TARDISWeepingAngels
Downloads
I'm too lazy to upload TARDISWeepingAngels files to Bukkit anymore, as builds are automatically created when the plugin is updated and changes pushed to GitHub.
For 1.15.2, please downloadTARDISWeepingAngels and TARDISWeepingAngels Resource Pack from the TARDIS Jenkins server: http://tardisjenkins.duckdns.org:8080/
Inspired by: TARDIS Ticket #530 - Weeping Angels
This plugin tranforms skeletons into terrifying Weeping Angels (as seen on Doctor Who), zombies into Cybermen and Pig Zombies into angry Ice Warriors. Version 2 adds Daleks, Empty Children, Sontarans (and Strax), Silurians, Zygons, Silent and Vashta Nerada! Version 3 adds Ood, Judoon, Toclafane and K9 :)
Video, thanks to LT JIM Gaming
Other videos
Showcase: https://www.youtube.com/watch?v=_EHnaTLzuPY
Daleks: https://www.youtube.com/watch?v=v1qkqoZm9SA
Empty Child, Cybermen, SFX: https://vimeo.com/97704593
Resource Pack
For v2.0.9 and higher - get it from GitHub
Features
- Weeping Angels, Cybermen, Ice Warriors, Daleks, Empty Children, Sontarans (and Strax), Silurians, Judoon, Ood, K-9, Silent, Toclafane, Zygons and Vashta Nerada!
- Configurable spawn rate
- Custom monster sounds
For each monster:
- Configurable drop on death
- Only spawn them in the worlds you want
- Maximum monsters per world
Angels:
- Configurable killing item
- Can be frozen in place for a configurable time
- Configurable TARDIS Key stealing
Cybermen:
- Can upgrade villagers and players
Weeping Angel Information
Weeping Angels only spawn at night in loaded chunks. They spawn with iron armour and are equipped with a barrier block in each hand (their wings).
Weeping Angels can only be killed with the configured weapon - by default a DIAMOND_PICKAXE - hitting them with anything else has no effect. When they die they drop random amounts (1-3) of the configured items (STONE and COBBLESTONE by default), and very rarely a skull.
The angels move pretty fast, but you can freeze them in place by looking at them and quickly pressing the sneak key. Better arm yourself or flee quickly though, as they'll be after you again in a snap - and if they touch you, you'll be teleported away to a random location. If the TARDIS plugin is also installed (if it isn't WHY NOT?), your TARDIS Key will be stolen.
Cybermen Information
Cybermen can spawn at anytime. They spawn with iron armour.
If configured, Cybermen will upgrade villagers and players when they have killed them (a new Cyberman) spawns in their place. If the upgraded entity was a player, the new Cyberman displays the player's name above its head.
Ice Warrior Information
Ice Warriors are really angry. They can spawn at anytime, but only spawn in snowy, icy or cold biomes. They carry an ice dagger. Did I mention they're angry!
Dalek Information
Daleks are skeletons disguised as retextured snowmen. They come in different colours, but mostly spawn in their typical bronze colour. Exterminate!
Empty Children
Empty Children spawn anytime, and are of course child size. If you are killed by an Empty Child you get a gas mask applied to your head when you respawn that you can't remove for 30 seconds.
Judoon
Judoon are the police force of the Whoniverse. Click an Judoon to claim it as your own. You can equip Judoon with ammunition (craft with arrows and gunpowder and put into a shulker box, then right click the Judoon with the box). Judoon can then be toggled to be in guard mode and will shoot any hostile mobs nearby. Use the /twa follow command to make the Judoon follow you around.
Ood
Ood spawn randomly around villagers. Click an Ood to claim it as your own. Use the /twa follow command to make the Ood follow you around.
K-9
You can either craft a K-9 or tame a wolf to get a K-9! Clicking a K-9 will toggle whether he will follow you or stay put. The crafting recipe is 3 iron ingots, 3 redstone, and 3 bones in the crafting grid:
III RRR BBB
Silurians
Only spawn underground in caves. Watch out for their Silurian guns!
Sontarans
Sontarans will try to kill you (as any good Sontaran should). If you manage to right-click a Sontaran with a Weakness Potion before he kills you, he will transform into Strax.
Strax
If you right-click Strax he'll talk to you, and if you right-click him with an empty bucket, you'll be able to milk him. Yum, yum Sontaran lactic fluid :) Be careful not to anger him though as he'll go rabid on you and let his killer Sontaran instincts get the better of him!
Vashta Nerada
Vashta Nerada have a random (configurable) chance of spawning when a bookshelf is broken, say "Hey who turned out the lights?" and of course try to eat you!
Zygons
Zygons don't do much yet (except try to kill you), but they look pretty cool. Watch this space...
