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. :-)
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@rasnyderiii
Strange about the conflict. I'm not doing anything that should conflict. Just basic bukkit api calls. IE Get line of sight, fire arrow. Thats about it. What exactly do you mean when you say conflict?
Commands are from alpha, or even prealpha. No one said anything until now so they stuck.
Anyone else want them changed? They dont bother me but then thats just me. I'm willing to change them, they were never set in stone to begin with.
Is this not compatable with PlayerHeads installed? Seems to conflict.
Project is looking cool though! Command args.. suggestion.. (sk as alias)
/skull add <type>
/skull remove <type>
/skull done
/skull reload... and on and on
you get the point. Its just the better way to do args ;)
@NikoKun
Strange, pretty sure they shouldn't be firing at squids... hmmm, I'll have to look into that. Thanks for the report.
-edit- Fixed in next version. I missed the fact that squids are not considered animals but are instead watermob. Oops :p
I have a couple Crazed/Devious skulls guarding an area near a shoreline.. but they keep wasting arrows shooting at Squids that wander in too close.. lol
@NikoKun
Bug, thank you for finding that. Fixed for next version.
Every once in a while I get this error in my server console:
15:02:01 [WARNING] [SkullTurret] Task #20 for SkullTurret v0.19-beta generated an exception java.lang.NullPointerException at plugin.arcwolf.skullturrets.PlacedSkull.rateTarget(PlacedSkull.java:548) at plugin.arcwolf.skullturrets.PlacedSkull.findTarget(PlacedSkull.java:460) at plugin.arcwolf.skullturrets.PlacedSkull.tick(PlacedSkull.java:364) at plugin.arcwolf.skullturrets.SkullTurret$2.run(SkullTurret.java:144) at org.bukkit.craftbukkit.v1_6_R2.scheduler.CraftTask.run(CraftTask.java:53) at org.bukkit.craftbukkit.v1_6_R2.scheduler.CraftScheduler.mainThreadHeartbeat(CraftSchedule r.java:345) at net.minecraft.server.v1_6_R2.MinecraftServer.t(MinecraftServer.java:522) at net.minecraft.server.v1_6_R2.DedicatedServer.t(DedicatedServer.java:226) at net.minecraft.server.v1_6_R2.MinecraftServer.s(MinecraftServer.java:486) at net.minecraft.server.v1_6_R2.MinecraftServer.run(MinecraftServer.java:419) at net.minecraft.server.v1_6_R2.ThreadServerApplication.run(SourceFile:582)
@WanderingSoulofTime
Because thats something I already tried and it didnt solve the problem. For one thing, the bat must remain alive while the witherskull is in flight. Because if you despawn the bat while the wither skull is in flight the skull will immediately start to blink. Since spawning a bat at a fixed location would result in the bat flying away, that means a timer among other things are needed to watch the bat.
So, add up all the little things needed. A bat per shot. A timer to watch the bat. A listener for the witherskull to destruct so you can tell the bat to despawn. Well, you end up with a lot of lag for a little benefit :-/
I'm still trying a few things but it looks kind of grim. It might not be something that can be done without NMS editing. It just sucks. Remember, I want to use this plugin too. I make plugins because I use them... The community just gets what I feel like sharing :)
I might figure something out yet.
@arcvvolf
Why not make the turret temporarily spawn a bat at a fixed location and have it shoot the wither skull?
General FYI, 0.19 Beta is nearly ready, just a few more tweaks...
@WanderingSoulofTimeJust sort of a heads up about your request. Witherskulls dont seem to work exactly right if you fire them from thin air like a Skull Turret does. Something about how they spawn needs an active living entity to be the shooter or they blink and do strange things. The only way I found around this is to shoot them much faster then normal. <shrugs> Tried is several different ways too.
Just one Example: I spawned a bat, let it fly around. Launched a skull from the bat set the bat as the shooter and the skull shot fine. Nice, smooth, no blinking... looked great. Change from a bat to just a location and spawned a WitherSkull entity at the location. Same vector, same speed, Blink blink blink.... Thought huh, maybe its the spawn method? So, I shoot an arrow by spawning at the same location using the same spawn method as the Witherskull, same vector, same velocity. Shoots great no blinks. ಠ_à²
Minecraft's funny that way, so, um, thats just how its got to be. I'm bound by the limitations of the Bukkit API. I dont usually like admitting defeat but this me think-est is something unwinnable...
@WanderingSoulofTime
Armor checks are internal and thats probably not going to change. Its only for vanilla armor too. Diamond, iron, gold... etc
@alien1947in It might be a bug. I did some command changes a version or so ago and that might have slipped in. I'll work on a fix for 0.19. Also, just so you know, you dont need the greater and less then symbols so /skaddenemy PLAYER playerIGN
When I tried to add any player as enemy it gives me below error,
i did, /skedit, rigth click on skull, /skaddenemy PLAYER <playerIGN>
You cant be an enemy of your own skulls.
hmm. I have a request.
Is there anyway to add in custom parameters to what skull can target?
Ex: I put /skaddenemy Red so it targets any enemy wearing a red wool block. Is that possible? I ask because your desc says based on armor.
@WanderingSoulofTime
Good idea, I didnt think of that. Yes, it can and as expected is rewardingly brutal. lol, I'll see about putting the option in 0.19 beta. Thanks!
I was wondering if it's possible to make the master skulls shoot out wither skulls when configured.
@cwolfy
Master skulls have to be given targets to attack. By default they will ignore everything.
/skaddenemy monster (adds all monsters)
/skaddenemy <EntityType> (adds specific mobs)
/skaddenemy player (adds all players)
/skaddenemy player <playerName> (adds a specific player)
Go though and double check all the help info in the main post too. I've tried to put as much as I can think of there to help answer questions and explain features. You may have missed something.
Also, make sure you didnt put anything you dont want in the friends list. When you are done editing use /skdone. Then get the skulls knowledge book by right clicking the skull. Look to see if the targets are on page 2.
If all that is correct and you have ammo in the ammo chests or if you have them set for redstone detection, they are powered; then I'm not sure what the problem might be. Everything seems to be working in my tests. :-/
Could be another plugin conflicting? Hard to say.
Hi I really like the idea of this plugin and am planing to make use of this in a factions world, I was up late last night testing it out and all of the skulls except the master skull worked. The master skull just wouldn't seem to target mobs or players, I tried the activating with red stone, the ammo chests in all the formats shown, i also used the /skedit and /skaddenemy commands but I couldn't get it to work :( could you please assist? I'm sure this isn't a problem with the plugin but a fault on my behalf
@lunarixx
Easy enough, 0.19 will have following config options added:
Just needed to decouple the damage from the arrow velocity and there ya go. These settings only change damage for arrows, not the potions of wizard skulls or fire charges / snowballs.
Can you make the damage configurable please? Or is it already?
I think the core features are pretty much fleshed out. My todo list has gotten very small. I feel beta will be soon. Maybe 0.19 beta?
Great plugin. Thank you,