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    posted a message on Interactive NPC & Questing (Mapped out)
    Quote from WaveJones

    Here's the GUI i made.

    Cool Idea!
    P.S. This is an idea to you.

    Very nice! I just did a basic mapping to give a visual. Yours looks all official I like it!
    Posted in: Suggestions
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    posted a message on LAST DAYS-[A LOT+ downloads!] [Merry H.I.V.E.-fest!]
    Is there an archive anywhere for all the textures everyone has made for this pack? Im trying to find a few more variations of Villager skins. A texture for currency and really anything else I can find to maybe modify the texturepack a bit more for an Apocalyptic city im building.
    Posted in: Resource Packs
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    posted a message on Interactive NPC & Questing (Mapped out)
    This is what the NPC menu would look like during the questing. 1 being the opening when you open the questing NPC, 2 is the Quest in progress, 3 is the Quest Complete with items available in inventory, and 3 is when the NPC has no more Quests.

    Also I was considering adding another item 'Quest Log' which would be craftable with a Map and book to create a combo of a Map and Log. It would open like a book showing the players positions and active Quest NPC's in Map range. That map would not be stand still it would always show the player at the center and explored areas, it would function much like a mini map would though could only be viewed when in book mode (meaning you cant walk around with the map, you have to stand still like you would when reading or writing a book. Flipping the page would show a list of active quests in a book format.
    Posted in: Suggestions
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    posted a message on Interactive NPC & Questing (Mapped out)
    Quote from giliakareo »

    Now I will thank you for bumping this awesome idea.

    Dont forget to vote on the poll =) showing support makes it more likely to get implemented.
    Posted in: Suggestions
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    posted a message on Interactive NPC & Questing (Mapped out)

    i like this,support

    although i dont think there should be a question or exclamation mark,that wouldnt look very Minecrafty,i think if they dont need anything then they should be normal and if they do then be waving a hand or jumping up and down in your presence nothing animated on or above them so theres a suggestion for ya :)

    I edited a bit =) I agree floating icons might not be the way to go. An animation sounds like an idea though it would have to be something unique to quest NPC's only because I've seen villagers bounce in place for a good 20 minutes before running off to fall off a ledge x.x
    Posted in: Suggestions
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    posted a message on Interactive NPC & Questing (Mapped out)
    Any suggestions are welcome, though I'd like to get more polling.
    Posted in: Suggestions
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    posted a message on Interactive NPC & Questing (Mapped out)
    Quote from Akiiuus

    This isn't an RPG game, its a sandbox game.

    No Support.

    Well the fact is, a lot of people enjoy making adventure and story maps. This would help greatly with making them, and having this implemented would not affect the sandbox players who just want to build and stab each other. This suggestion is meant more so for all the people who enjoy playing adventure and story maps, like how many of the LPers do. Yogscast, Dumb and Dumber, Antvenom etc. Many people enjoy Adventure and Story Maps, and adding an NPC feature in game would make it so players didnt have to struggle with mods just to try an adventure map.
    Posted in: Suggestions
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    posted a message on Interactive NPC & Questing (Mapped out)
    Any comments are welcome =(?
    Posted in: Suggestions
  • 4

    posted a message on Interactive NPC & Questing (Mapped out)
    Interactive NPC & Questing
    I've been working on a map for some time, and with the new updates it has made making an adventure map MUCH more fun and easy, though I'd still like to see some improvement for NPC's. Right now the only way to make an interactive NPC is through mods. I have a suggestion that could make it so map builders could set up an NPC to progress the storyline.

    (Forgive me if a similar idea has already been posted. I am having connectivity issues and I d/c every few seconds, so search isnt exactly working for me at the moment)
    Go ahead and leave comments and suggestions, I’ll try to answer anything that needs answering if my net holds up, it is a rather complicated suggestion but I think it would improve questing maps vastly.