Commands
Command | Arguments | What it does |
/twa spawn | [monster type] | Spawns a monster on the block you are targeting |
/twa disguise | [monster type] [on:off] | Sets a player's armour so that they are disguised as a monster |
/twa count | [monster type] [world] | Reports the current number of the specifed monster in the specified world |
/twa kill | [monster type] [world] | Kills all of the specifed monster in the specified world |
/twa set | [monster type:all] [world] [max monsters] | Sets the maximum number of the specified monster allowed to spawn in the specified world |
/twa remove | Removes the Ood, Judoon or K9 you are looking at. | |
/twa follow | Makes the Ood, Judoon or K9 you are looking at follow you. | |
/twa stay | Makes the Ood, Judoon or K9 you are looking at stop following you. | |
/twa equip | [monster type] | Equips the armour stand you are looking at with the equipment needed to display the specified monster type. |
Permissions
Node | Description | Default |
tardisweepingangels.spawn | Allow players to spawn monsters | op |
tardisweepingangels.disguise | Allow players to disguise themselves as monsters | op |
tardisweepingangels.count | Allow players to use the /twa count command | op |
tardisweepingangels.kill | Allow players to use the /twa kill command | op |
tardisweepingangels.admin | Allow players to use the /twa setcommand | op |
Configuration
Go here: http://dev.bukkit.org/bukkit-plugins/tardisweepingangels/pages/configuration/
In reply to RevJesus:
Try using the /twar command to redisguise daleks that have lost their snowman disguise
In reply to eccentricnz:
In reply to RevJesus:
Ah so it was the resource pack... you should have pulled the changes from GitHub they’ve been up a while
In reply to eccentricnz:
In reply to RevJesus:
As it states above - for TARDISWeepingAngels > 2.0.8 you should use the GitHub link...
Hey, eccentricnz
can you add a option to the config of plugin
if snowmen (daleks) can carry their heads back
In reply to Forge_User_54400129:
In reply to eccentricnz:
In reply to Forge_User_54400129:
http://tardisjenkins.duckdns.org:8080/job/TARDISWeepingAngels/ build #95 or higher.
The config option is:
Where true is no pumpkin head on snowman and false is a normal snowman
Will only apply to newly spawned Daleks... so you might want to do a /twak after the server restart
My server doesn't load this plugin. Already installed TARDIS and TARDISChunkGenerator. (1.12.2)
In reply to Forge_User_02094420:
You also need LibsDisguises and ProtocolLib
I notice that you've included the Ood skin to replace Villagers in the newest resource pack -- should those automatically enable if I add 'em to my server resource pack?
In reply to RevJesus:
In reply to eccentricnz:
I keep having this issue -- and this only seems to happen with Skeletons/Angels -- where all my skeletons are set to the weeping angel texture, without wings. I'm not sure what I'm doing wrong, nor am I really sure what data you'd need to diagnose -- I don't know if it's an issue with configs, Optifine, resource packs, etc.
All my other mobs look like they should (as best as I've been able to tell), and it's not *unplayable*, as it's still possible to distinguish an Angel by behavior and wings, but it's a bit irritating.
In reply to RevJesus:
It's the resource pack - originally the Weeping Angel only had one wing and it was placed in the helmet slot, so the angel face had to be part of the skeleton texture (unlike the Cybermen for instance where the cyber head is a re-textured helmet).
Now that the Weeping Angel has two wings which are in its main and offhand slots, I could make a new helmet texture so that the skeleton head texture no longer needs to be overridden... although that would mean also removing the rare Weeping Angel skull drop as it would no longer look like an Angel :( and the angel arms would use the vanilla skeleton texture which doesn't look as good, so I probably won't.
If it really bugs you, try deleting the skeleton texture from the TWA resource pack.
In reply to eccentricnz:
I'm good with that, actually; as long as I know it's not something I'm doing wrong, but a limitation of the pack/game. Thanks for the speedy reply, once again.
[EDIT] I just used Multiverse to stop all the skeletons spawning on Weeping Angel worlds -- I don't really miss 'em since the Daleks kind of fill that "niche."
Had a day off today, so thought I'd have a play with our favourite Whovian canine:
Currently replaces all wolves, as OptiFine doesn't yet allow custom models based on a specifically named entity. I'm not sure the head should move (it sometimes detaches itself from the body) but it does give him a bit of character. Have added sounds to the resource pack too,
but not yet implemented in the plugin...DoneSynced to GitHub for those that want it. - https://github.com/eccentricdevotion/TARDISWeepingAngels-Resource-Pack
Better K-9 model :)
Having issues with "internal errors" when using ./twas, Weeping Angels aren't teleporting players, and from what it seems, Daleks aren't spawning with disguises. I can send more details if you want. Perhaps I need to update my Spigot build? I'm using the latest TARDIS development build and the latest version of this, but I know my Spigot hasn't been compiled again since the first couple days of 1.12.