Skull Turrets - creepy skulls at your command:
This plugin allows players to craft and place skulls that can automatically target and attack mobs or players with arrows. Each skull level is crafted from the previous skull level using ingredients that become more difficult to obtain with each crafting level. Great for perimeter defense of your Minecraft fort.
- v0.4 Supports localization
- Supports UUID
- Auto Targeting and firing (Configurable)
- Skulls can use ammo chests (Configurable)
- Skulls have health and can be damaged with weapons (Configurable)
- Skulls can use fire enchanted bows from ammo chests to fire flame arrows (Configurable)
- Skulls can be set to use custom skins based on username
- Skulls can be configured to turn off or on with Redstone signals
- Skulls Rotate to target (Configurable)
- Skulls rotate to patrol visible area and can target based on visibility, mob type, distance, health and armor
- 6 craftable types of skulls, Crazed, Devious, Master, Wizard and two temporary skulls types (Devious & Master). Each having varied levels of intelligence for targeting and firing abilities.
- Customizable crafting recipes
- Smartest skull types will attempt to avoid friendly fire
- Custom Bow item to set priority targets for skulls to attack
- Many different config options, including per player settings
- Supports permission node based Group limits (Special thanks to SXRWahrheit)
- Ability to set defaults for newly created skullturrets
- Only uses Bukkit API and so should not break every update.
- Optionally supports Factions 2.7
- Optionally supports Towny 0.88
- Optionally supports DisguiseCraft 4.9
- Optionally supports Vanish No Packet
- Optionally supports Vault Economies
|Usage Help||Permissions||Skin Ideas|
|Crafting Info||Config Info||Change Log|
|Commands||Per Player Config||Example Language File|
If you find a bug, please feel free to post a ticket.
This plugin in now considered feature complete, no further features will be added.
if you like this plugin and want to support me. Its much appreciated. :-)
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I know it has been three years since this plugin has had an activity, but is there perhaps a fix or solution to a current bug for 1.16.3 where the turrets seem to be unplaceable even if you place them on the proper fences?
Please make update for 1.11,it wont shoot anything in 1.11 version,thank you
Everything works perfectly fine but the permissions and commands are too complicated! I wanted to add the permission to enable shooting with the Skull Bow but nothing worked.I was really disappointed. Anyways nice idea of the Plugin but a bit too complicated!
Hey! Why Turrets dont attack a Operator in Survivalmode? Please add a option to chance. Thanks
Can you add an option for skullturrets to throw eggs?
I found a bug with skull turrets. Devious skulls wont fire or pull ammo from chests when set to use redstone
edit: nevermind, for some reason its working now
Sorry about the config xd
The spacing and taking got removed when I sent the message :c
Hi, I'm just about to launch a new Zombie Escape server (Since all the old ones have closed).
But is in need of a good door/port plugin to improve the game experience... And thought your BlockDoor plugin looked pretty solid :)
So my question is, can you please update it to 1.9.
Also it would really save me time (and my servers ram usage...) if you could add a feature that allows you to add a countdown to the door. :) So when a admin setup a door will it be an option to add a countdown on it. Which make it so when the door gets activated, a countdown will start that counts down until the door opens.
Config idea for countdown able doors:
Doors: <Door name> Countdown: Activated: True Time: <Time in seconds> Messages: 20: §b Door <Door name> opens in 20 seconds. 10: §b Door <Door name> opens in 10 seconds. 5: §b Door <Door name> opens in 5 seconds. 4: §b Door <Door name> opens in 4 seconds. 3: §b Door <Door name> opens in 3 seconds. 2: §b Door <Door name> opens in 2 seconds. 1: §b Door <Door name> opens in 1 seconds. 0: §b Door <Door name> is now: §aOPEN
Thanks for reading :)
Fixed. Thank you very much. Take care.
Yes, my power was out because of a storm since Friday. Up until like an hour ago I had no internet or computer. I'm sorry, still trying to catch up with everything.
Uploaded a new version of SkullTurret for approval. Should fix the bug but needs testing.
Aren't you using ticket system? Posted a ticked 2 days ago.
Those who have updated to alpha 1, I would recommend updating to alpha 2. The wizard skull projectile I chose as a substitute for snowballs has a bad habit of arcing off in wild directions and starting fires... The shulker bullet seems to work much better. I havent noticed any side effects yet.
Sorry about that, and thanks to everyone who is testing this :)
A skull avoids friendly fire by checking if another player is standing in the trajectory of the arrow to be fired. If they are it wont fire the arrow until the trajectory is clear of said player. That is all there is to that. You want one team to be singled out, pretty simple, use factions or towny.
The second question is outside the scope of this plugin this is a turret plugin at its core not a game mode. That would be a bunch of very specific programming to create a feature just for your server and I'm not adding new features at this time, nor am I going to customize this plugin for one server. Sorry.
You said "Smartest skull types will attempt to avoid friendly fire", how would you make it so it would only fire on one team? I'm trying to make a gamemode with 2 teams, and I don't want that turret to fire on their team, only on the enemy team. Also, is there a way to make it so when a skull turret breaks, it'll activate a command? For example: After the "Crazed Turret" is destoryed, they'll be teleported back to spawn, inentory cleared, and a message saying that they won or lost? These 2 are essential to making my server happen. Thanks!
I've uploaded an alpha version of Skullturret for 1.9. My tests show its working ok. But I think wider testing will prove useful. So its alpha for a while to see if anyone posts bugs.
Please test it out and post tickets.
Well, the double click problem is fixed now. But there is a potion issue now with Wizard skulls. The old bukkit / spigot potion class is not working right and its totally borking the Wizard skull's ability to pick a potion. There is no working way to tell what item stack in the chest is a valid potion. So its back to waiting for more spigot fixes.
yes, a lot has changed and the plugin is mostly broken with 1.9. I am working on fixing it but it will take a while. I'm waiting on a bug fix for spigot that causes right clicking to fire twice. Then I'll take another crack at getting some kind of beta out. No ETA though, sorry.
There's an error on Spigot 1.9 with regards to "BLAZE_BREATH" not existing.
hi, can you list this plugin on spigot since bukkit not coming back.
I've decided to move away from Factions (for other reasons) and am interested in SimpleClans. Is it possible you can add support to just add a clan as a friend/all other clans as an enemy? I don't need any other sorts of mechanics, as SimpleClans itself is not a land-claiming plugin - I just want to make it easier for players to not have to manually add each member of their clan while having the turrets fire at everything/everyone else.
I've also posted this as an issue if you prefer to deal with these sorts of things in that manner.