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
Cool plugin!
Hi, I would just say that THIS PLUGIN IS AMAZING !
@Salluci
/skedit
Select the skull you wish to change targets on.
/skaddenemy player johndoeplayer
for a specific player, OR
/skaddenemy player
for ALL players in the server. (Except the owner of course) This also works for /skaddfriend (for specific players)
Check out the Commands page for more help.
Could you add something like it to shoot enemy players? sorry for bad english
Just a status update, things are progressing nicely. 0.12 has been queued for approval for like a day now. 0.13 is queued for approval since last night. I update the change log when I upload a new version for approval. Just FYI.
Got a nice list of changes for 0.14. Ammo chests are going to be its primary new feature. :D I was firing Pigs at targets. That was very amusing. REEE! lol Of course you cant put pigs in ammo chests so yea, that's only programmatically possible. But if its something that can be put into an ammo chest. I think it would be firable. Config option fun there. Might take me a little while to get 0.14 working good so 0.13 might actually get approved before I upload 0.14.
TTFN
@arcvvolf
Yea i read it a little more after i posted and kinda guessed that was the case but it was unclear on the page.
And cool.
@RustyDagger
/skaddenemy player
targets all players. This is true for ANY entity type right now. However, only living entities are actually targeted. So since PLAYER is a valid living entity. ALL players would in this case be targeted. Thats a primary reason for Friends list. /skaddfriend player john
This scenario would mean the skull would target ALL players but IGNORE john.
Per user override for things like range and max skulls are already TODO's :)
-updated the Commands info page with clearer examples.
feature request
Permission node to allow a different max turrets this would override the configs setting. it would allow server owners to use the plugin as some VIP perks.
I am also a little confused about targeting players. it seems from the commands page that there is no way to target every player with out adding them one by one... Seems annoying.
@merlin4life
Already can target specific players or just players in general. Also can ignore specific players if all players are targets. On and Off is later when I implement redstone detection, so thats definitely on the TODO list.
That was one of my first ideas, I want to link redstone up to pressure plates like Indiana Jones: Temple of Doom's Dart Corridor :D
Can you make this target players too with an option to turn on / off? this would be great for my dungeons haha
@arcvvolf
Glad i could give some feed back, thanks for replying back to me. I was always looking for a plugin that could defend players bases while they are online or offline so people would be encouraged to build castles or forts rather then digging a hole and filling it with chests. To see something like this plugin in development makes me so happy. I like raiding and pvp but I didn't like how peoples' stuff was defenseless while they were offline, or the chests were locked/protected and no one could steal. Its a nice balance to have defensive structures over protections or nothing at all. Keep up the good work and thank you for understanding I was not trying to be rude.
cmoncmoncmon¡¡¡ :D awesome¡
@NargontheDragon No rain here, you just would have went in a different direction with your ideas is all. Since you wrote out a long comment, I'll respond in kind.
I thought about the block determining the skill level first during my initial design phase but I didnt like it. One, too many plugins rely on blocks which are easy to obtain. Two, crafting is some what more difficult because it requires multiple resources instead of one item type. Last, I prefer crafting because well... mine-Craft :)
If block type is ever involved in the mix, it wont be for skull level. More is always better right? In practice though, having any additional skill levels to the skulls would show no noticeable in game difference. Most people I feel would spend most of their resources trying to get to the top of the skill tree anyway. I know I would. Blocks at some point "might" determine something but not sure yet. Will cross that bridge later.
Destroying turrets is already planned but for a much much later version.
Aim speed probably isnt going to happen already thought of it and implementing it right would be a pain in the skull.... lol, I initially was trying to do something like this because I wanted skulls to shoot down Ghast fireballs. It looked cool but just didnt work right.. and the fact that it was so deep into calculus and trig that my brain caught fire. So... yea...
Like some of the config options you mentioned. Offline players, didnt think of yet, exploding skulls did think of... couple others are not compatible with my design goals or are already there in one way or another.. etc.
Commands and permissions are so in flux right now I dont have any comment on those.
In total, interesting ideas.
To Other comments about factions, and probably eventually someone will mention disguises. They are far out on the table as potential things to add later in design. The core feature set is still being carved out and such. So, I dont yet have concrete plans for soft dependencies.
Thanks for the comments so far.
cant wait.
I love the idea of the skull turrets but not to rain on your parade or anything but I think the design is off. I would think that the turrets would only target dangerous mobs and players. With a friends list instead of an enemy list, so allies will not be targeted. The skulls could be placed on netherrack fences and the type of block below the fence determines the tech level of the skull turrets. A iron block, gold block, quartz block, coal block, emerald block, redstone block, and diamond block base can be used to create a skull turret. Also turrets should have arrows loaded into it and use a dispenser gui when adding ammo to it. Only the owner can open the turrets storage to add/remove arrows unless friends or enemy access is enabled in the config. Turrets could have bows placed in the center of the "dispenser" gui and the bow takes durability damage every time the turret fires, while also using the bows enchantments like fire arrows or infinite arrows.
The turrets base block determines the turrets bonus for example:
("aim speed" is how fast the turret can rotate to aim/face at the enemy range is distance it can find and shoot at a enemy) Enemies must break the block below the fence to disarm the turret or break the skull to temporarily disable it (maybe shoot the skull with an arrow) Clicking the skull can open a dispenser gui client side to load it with stuff.
configurable settings:
Commands: /skull turret create /skull turret remove /skull turret add friend /skull turret remove friend /skull turret off /skull turret on /skull turret no ammo /skull turret unbreakable Permissions:
Pretty cool idea, would be nice to see faction integrated; so that turret owners faction don't get attacked.
@MrFrostmaul
I did have a version but in the approval time I pulled it because it was bugged. Alpha versions... what ya gonna do :P
I'm just about to put up a test version. Depends on approval time though.
-edit
Ok, alpha 0.11 is waiting for approval. Fixed a couple bugs with a few things I overlooked. Corner cased and such. Anyway, this version feels usable to me. Still a bunch more features to go. But nice progress so far :)
When is this going to have a first version released?
surprised by the lack of comments.
This is kinda badass. Putting it in the bookmarks in case I ever may need or want it for something on my server.