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
-
View User Profile
-
Send Message
Posted May 16, 2014@SXRWahrheit
Hmm, worked fine in my tests... use_ammo_chests: set to true in config? I'll have another look later. I have to dig out my old source. I'm well into the next version with UUID and skullturrent code is a total mess right now.
-
View User Profile
-
Send Message
Posted May 16, 2014Arrows don't appear to be being used up from chests. Any troubleshooting?
-
View User Profile
-
Send Message
Posted May 13, 2014@arcvvolf
ok. thanks for the reply
-
View User Profile
-
Send Message
Posted May 13, 2014@markGod
Not without hooking into its api. I would have to make a new version to support it. I'll make a note of it on the TODO list but its not going to be a priority. UUID work is taking precedence.
-
View User Profile
-
Send Message
Posted May 13, 2014Would this work with http://dev.bukkit.org/bukkit-plugins/teamplugin?
-
View User Profile
-
Send Message
Posted May 12, 2014@KnightcraftRPGServer
CB Issue 5606 The skin issue should now be resolved in the very latest version of Craftbukkit for 1.7.9
-
View User Profile
-
Send Message
Posted May 2, 2014@KnightcraftRPGServer
Probably related to the name change and skin updates Mojang is pushing. Most likely a bukkit related issue and will need to wait for the api to catch up.
(edit)
Confirmed skinning does not work in 1.7.9 for skulls. But then I never said I support 1.7.9. It does however work correctly in 1.7.2. Which is what the current version was built against.
-
View User Profile
-
Send Message
Posted May 1, 2014Changing the skin doesn't work, it reverts to a steve head.
-
View User Profile
-
Send Message
Posted Apr 9, 2014@SXRWahrheit
Only been 6 days since my last post. You from the future? because if so I need to know the lotto numbers. Quick! :D
group based is done now, need to test some more and add in the help stuff. So shouldnt be too much longer now.
-
View User Profile
-
Send Message
Posted Apr 9, 2014@arcvvolf
Been a month now, any progress on group-based configurations? :)
-
View User Profile
-
Send Message
Posted Apr 4, 2014@XtrremeCrafter
No, sorry, thats not how this plugin works under the hood. It would require a total rewrite and then it wouldnt be the same plugin any more ...
In other news, I have nearly completed the coding work on the next version. Which will be the last version to support 1.5.2 / 1.6 and 1.7.4 because I will be switching over entirely to UUID fo all future versions. Just a heads up.
ChangeLog So far:
- 0.31 Features
No eta, just some teaser, its done when its done :p
-
View User Profile
-
Send Message
Posted Apr 4, 2014Can you make it to shoot when they are on helmet place in the inventory.
-
View User Profile
-
Send Message
Posted Feb 28, 2014@arcvvolf
Cool, hope to see that update soon then. :)
-
View User Profile
-
Send Message
Posted Feb 28, 2014@SXRWahrheit
I assure you I'm not leaving for good. I've just been playing or programming for minecraft almost exclusively since mid 2010 and I just need a break to refresh my creative juices so to speak. Hence my stent into KSP. Which is remarkably similar as far as community when it comes to the mod scene. And its a nice change to design rockets then messing with cubes all the time.
Anyway, Per-group is a good enough idea its not IF but when. The framework for adding additional features to the per player data store is already there. I just need to code it in.
Its just I dont want to burn out, I have too much time invested in MC to just bail on it. So, keep an eye out, there will be more plugin updates. Just no eta while I rest. :)
-
View User Profile
-
Send Message
Posted Feb 28, 2014@arcvvolf
I promise that the Bukkit guys are working rigorously dealing with the changes and stuff introduced in 1.7, it was just the biggest update ever code-wise. :)
If you need to be re-inspired to get into Minecraft again, come bug me on Esper sometime (nick Wahrheit) and we can have a chat. I like to do things a bit differently than most server owners. :)
I've subscribed to file updates and am looking forward to using this if you add the per-group options!
-
View User Profile
-
Send Message
Posted Feb 27, 2014@SXRWahrheit
The only bow that is looked at in a ammo chest is a firebow. Which sets the arrows alight. It of course also wears down. So, I suppose I could add some kind of config for the infinity bow. It should be trivial to make such a change. I'll make a todo note.
Good that you read them. :) I always recommend that because you just never know, I've had people ask questions that are so exactly answered on one of the help pages that I can simply copy and paste the answer... lol
Last note, I'm not sure when the next update will be. I'm on a break from minecraft for a little bit. I've embedded myself into Kerbal Space Program like a tick... When 1.8 comes out I'll most likely have broken away so I can dig into my plugins again. Although I will say that I have made a little progress on the next update. Just not messing with it as vigorously as a few month ago when I was hopeful for a full 1.7 bukkit update....
-
View User Profile
-
Send Message
Posted Feb 27, 2014@arcvvolf
I saw the per-player bit, but I have many players and many groups - I would like to be able to use either a permissions node or define group configurations for those settings. I think this would be a useful expansion of the plugin for others as well.
I meant in the ammo chest - if they deposit an infinity bow, will the plugin utilize it appropriately? Could you add that? :)
The third point is pretty much exactly what I was looking for! You might want to add that bit to the usage explanations, it looked like they were bow-target only completely.
I did read pretty much all of the pages before posting. :)
-
View User Profile
-
Send Message
Posted Feb 27, 2014@SXRWahrheit
1: Not such a broad limitation but yes for specific players. Limits on creating turrets and range can be applied. The config is described on the per-player page Its possible that in a future version this will change to be more broad like you mention.
2: The bow must be a crafted skull bow not just any infinity bow. A skull bow will still take durability damage and has infinite ammo. But the arrows do no damage. Skull bow info
3: Master and wizard skulls can have their targets set via command or by a book from another skull. They do not require the use of a skull bow to target by default. There is however a setting that will force skulls to only listen to a skull bow but that is disabled by default. Check the config page for additional settings and their explanations.
Hope I've helped, if you haven't already browse the help pages linked on the main post. They are really detailed.
If you do choose to use my plugin feel free to drop a donation as a thanks :D
-
View User Profile
-
Send Message
Posted Feb 27, 2014Can we set up per-group limits on turrets?
Can players provide an "infinity" bow to use unlimited arrows until the bow is destroyed?
Can Master / Wizard skulls be configured to target hostile mobs / players by default (rather than requiring the skull bow)?
This plugin looks really interesting and I'm definitely considering using it, I just want to make sure I fully understand it. :)
-
View User Profile
-
Send Message
Posted Feb 15, 2014@arcvvolf
Maybe that's the problem! While testing, I used a zombie. Also, I mainly placed it down because zombie pigman came through. I'll test using heal potions out.
Edit: Putting a splash potion of healing fixed it :D