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Sign ExternalMob with Citizen {Issue} #235
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Bump Any news? |
Not yet. You do not need to bump issues, they won't disappear |
Sorry didn't know that. Thought you didn't read the post. |
Hi Sataniel, how's going? Just to understand....: there is an issue with Citizen that you are trying to fix with codes, or it just the set up that I've made wrong? Because if I have to wait more for you coding, I start to make the Dungeon differently because players are asking me to play, and then when you will be ready I will change for sure! Let me know and good work! |
I think it might have to do something with the method how I'm copying Citizens. Maybe the gamemode isn't copied and it sets the Citizens mob to creative. But I'll have to reproduce it myself before I know it for sure. |
Hi Sataniel! How's going? |
Hi, I may help out with the repro a bit here. But it's acutally pretty basic what happens. The copied NPC doesn't have a ID when selected in the dungeon. And btw did you find something out already, as the last response was a while ago already? :/ DXL Version: 0.15.6 Repro:
Currently:
Expected:
|
Citizens has one ID per NPC, so I cannot use Citizens' registry for the ones that actually spawn in instances without spam-bumping IDs in Citizens. That's why DXL has its own registry and copies the mob from the Citizens registry. It is totally intended that these mobs do not have an ID in the Citizens registry. Plugins that save data per Citizens mob in their own databases instead of the usual Citizens data won't work with DungeonsXL. Everything else that differs between the template created by Citizens and the DXL copy, like missing traits, wrong skin or whatever is because DXL doesn't copy it yet. That's still an important point on the to do list. |
Any progress on this? Still Waiting patiently for the "missing traits, wrong skin or whatever is because DXL doesn't copy it yet." part :) |
First of all, thank you for your patience. I have indeed rather good news. Development slowed down a bit in the last weeks since I have a good bit of pressure to get an update for another project of mine finished, but I'm positive I have finally found the issue. Copying traits seems to work fine now. All other things that didn't use to work - like skins - should be fixed as well since it turned out to be an issue with applying the data to the NPC, not actually copying it. However, I noticed another bug while testing. The Citizens NPC wasn't able to hurt me in a no pvp dungeon because it was regarded as a player instead of an NPC. Fixing this wasn't much of a big deal, but I can't guarantee there are no other issues at all caused by Citizens NPCs being regarded as players yet. If you'd like to, you can get the latest dev build here. 0.16 no. 8 and higher include all fixes for Citizens I've done until now. ~Best regards |
I'll close this since other issues concerning Citizens, perhaps because they are regarded as players, are not technically connected to this one and should get a separate one. Please feel free to submit reports if you experience issues :) |
I copy a link of an Issue that you have resolved to me just because I have another question about it, dunno how to reopen it and I didn't want to write a double post.
You can find my question as the last post here, thanks:
#232
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