    Table of Contents
    I. The NPC (Item)
    II. The Quest (Item)
    III. Additional Things
    I. NPC ITEM: The NPC item would be a ‘doll’ that is obtainable only in creative mode. Much like a book you will hold it and right click to activate the Menu.
    1. Character Model
    2. Quests
    3. Name, Personality & Save
    • Menu 1: Character Models
    You can choose the character from a list of existing character models (i.e. Steve, Villager, Witch, Golem, Skeleton, Zombie etc. If a model from a mod is chosen and not available upon the map loading up, it will switch the default to Steve.) This menu will even have ‘tinting’ so players can tint the NPC different colors if needed.
    • Menu 2: Quests
    All the quests you make save to your .minecraft folder. In this menu you can go scroll through all the premade quests and choose up to 3 quests per an NPC, and even set timers for them (This would work like potion and beacon effects. A timer will show and count down your Quest, along with displaying the time at the top-center of your screen, if the timer runs up before you can get within 5 blocks of the NPC, then the quest resets again. If you get within 5 blocks in time then the quest menu will pop up pausing the timer while you input any items needed.
    • Menu 3: Name, Personality & Save
    Once the character model and quests are chosen, the player can flip to the Name, Personality & Save Menu. On this menu the player can set name of the NPC and choose if the NPC is in Idle Mode (Stands in one place) or Wander Mode (Wanders within 5-10 blocks of the block it is set on.) The default mode is Idle Mode. There will also be an option of Friendly or Aggressive, this is for when all quests are complete the NPC can either stay Friendly and continue in Idle or Wander Mode, or turn Aggressive which would turn the NPC into that of which it was modeled on. (i.e. creeper NPC turns into angry creeper)
    When the Map-Maker is ready they may save the NPC which will lock the doll item (making it shiny like a book.) Now the Map-Maker can set the NPC down and it will be active.
    Available Actions
    1. Name NPC
    2. Set Idle or Wander
    3. Set Friendly or Aggressive
    4. Save and Lock
    II. QUEST ITEM: The Quest would not be 'craftable' the NPC & Quest item is only obtainable through Creative Mode. Like a book you will hold it and right click to activate the Menu. (Note: Quests will save to your .minecraft folder and only save to maps once they’ve been docked in an NPC.
    1. Title & Written Dialogue
    2. Questing Items
    3. Inventory
    4. Save Quest
    • Menu 1: Title & Written Dialogue
    In this menu you can set up the Quest title and the NPC's dialogue (Like a written book, this Menu has a window that works like an internal book, so you can write dialogue by the page.) There will be 4 written Dialogues, 1st Opening Dialogue, 2nd Quest already Active Dialogue, 3rd Turn in Dialogue, 4th Finished Dialogue.
    Dialogue Examples:
    1. “Could you find me 4 ladders and a porkchop? I’ll give you a gold nugget!” (Displays ‘Accept’ Button’
    2. “Do you have my items? Maybe you should check over at the carpenters or the butcher shop?” (Displays Desired item list and ‘Complete’ button.)
    3. “Thank you for the stuff! Here’s your gold nugget!” (Inventory unlocked)
    4. “Hello! Sorry I don’t need anything right now.” (Empty Inventory) In Play Mode: An empty inventory will make an NPC go straight to the 4th Dialogue.
    • Menu 2: Quest Items
    With the ‘Quest Item Trading’ Feature you will give the NPC a list of items it needs, the NPC can want up to 6 items. The Map-Maker can set the desired items by dropping said item (Example: Diamond) into each slot. Next to the item will be a + & - button so the Map-Maker can set the amount of items for each slot. (So if the Map-Maker puts a diamond in slot 1, and sets the amount to 3, the player would need a stack of 3 diamonds to put in the slot.)
    In Play Mode: Once the desired items are placed in the corresponding slots, the player can hit the ‘Complete’ button, and if the items and their amounts are correct, the NPC will accept them. The window would switch to Dialogue 3, with the unlocked inventory beneath it.
    • Menu 3: Inventory
    Essentially the NPC inventory is a ‘locked chest’ using the ‘Quest Item Trading’ feature as a combination lock. When the inventory is unlocked it will display up to 12 inventory slots. The Map-Maker can put any item in the inventory as the ‘prize’ of the quest.
    In Play Mode: Once all items are removed the window will change to Dialogue 4.
    • Menu 4: Save Quest
    This menu is the save page, once you’ve completed your set up, you can save it. Once saved it will be saved to your .minecraft folder, and you can assign it to an NPC through your NPC set up. When the quest is assigned to an NPC and set in world, the Quests will save to the map (Like Books.)

    III. Additional Things:
    • Like Quest NPC’s in MMO games when the NPC has an available quest there would be a floating exclamation mark over his head. When the Quest is in progress it will turn into a question mark. Once all quests are done there will be no icons over head
    • To signal that they have a question they could be doing some sort of waving or jumping action, to differentiate them from other basic mobs. (credit to 360Editionplayer21)
    • NPC's will have damage immunity from all mobs until all their quests are complete. (This does not include creeper and TNT explosion.) (The player can still harm them, but if killed they will not drop anything)
    • NPC's have the same HP as as the mob model they are using.

