Skull Turret
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.
Features:
- 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
Players | Admins | Misc |
---|---|---|
Usage Help | Permissions | Skin Ideas |
Crafting Info | Config Info | Change Log |
Commands | Per Player Config | Example Language File |
Group Config | ||
Recipe Config | ||
Entities Config |
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. :-)
Donate With BitCoin 1NfcRtfUgqmQc3o3wKtN4k6MLKJSAetyHc
@Zeky_Zero
Yes, you were clear, but I'm sorry, I cant think of a way you can access the skull item to do what you want. There is no id code for the skull item as such. Its automatically generated by the server when the plugin first loads. So it will change each time the server restarts. That is to say, "IF" there is a id code at all. Honestly, I dont know how the inner workings of craftbukkit's plugin generated item system works.
Best I can come up with is for you to give your engineers the items necessary to craft the skull. One skull, two spider eyes, one redstone and one stick. In addition to the fence post of course.
Hope that helped at least a little.
Hi,
I'll try to be clear with my poor English from France. I searched a turret plugin to create a class for another plugin. I explain : I play with arenamob plugin on my server and I wanted to create an "engineer" class so I wanted to give him some turrets in his inventory or some crazed skulls with fences to build it. My problem is I can't give crazed skulls to my engineer class because when I write the name "crazed_skull" in my .yml file nothing happen, he only has fences but not crazed skulls at all as if crazed skulls don't exist. I know crazed skulls don't exist in vanilla files but is there a solution for this issue ? Maybe an id instead of the name of crazed skulls ?
I hope it was clear, thanks for your help.
@AtrumVenator1
I think its going to be hard for me to help if I need to use you as a relay to the owner of your server. Maybe that person should be reporting the issue.
Secondly, if you cant use commands then we can rule out factions as the problem. Also, if OP's can use commands then we can rule out the command sub system for this plugin. So, the only things it can be is an issue with this plugins bpermissions support or a problem with how your owner has configured the permissions for this plugin.
Its possible its caused by a bug in this plugin, but I'm leaning toward a miss-configured bpermissions. Simply because there isnt much that can go wrong in the permissions check area of my code. Its pretty basic.
I'll check there while you tell your owner to either come here and chat or you report back after putting the plugin in debug mode 2. Let the people who are having problems attempt to use the plugin. Everything to do with permissions will be spammed into the console. It should become really apparent what the problem is then.
Thats all for now...
Hello,
On our factions server the plug-in is not giving non-op players permissions working with bpermissions plug-in the owner has even given me skullturret.target* and it still is not allowing me access to any commands.
Thank you -AtrumVenator
@numlaar
I have the request on my todo list. No need for a ticket. I to am glad we could come to a amicable conclusion to the issue.
There will be an option for this in the next version. No eta as of yet.
awesome thanks.
Ahh I see, I missed the "has" part on that line.
But Yes I would like to request the ability to turn off the head drops per world. (I guess that's what I meant by it, I don't like plugins to do anything globally that I won't want them to). I would have a 1000 people suddenly spamming me with, "why am I getting skeleton heads but not other ones." or some combination thereof! :)
Would you like me to create a ticket, or you got it?
Thanks for the additional tips on setting it up for giving out heads, that info is very helpful. (Its a PVP world, and I don't have time to administer it constantly).
Thanks for being understanding, and assisting me through the process.
@numlaar
Skull Turrets can not under any circumstance be the cause of a head to drop from a skeleton. That is blocked because of
if (ent.hasMetadata("SkullTurretsHit")) { return; }
that line there. If you find that is not the case, there is a bug please create a ticket and I'll resolve it for the next version. Players are the only way a skeleton should drop its skull, by default 1 in 50 chance.
Yes, Skull Turrets are created with the head item. Item id 397, its a vanilla item. Correct wiki info, they have no use other then decoration in game and non-wither 397 items are unobtainable normally. Also of note, without permission this plugin will ignore any crafting using the head item. That means that worlds without permission to craft Skull turrets the heads will be litter and nothing more.
You dont necessarily have to give a player permission for giving out the item. If you wish you could set up a command block that has /give @p 397 and turn off mob_drops. Sort of a dispenser effect. The are a couple of options in this plugin so you can limit the amount of skull turrets a player can create to prevent abuse. Also, there are quite a few shop plugins, with economy support so you could even set up an item shop for heads. Or set up an item shop with the different skull turret types. Really, its your choice just how creative you want to be.
Lastly, from this new information, I see what you really wanted was a feature to prevent head drops per world? Litter prevention I guess? Because if no one has permission to craft a skull turret, then the heads are useless anyway. I've personally always though skeletons should naturally drop skeleton heads, They drop bones right... Wither skeletons drop wither skulls, yes... Just seems like an oversight by mojang. But thats just how I feel.
So, anyway, I can add a head drop black list config option if you wish. No problem there. I agree that is a valid and good request :)
I did the research you suggested, and went through all the perms. Thats all fine and dandy, I have one question regarding the config file, ( I did research and didnt see anything that explains how it works), if you would be so kind to answer it, it would be appreciated.
