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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HELP! How can i make the range to be much longer than 1.0 ??
@DELETEDSTARKO
I've tested this just now using Version 0.312 and I simply can not reproduce this. What are your targets for the Skull in question and what is the skull type. The only way a skull could ever target ALL players is if player was used as the enemy type.
/sk add enemy player
If you then put:
/sk add friend player JohnDoe
That same skull would ignore JohnDoe but still target ALL other players. This was also tested under v312 moments ago and it functions as expected.
if all players are targeted then player must have been used as the target:
/sk edit - to select the skull
/sk rem enemy player - would remove ALL players as the target for that skull.
If there are no targets set on the skull then it is impossible for the skull to target anything. In fact the entire logic block for targeting is skipped for a skull in that state. Also, Crazed and Devious are incapable of targeting players even if a skull bow is used.
Right click the skull in question and view the book it provided. There will be a list of the targets that it will use when attacking.
What it sounds like is you have used a command globally and ALL your owned skulls were updated with player as an enemy. If you want to edit a specific skull you need to use the /sk edit command and right click a skull. Or if you already have a skull set up then you can get the skull book from that skull and go around clicking the skulls you want to set up with that book in hand.
Links: SkullBooks Global Commands
so nice i solved one issue and another came up........ I have had minecraft since day 1 it was released have had HUNDREDS of server s and this is the only plugin ever to give me these issues....now for some reason the skulls just attack players regardless if there on the friends list or not.. its annoying any help would be awsome
@HookManJack
Yes but a golem now wont be a target either yet it too can become mad. And I agree those are passive and should not be a target. However, a Enderman is neutral too unless you look at it without a pumpkin on, and so is a pig zombie. Yet they are a target and I would assume you agree they should be. So in those corner cases I defer to bukkit class inheritance. For a wolf it inherits from Animals, so its classed as passive. If it inherited from Monster then it would be hostile and therefor a target. Crazed and Devious are dumb skulls they were never meant to differentiate that much. If you want exacting targets thats what Master and Wizards are for ;)
I've always planned Crazed and Devious to be cheap turrets for use when you want quick defenses. The real workhorse is always going to be a Master skull with the Wizard in a support role.
Anyway, glad you like it, I'm sure when the next alpha gets approved you'll get a kick out of the new stuff too :)
@arcvvolf
i see the Wolf is Not a target when its Mad and when its Not LOL just pointing that out it Mite Help when you go to fix the others down the Line :) nor is the Ocelot a target but that always a good mob like the cow sheep and so on lol grate plugin Better then the other Turret plugins Less Lag too Never going back to the Crappy mine-cart on fence turret lol
@arcvvolf
sorry i did no specify because of other plugins i was using your suggestion worked but at the expense of another plugin but we don't really need it anymore XD thank you for responding to my previous post.
@DELETEDSTARKO
You haven't really said what permissions plugin you use. I am therefor not sure if your particular permissions supports supernodes. IE the infamous " * " permission. So it could be possible that you need to use
skullturret.target."mob"
"mob" being each mob you want to be allowed to target.
Exampe:
skullturret.target.pig
Do note that the entire permissions node must be in lowercase.
That's pretty much all I can offer. I don't really specialize in permissions, the API is designed so that I don't need to know how every permissions plugin works. I just need to follow the standards provided. Bukkit sorts out the details.
@arcvvolf
So i think it bukkit being stupid the only thing i cant do with those permissions is target a mob type..... its annoying it says the permissions are in the right group but it just says you dont have permission.......
@HookManJack
Yep, I've added a check for NPCs now too, which includes villagers. Thank you for the heads up.
@arcvvolf
like to add villagers are a target as well LOL But this is a grate Plugin No Lag Or Crashing and No conflicts with other plugins Hope to see more fun plugins by you.
@HookManJack
Kind of vague... I'm assuming you mean Crazed and Devious skulls. In that instance yes Golems are targets... Just something I've overlooked in targeting mobs. Since I only check if a mob is classified as an animal or a monster. But they are neither, much like a bat or a squid which I have to specifically test for.
Anyway, I've put a check in for alpha 3. This is not a critical issue though. So, I wont be making a special version just to fix this. If something major comes along I'll just include a fix for this along with whatever fix I need to do that is critical.
Nice plug-in but they seem to kill golem's as well both iron and snow golem's
Thanks seems to work now! Love the plugin.
@Malachi21
That is a known bug and is fixed in v312 but the latest alpha available still has that bug and I wont have another alpha ready for a while.
It would be hilarious if the "ammunition" of each turret could be defined. A skeleton skull shoots arrows, target takes damage. An Enderman skull shoots Ender pearls, target takes damage. Zombie skull shoots rotten flesh, target takes damage. Etc.
Why aren't they automatically selecting targets? I set a person as an enemy but they won't attack hi unless I shoot him with the bow first
@jhicks32917
I'll take the ideas under advisement. Right now I'm trying to figure out how to allow skulls to be damaged. Which will be the major feature of the next version if I can manage to get it working right.
Any additional requests will have to wait for some future time.
In future versions, will it be possible to select the max duration a turret is active before breaking/ deactivating and will it be possible to change how much damage each turret does?
I'm creating an RPG server and would like to have your plugin as part of an Engineer class that can deploy turrets on the fly, but to properly do so I would need it such that a player can spawn a turret via command and either the turret auto target the nearest aggressive mob or allow the player to mark valid targets using a bow & arrow or other item.
Edit: Also, it would be nice if turrets could be deployed with a preset amount of ammunition.
@DELETEDSTARKO
I have to use permissions to test any part of the plugin, so thats under constant testing. Here is what I'm using for my testing right now: (copied straight from my permissions.yml file)
I am currently using permissionsEx 1.19.6 (probably not the latest version but it works for my devserver) anyway, that wont really matter since I use bukkit calls for permissions tests. Everything seems to be working correctly on my end.
If you want to see error message for Permissions put the plugin into DEBUG = 2 in the config. Then build a skull or do things with the plugin in game. Commands and such.
I dont know if its just me i cant get my permissions to work properly and i have tried for about 5 hours messing with it,....... im thinking its a bug...