NPCDestinations - Create Living NPC's icon

NPCDestinations - Create Living NPC's -----

Stop having boring NPC's and impress your users with an immersive NPC RPG experience




This one contains fixes for the openable issue. I thought i had posted it here, but it turns out only on discord—apologies for that.
----------, Jul 20, 2022

The old worked with 1.19 anyway, but this no longer says unknown version during start.

This also resolves an issue with the NPC not stopping while walking by players. Thanks to @Bartos13 on my discord for pointing it out again. I think others have said something, and well yeah. life n stuff.
----------, Jun 13, 2022

Removed Quests support per request from Pika as it was broken anyway. Something else should replace that functionality. Also 1.18.2 support.
----------, Apr 15, 2022

Nothing new, just supporting the new release. I've retired and moved to mars. Have a great holiday and happy new year.
----------, Dec 3, 2021

Fixes:
  • Sentinel changes (REQUIRES VERSION 2.3.0+)
    • There were many issues with the storage for sentinel due in part to many changes (A good thing) to Sentinel. Monkey is active on that plugin and giving everyone new features all the time so Kudos to him, bad on me for not keeping up with them.
    • Wrote a new system to manage the storage of settings for Sentinel per location. There are some items that DO NOT function with this version of destinations.
      • The settings of byMultiple and byAllInOne are not supported as they are nested lists and I have not gone down that rabbit hole yet. If this is an issue let me know and I will work on making that work.
  • BetonQuest V1.x and V2.0 supported
  • Possible loop on Citizens shutdown/plugin disable
    • I have not been able to produce it, but there is a point where for some reason an event loop occurs. If you get this still please let me know. I have removed the code that listened for that event, though all it did was say it was canceling the pathing tasks. I now only do this on Destinations shutting down, not when citizens does.
  • SoftDepends
    • I had several complaints of breaking Denzien/Citizens load orders when I had them in the softdepends, but to help avoid the messages I have added them back. It really shouldn't break any load orders in my view, but its been reported that it does randomly.
----------, Sep 7, 2021

This is a quick release to help fix some items with Quests, as well as change the way it displays things when the NPC's are not at the location.

----------, Jul 31, 2021

Changes:
  • Dropped support for Plotsquared V4.

Additions:
  • Support for MC V1.17
  • Support for Plotsquared V6

Notes:
Many thanks to Andrew121410 for updating code to get 1.17 going. I just lack the time lately, and its causing this plugin to become stale.

Also Farmer works with 1.17 as well. So no need to update it if you are using it.
----------, Jul 23, 2021

Changes:
  • Removed the dependency on Commons.IO. A couple people ran into issues with this, and I just replaced the code using it with my own.
FIXES:
  • Changed the Skin system to match the newer API for Citizens. Anyone having issues with skins should be set now. If you are running old versions of Citizens, this could break your skins.
----------, Mar 21, 2021

Fixes:
  • Fixed an NPE spam caused when using WG recent versions.
----------, Dec 27, 2020

Additions:

Changes:
  • 1.16.4 Support
----------, Nov 6, 2020

Fixes :
  • When processing doors, the NPC would teleport into the ground when closing the door. This has been resolved.
  • If an endlocation was next to a door, you might get an error in the console. This has been resolved. Thanks to @SirMario for re-reporting this one. Grin
----------, Aug 23, 2020

Additions:
  • Version 1.16.2 support
----------, Aug 23, 2020

Changes:
  • Pathfinding: There have been several changes around doors. While not perfect, NPCs will now open and close the door as they travel through them.
Fixes :
  • The 1.16 versions have suffered from NPCs walking thru water. This has been solved.

----------, Jul 9, 2020

Additions:
  • Quests integration!
    • Adds two new requirements to the Quests plugin.
      • npcdest curloc (Check if the NPC is at a specific location)
      • npcdest dist2loc (Check if the NPC is within # blocks of a location)
    • Adds a new reward
      • npcdest goloc (Sends the NPC to a specific location)
----------, Jul 6, 2020

Fixes:
  • bStats: There was an issue with the last build after some changes I made. This new version waits quite a while before it sends anything back to bStats.org. This just helps lets me know if people are using the plugin, and any plugins with it.
----------, Jul 5, 2020

Changes:
  • BetonQuest: Support has been dropped for prior versions of BetonQuest. I now support 1.12 with this release, so please make sure you have updated to the latest if you have not already. Several thanks to @SaltyAimbOtter and others who pointed out the aged code. :)
Apologies :
  • 2.3.57 went up with the non shaded jar. My bad :( This resolves that.
----------, Jul 4, 2020

Changes:
  • BetonQuest: Support has been dropped for prior versions of BetonQuest. I now support 1.12 with this release, so please make sure you have updated to the latest if you have not already. Several thanks to @SaltyAimbOtter and others who pointed out the aged code. :)
----------, Jul 3, 2020

