
This page is about Citizens 1.x, while the current version is Citizens 2.0.2. This page's content may be outdated, and shouldn't be trusted as being correct. See this page's talk page for more information. If you were looking for the 2.0.2 equivalent of this page, try Guard. If you feel this message was displayed in error, please contact an administrator.

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.



Configuration Nodes

These nodes can be found in citizens.yml. They deal mostly with the default configuration for Guards.

Commands

Commands that are specific to use with Guards

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.

Soldiers

Note: only available post-1.1.2. Soldiers are essentially commandable guards. Players can select soldiers they own and command them to attack players, mobs and move to blocks.

Future

An inventory hotbar, for weapon switching and healing. Perhaps more guarding types.