For these two items in the config file:
mob_drops: false
skull_drop_chance: 50
In reading the source code, You have an event handler for entity death, and I want to be sure I am reading this correctly, and if I am, it says that skeltons won't drop skulls unless they have been shot by a turret, and only if mobdrops is enabled (the above config setting):
if (ent.hasMetadata("SkullTurretsHit")) { if ((SkullTurret.MOBDROPS) && (ent.getType() == EntityType.SKELETON)) { if (ent.hasMetadata("SkullTurretsHit")) { return; }
int random = SkullTurret.DROPCHANCE / 2; int chance = new Random().nextInt(SkullTurret.DROPCHANCE) + 1; if (random == chance) { List drops = event.getDrops(); drops.add(new ItemStack(Material.SKULL_ITEM, 1)); }
Is that correct?
So I turn on mob drops in the config, skeletons shot by a turret have a chance to drop a skull...
From minecraft.net: "Mob heads are decorative blocks. There are five variants of mob heads: Skeleton, Wither Skeleton, zombie, human and Creeper. The Wither Skeleton variant is a rare drop from the respective mob, with the other heads only available in Creative mode."
So the only way I can see to get the ball rolling for this plugin is to use the give permission (skullturret.give - Permission for getting specific Skull Turret items), and set to at least one player, who can then give out some heads to get things started, is that correct? (kind of a catch 22)
Conversely, If I read the event handler wrong, and that is not the case, and skulls drop randomly off any skeleton, then how do I turn this off per world? Since it is in the default config, I assume that its a server wide change?
I look forward to your assistance with my question about your plugin.
Thanks!
@numlaar
<sigh> Seriously...
Maybe you need to do more research into permissions configuration instead. I told you, the people in the groupmanager support thread are more then willing to educate you on its proper configuration. Not me... Look, I'm sorry if you don't understand how to configure your permissions plugin. Everyone starts out new, but I am not the person who can help pull you up from that level. I simply do not have that knowledge.
If you re-read what I said in the ticket, you do not have to disable a "plethora of perms", I said and I quote, "dont change anything and this plugin will deny everyone who is not an OP" That means you need to GIVE permission. Yes, PER WORLD. Meaning, Skull Turrets by default can not be crafted or placed in any world you have not provided permissions for. That should sound familiar, because that IS your feature request...
I do accept requests and suggestions for features. Hell, I've spent many many hours of the last month implementing feature requests. Nearly half the code in Skull Turret is a feature request of some sort. As a matter of fact I would venture a guess that all my plugins combined nearly 80% of the code is based on some feature requested by users. So I assure you, I usually am more then happy to implement new features. However, I wont add something that is so obviously implemented by another plugin. I cant think of any other response but to "dismiss" the request. There's just no point in fulfilling it.
Lastly, if you do decide to donate for my work, thank you! I will add you to the list of 3 people that have ever donated for any of my efforts in the last 2 1/2 years. And no that's not an exaggeration.
If you do decide to continue to use this plugin, I hope you and your users enjoy it.
Good day.
arcvvolf, you sir deserve a medal!
First off, no I didnt know you could do that with the tickets, so you have to forgive my newness to the way the site operates. One day the ticket was there, then one day it was gone.
Second, while you did answer my question, you just said turn off all the perms per world, and were not very descriptive about it, again since I am new, a little help would have been nice.
Third, I would think as a developer you would want to take feedback from the community and try to improve your product, not just summarily dismiss it. I run a server with over 25 worlds, I want to use your plugin on TWO, so I have to go through and disable a plethora of perms for 23 worlds. That is ridiculous. I think its a great plugin, and would like to use it. :) But If it comes down to that, I would rather not.
My request would make your plugin more versatile, and more attractive to the community, and improve it overall, So I will submit my request again, and hopefully you will take it into consideration. I have no problem donating for work to be done.
The research I have done, indicates that the majority of the community would like multiverse/multiworld support for most plugins, asit makes them easier to use for a variety of server types.
Thank you for your time.
@numlaar
I pretty much told you all I could in the support ticket you made.
http://dev.bukkit.org/bukkit-plugins/skull-turret/tickets/4-enable-multiworld-multiverse-support/
You do know that tickets can be listed based on type right. Just click Filters tab and select ALL from the status. Then select search tickets.
an you tell me how to restrict this from working when using multivers and group manager?
Thanks
0.28 is uploaded and awaiting approval. And thus completes my entire TODO list. The few scraps left wouldn't warrant a new version so I think I'll sprinkle them around bug fix updates.
@Nosfeato I wonder how many servers are still on 1.5.2... Hmmmm.... well, lucky for you compatibility for 1.5.2 isnt that hard to do. Probably opening a can of worms but in the next version there will be a config option for 1.5.2 compatibility. However, I wont provide support for issues reported on servers with 1.5.2. Dont bother asking, My only response will be upgrade to 1.6.2
There are also no guarantees for Towny or Factions support in 1.5.2 mode. I'm not going to bother testing for that because it was real pain in the ass just to test in 1.6.2
Could you make a 1.5.2 updated version of this plugin ????!!!! PLLLLEEEAAAASSEEE :D
cool plugin
@ryantzb
I'm working on a ticket right now that might resolve the issue.
http://dev.bukkit.org/bukkit-plugins/skull-turret/tickets/2-skull-turrets-becoming-normal-skulls/
Any ideas why my skull turret just stops firing arrows, using devious skull, its like when I first put it, everythings okay, but after awhile when I revisit my castle, the skulls aint shooting anymore, I destroy and rebuild many times and its really annoying
ahuh ok well thanks for the comment i'll be sure let you know if there are any further issues =)