Sentry 0.9.7
Details
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FilenameSentry_0.9.7.zip
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Uploaded by
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UploadedSep 12, 2012
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Size54.28 KB
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Downloads930
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MD5cbc4c9431874a9011a556c6517ae6c22
Supported Bukkit Versions
- 1.3.2
Changelog
v. 0.9.7 beta 9/11/2012 The Peacekeepers have arrived! Give your sentry the event:pvp target and it will attack players that damage other players in its range. Fix for Factions targets. Fix for NPC targets. Some fixes for bodyguards. They still don't like being taken across worlds. Think its a problem in citizens2 core.
v. 0.9.6 beta 9/10/2012 Split out NPC: targets from PLAYER: targets. Sorta fix for Factions. Minor bugfizes
v. 0.9.5 beta 9/8/2012
Bodyguards will maintain a respectable distance. Sentries will try to not stand in fire if they can help it, tends to void the warranty on their bowstrings.
v. 0.9.4 beta 9/7/2012
Fixes for stuck actions, requires build 334 of citizens2 or higher. Better help for targeting and guard commands.
v. 0.9.3 beta 9/2/2012
Health is no longer limited to 20, should be able to use any value without external mods. Implemented 'stuck' actions. Sentries should teleport to their guard targets or waypoints if they get stuck. If a Sentry gets stuck trying to path to a hostile target it will give up (and teleport back if it has waypoints) This functionality may still be a little buggy. Fix mob aggression. Stormcallers are now immune to all Lightning. Pyromancers are immune to all Fire. Witch Doctors are immune to all Poison.
v. 0.9.2.1 beta 9/2/2012
Fix error from very fast healing Fix error? from denizen hook.
v. 0.9.2 beta 9/2/2012
Compatible with latest Citizens2
v. 0.9.1 beta 9/1/2012
Through constant exposure Witch Doctors and lvl3 Pyromancers are no longer hurt by their own attacks (unless friendly fire in on.) Accuracy improved for thrown potions.
v. 0.9.0 beta 8/31/2012
For the first time in 100 years, the venerated Order of the Stormcallers has descended from their monastery on the top of Mt. Creeperhorn. They have come to join their brethren in SentryCorps and share a century's worth of arcane secrets to push back the tide of evil sweeping the land! See #Equipment for details Wielding potent scrolls and ancient tomes the Stormcallers bring forth lightning to smite their foes! The Stormcallers have taught the Pyromancer brigade to focus their chi and summon more powerful Fire! The SentryCorp Ice Magi have learned to infuse their balls of ice with freezing power! The secretive Witch Doctors have begun mass producing their potions of war. They make a mighty fine root beer float, too.
v. 0.8.9 beta 8/28/2012
Fix target, ignore, guard, warning and greeting commands to properly handle spaces. Change damage event priority: All sentries should deal and receive damage independent of any PVP protection plugins, since they are not, by definition, players.
v. 0.8.8.2 beta 8/27/2012
Removed upper limit on respawn. Removed upper limit on healrate to allow faster healing. Heal rate is still the number of seconds between heals of 1hp but all values between 0.0 and 1.0 are now valid. So a heal rate of 0.5 is 2hp per second. A healrate of 0.1 is 10hp per second. a healrate of 0.01 is 100hp per second. Fixed error if vault not installed. Made Vault registration delayed for compatibility with slow perms systems.
v. 0.8.8.1 beta 8/23/2012
Sentries take less knockback based on armor. Also honor the .5 second invulnerable period after hits that other Minecraft entities enjoy. This should make fighting them much more difficult and rewarding. Removed the upper limit on health, strength, and armor. This is for compatibility with other plugins. Vanilla craftbukkit users should still use 1-20 for health, and 0-10 for strength and armor.
v. 0.8.8 beta 8/21/2012
Due to pending litigation, all Citizens SentryCorps personnel have been sent to Public Relations training. APPARENTLY some people were upset that Sentries were attacking people with no warning.
Added commands warningrange, warning, greeting See #Warn/Greet
Fixed sentries giving up on retaliation targets after a few seconds. Other bugfixes.
v. 0.8.7.1 beta 8/20/2012
Fix group ignores. Added valid target: entity:all
v. 0.8.7 beta 8/20/2012
Added command: ignore Added target entity:owner
v. 0.8.6 beta 8/20/2012
Added Target Reassessment
When Sentries have an active target, every few seconds they will glance over their shoulders at other possible targets and switch if one has gotten closer. Stab me in the back once, shame on you, stab me in the back twice, shame on me.
Added Denizen Command: LIVE
v. 0.8.5.1 beta 8/19/2012
Minor fixes to perms, info, debugging info.
v. 0.8.5 beta 8/17/2012
Support for Factions. Use FACTION:FactionTag to target memebers of that faction. Added Towny Nation support. Use NATION:NationName to target memebers of that Towny Nation.
v. 0.8.4.1 beta 8/16/2012
Last-second heals will no longer allow a sentry to jump back into the fray after death, naked. Sentries forget their target on death, shouldn't smack people nearby on respawn anymore.
v. 0.8.4 beta 8/15/2012
KNOWN ISSUE: Sentries with a single waypoint can cause VERY bad lag, either remove the single waypoint or make 2 waypoints until we can correct the issue.
Corrected in Citizens2 build #288
KNOWN ISSUE: Human-type NPCs cannot path up stairs or half-blocks
Corrected in Citizens2 build #291
If a Sentry NPC is owned by 'server' anyone with the 'citizens.admin' permission can run sentry commands on it. (if they also have the required Sentry permissions)
v. 0.8.3 beta 8/15/2012
Fix for group checking with some perms plugins. Default pathfinding range much larger.
v. 0.8.2 beta 8/15/2012
Sentries will now take most forms of environmental damage:
Armor will be applied against damage from Cacti and TNT. Sentries do not drown or take fall damage (yet) Sentries that die from the environment will still run Scripted Death scripts if at least one player directly damaged them.
v. 0.8.1 beta 8/14/2012
Changed arrow-cleanup method. Should work better. Small group permissions compatibility fix.
v. 0.8.0 beta 8/13/2012
Built in Towny support. (Thanks TerraNetworkOrg!)
Sentry does not require Towny, but if you use it you can add a "TOWN:TownName" target to your sentries and they will target players from that town.
Added in a hack to periodically remove bugged arrows when no players are around. Hopefully this is temporary.
v. 0.7.9.2 beta 8/12/2012
Fix Sentries not checking GROUP targets. Checks for world groups first then global groups if no world groups found. Should be compatible with more perms systems. Sentries will forget their attackers if they heal back to full health. (This only applies to Scripted Deaths)
v. 0.7.9.1 beta 8/12/2012
Fix for doppelgangers on /citizens reload Sentries set to not drop equipment also don't drop EXP.
v. 0.7.9 beta 8/11/2012
Added animations to projectile shot and healing. Added sound effect to blocked hits. Workaround for Ranged Sentries not pathing after respawn.
v. 0.7.8.1 beta 8/11/2012
Fix for denizen change. Fixed 2 NPEs.
v. 0.7.8 beta 8/10/2012
Full permissions system for each command in /sentry. See Permissions
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.
Requires latest dev builds of Citizens 2 Get it here