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    posted a message on Custom NPCs
    Quote from AngraNayul»
    Hi, Noppes, just a pair of questions. Sorry, I really got into this mod and I want to have it at fullest



    2,4,5 questions could be answered by command block capacities reference.
    Minecraft 1.8 or Bukkit-style commands or one of few Forge-admin modes would do 100%

    I would say - you ask how to build a rocket. Think with your own.
    Posted in: Minecraft Mods
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    posted a message on [Discontinued Thread] Dark Roleplay Medieval (Alpha) - Medieval MMORPG
    Damn, why there's no SMP support T_T unfair.
    Posted in: WIP Mods
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    posted a message on Custom NPCs
    Quote from 4SeaBass»

    No...i am making clash of clans and i have made barbarians, archers, giants, archer towers, cannons, clan castle, balloon guys and wizards. I need a system where you can buy eggs of a barbarian and then spawn them in the battle field. Or craft the eggs. So no i am not lazy i just need that system to make it better. (If i where lazy i wouldn't have done all that).

    You may use command blocks/npc dialogs for that. Just in case, command blocks now(in 1.8) can detect spawn of entity type, so you may make eggs
    Posted in: Minecraft Mods
  • 1

    posted a message on Custom NPCs
    Quote from 4SeaBass»
    Hey I was wandering if you could make eggs of the npc's so i could spawn them faster and use them in a map. Like if you bought them. Version 1.7.10 and 1.7.2.

    It must be impossible to store much data in a standart egg.
    It would be possible to make a custom item, but what's the use of it? Whole new item just because u're too lazy to press rightclick and select a clone?
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from Noppes»

    It's in the walking settings


    Sweet mother Celestia, please, tell me what i'm doing wrong.
    Every time server restarts world_data.json is cleared no matter what.
    I tried server+client combination with FML 7.10.85.1291 and latest C.Npc's only
    No matter what, the data is lost.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Please, fix StoredData for 1.7.10 as fast as possible.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from CAJlO»
    Sorry for asking, but I didnt find any info about custom npc blocks, I founded 3 of them in game, please tell me what could they do.

    http://www.kodevelopment.nl/minecraft/customnpcs/items

    Just an advice - try to visit a single "How To" link out from 8 aviable on the first page...
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Oh, noppes back again, sweeeet.

    Quote from GothicM»
    If game launched through Java8 no JS aviable for customnpcs
    returning null for npc.say causes client crash no matter what - that's really annoying.
    getTypeName on player and item always returns "null" (atleast it seems so)
    (also problems with item(ArrayStoredExeption) of getSurroundingEntities, it also seem to ignore entity type)



    In addition, maybe i'm doing something wrong but every time i try to edit world.data.json manually its ignored and reset.

    (what is that file for if i can't do anything with it)



    Also where can I locate/store/save/change scripts? I don't get how LoadScripts works

    By the way, could you explain what "Linked" setting for.
    And is there "an easy way"(method) to detect distance between entities?
    Posted in: Minecraft Mods
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    posted a message on [1.7.10]Rails of War — Siemens-Schuckertwerke akkulok update
    What an interesting freedom of exploration!

    Magic Carpet, bring me to Jinny!


    P.S. if you hold R while ur venchine falls into nothing(end of track) u may expierence Aladdin-style traveling.
    Posted in: WIP Mods
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    posted a message on Custom NPCs
    Quote from Oblisgr»
    Can anyone tell me if the mod has been updated since 1.7.10 version?

    Last update was about 2 weeks ago. Though, while 1.7.10 version is primary, 1.8 alpha is aviable(yet buggy).

    I didn't succeed in searching for your mod btw.
    That feel when author promotes his mod as ad. in other mod's thread and makes it really hard to find anyway.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from Drehverschluss»
    Nobody have a idea for my console command problem?

    I don't have time to check it. But i'm always using minecraft keys, since there're no IDs anymore
    So just minecraft:fish instead of ID for example
    You could also make an instantcomplete quest to give player some fish.

    Quote from Drehverschluss»
    Example:
    I Just close the server with last know dialog id 14. After starting the server again and begin to add new dialog, the new one have the id 14. But it should be 15.

    So that's how i lost 5 dialogs branch...
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    If game launched through Java8 no JS aviable for customnpcs
    returning null for npc.say causes client crash no matter what - that's really annoying.
    getTypeName on player and item always returns "null" (atleast it seems so)
    (also problems with item(ArrayStoredExeption) of getSurroundingEntities, it also seem to ignore entity type)



    In addition, maybe i'm doing something wrong but every time i try to edit world.data.json manually its ignored and reset.

    (what is that file for if i can't do anything with it)



    Also where can I locate/store/save/change scripts? I don't even get how LoadScripts works ~_~
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from ximeeen»
    Hey Noppes, I'm wondering if it's possible to have a event trigger when a boss is killed. Currently, I've got a boss with respawning adds in the same room, as a part of the fight. What I want is for the adds to stop respawning when the boss is killed, as they drop some loot and I don't want them to be farmed as the boss respawn timer is finishing up. (Which is set to a few hours.) :)

    Hmm, you may use command blocks to spawn mobs instead and set them lack of respawn.
    [/noppes clone Spawn <name> <tab> [[world:]x,y,z] [newname]]

    Once boss is done u just clear command block by command on QuestComplete


    Also, cauldron-style commands, aswell as 1.8 commands seem to remove npcs, ignoring respawn capacity.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from EpicSpacePanda»

    Double Bump

    Why do you try to avoid the logical order? Explain your exact plan.
    As for most people standart 2 quest princess-system works fine.
    As for spawn, command : noppes clone Spawn <name> <tab> [[world:]x,y,z] [newname] works fine.
    However you need to use Cloner-Axe on Theoden to put him on spawnlist.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from TKMs»


    setStoredData Method is Unlike tempdata only Strings and Numbers can be saved.

    from http://www.kodevelopment.nl/customnpcs/

    Lets hope noppes will change that sometime... That thing is quite too handy to be limited.
    I was doing everything through Temp as Stored is not needed before production. I really hope its on todo list T_T
    Please tell it is.
    Posted in: Minecraft Mods
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