    Possibly how the questing menus will function. (This is not what the actual questing will look like, it is just an outline of a possible set up.)
    Posted in: Suggestions
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    posted a message on [1.2.5] The Spider Queen v5.4
    Quote from Pullahoko

    To be honest, the big change pretty much destroyed this mod. There was an update to a post-change version awhile ago, but even that had to be re-worked so badly that it almost felt pointless.

    All I can say is I definitely want to get this working for newer versions of minecraft, but that's most likely only going to happen after the API drops, and isn't going to happen at all if I can't get a response out of Djoslin.

    Do you think he would release the project to be picked up by other more active modders? It mostly seems like he has grown tired of spider queen and enjoys playing with his other mods. Maybe another modder who is interested in it can pick it up and redo it for the new update?
    Posted in: Minecraft Mods
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    posted a message on Failed to Login: java.io.IOException: Server returned HTTP respone code etc etc etc...
    Mojang needs to at least announce on twitter that the authentication servers are going down or why they're down, to give us some kind of warning >.<
    Posted in: Java Edition Support
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    posted a message on DizzieCraft [Tekkit][32slot][Survival][Whitelist] [24/7]
    Quote from matt_minouf

    Just joined :D
    I think you'll have to fix your spawn, I managed to get out by myself.

    That is why I didnt publish the IP XD I've been trying to fix it but it is being shitty >.<
    Posted in: PC Servers
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    posted a message on Help with WorldGuard and GroupManager?
    I am running a tekkit server and am trying to find a few commands to make things run smoothly so I could open publicly without having to stress about griefing.

    On McMyAdmin 2.1
    I have the following Plugins

    Essentials2.9.2 (Enabled
    EssentialsChat 2.9.2 (Enabled)
    EssentialsSpawn 2.9.2 (Enabled)
    EssentialsProtect 2.9.2 (Disabled) (prevents the use of tekkit items)
    GroupManager 2.0.35 (Phoenix) (Enabled)
    WorldEdit 5.3 (Enabled)
    WorldGuard 5.5.3 (Enabled)

    A few of the things I want to do is set a 'Guest' Role. Meaning anyone would login to the server but they cannot interact with items or break blocks. I've seen this done before though when I set it in MyMcAdmin - User & Group Settings, I've set the opening 'everyone' role to Guest and restricted it from interacting with items and breaking blocks, but when a guest logs in they are still able to do what they want except for the home commands I've given to trusted players.

    Other things I'd like to know how to do is
    -Disable TNT damage
    -Disable Lava Flow in regions (or restrict the ability to move lava to certain groups)
    -Set a specific Spawn point (I set spawn but people continue to spawn in a large area around spawn, and I've even shrunk the spawn range though that didnt seem to work)
    Posted in: Server Support and Administration
  • 3

    posted a message on Qubetubers "Child's Play Charity" Going On Now!
    Quote from Frossa

    I don't want to sound like a child-hating douche, but...WHAT THE **** HAS THIS TO DO WITH MINECRAFT?

    Sometimes companies will give their support to a charity in hopes of raising donations. Notch who has always shown to be a very nice and honest person wants to help Childs Play, since he invented 'MINECRAFT!?' it is on this site. Also you sound very douchey.
    Posted in: Minecraft News
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    posted a message on Permissions Guide
    Not sure if this is the right place, but I am having GroupManager problems with bukkit? I wanted to get GroupManager working again, this is the error log I received. If someone could help me I'd be very grateful.

    2012-08-05 09-08
    =============================== GM ERROR LOG ===============================

    at org.anjocaido.groupmanager.GroupManager.onEnable(GroupManager.java:163)
    at org.anjocaido.groupmanager.GroupManager.onCommand(GroupManager.java:1702)
    at org.bukkit.command.PluginCommand.execute(PluginCommand.java:40)
    at org.bukkit.command.SimpleCommandMap.dispatch(SimpleCommandMap.java:166)
    at forge.bukkit.ForgeCommandMap.dispatch(ForgeCommandMap.java:55)
    at org.bukkit.craftbukkit.CraftServer.dispatchCommand(CraftServer.java:497)
    at org.bukkit.craftbukkit.CraftServer.dispatchServerCommand(CraftServer.java:493)
    at net.minecraft.server.MinecraftServer.b(MinecraftServer.java:625)
    at net.minecraft.server.MinecraftServer.w(MinecraftServer.java:593)
    at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:467)
    at net.minecraft.server.ThreadServerApplication.run(SourceFile:492)


    GroupManager appears to be working somewhat though everyones lost their title/ranking and im not sure what else stopped working because of it.
    Posted in: Server Support and Administration
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