FIXES :
  • JobsReborn: When combined with Jobs, a NPE was causing issues with commands and the nd info screen. This has been resolved. Huge thanks to @KingKilo59 for bringing this to my attention.
Known Issues :
  • The new gates and doors in 1.16 are not opening. So i need to figure out if it's a bug with mc/spigot or if I am just approaching it wrong. Either way, the path will work thru them, but they will not open.
----------, Jun 29, 2020

FIXES :
  • Doors/Gates: 2.3.54 had a serious issue with doors and gates. I really do not know what I was thinking last night :) Thanks to @Tsumitsuki on Discord for pointing this out, as well as @bbayu for re-pointing me back to another way to check for doors etc.
Known Issues :
  • The new gates and doors in 1.16 are not opening. So i need to figure out if it's a bug with mc/spigot or if I am just approaching it wrong. Either way, the path will work thru them, but they will not open.
----------, Jun 28, 2020

Fixes:
  • Fixed an issue in checking the Betonquest version when you are using a development release. Thanks to Gromgrimm on Github for pointing it out.
----------, Jun 28, 2020

Additions:
  • Version 1.16 support
----------, Jun 27, 2020


FIXES :
  • When you used locwand and assigned a region the NPC would just stand at the location and not move. Turns out it never really checked if locations in a region were walkable. Thanks to @hashashin for alerting me to this.
----------, Oct 15, 2019

FIXES :
  • Turns out that the prior couple versions most likely let things path find through them without stopping it. This can cause longer delays in finding a real path. As well as smaller areas wandering would take quite a while depending. Huge thanks to @ZeusCP for getting creative in how he used the plugin and leading me to this bug.
----------, Aug 13, 2019

FIXES :
  • If you use locwand and used the --blocks argument on it, it would not look at the correct path when combined with blocksbelow. This has been resolved. Thanks to Fredif and TheDonald for reporting this.
----------, Jul 4, 2019

CHANGES :
  • 1.14.1 / 1.14.2 Compatibility
----------, May 31, 2019

FIXES :
  • Plotsquared updated their API. This caused the plugin to break for anyone migrating to version 4. This has been resolved. Thanks go out to Honey on my discord channel.
CHANGES :
  • 1.14-Pre5 compatibility
----------, Apr 29, 2019

FIXES :
  • Issue #32 / Issue #33: Provides support for the latest worldguard/worldedit builds. Solved the issue with java.lang.NoSuchMethodError: com.sk89q.worldguard.internal.platform.WorldGuardPlatform.getWorldByName. Credit to @Rincewind34 and @Midnight9746 for pointing it out on my GitHub page.
----------, Feb 6, 2019

FIXES :
  • It seems that I never let people know they don't have permission to use the plugin, if they don't have permissions. How silly of me. Thanks to @derPiepmatz for pointing this one out to me.
----------, Nov 21, 2018

Fixes:
  • nd allstatus shows locked times correctly
  • nd goloc was not adding the seconds correctly
  • Worldguard detection looks for the classes now, Version 7 now has two versions. One that has the class BlockVector, and has BlockVector3. This was causing issues, and is detected irregardless of the version numbers
----------, Nov 20, 2018

Changes:
  • Debuglog command issues resolved
  • Tabcomplete now finishes partially typed items (Displays narrowed list on 1.13+)
Fixes:
  • Several things. Give it a try, yell at me if it breaks :)
----------, Nov 18, 2018

Changes:
  • API:
    • If you wrote a plugin for the 2.2.XX version, there are breaking changes. You will want to add the tab complete to your plugin. .
Fixes:
  • goloc error on despawned npc
  • Debug path left blocks showing incorrectly once restored
  • NPCs couldnt enter rooms less than 3 air blocks high
  • locinv hover description wouldn't show inventory set.
  • loccommands was a mess, cleaned it up. responses are correct now
  • You can now use the book to add longer commands to the npc's command list
----------, Oct 28, 2018

Changes:
  • 1.13.1 compatibility. Subplugins will break unless you update them. So if you do not need to, hold off.
Fixes:
  • Many
----------, Aug 27, 2018

Changes:
  • 1.13 addition. Subplugins will break unless you update them. So if you do not need to, hold off.
Fixes:
  • Many
----------, Aug 3, 2018

Fixes:
  • Beton Quest
    • Seems that the conditions were not registering for 1.10 and 1.9. 1.9.x and 1.8 were fine. This has been resolved. Thanks go to Discord user: MiezMiez for pointing it out to me.
----------, Mar 16, 2018

Fixes:
  • CPU usage
    • After doing a ton of digging, I did clean up the usage a bit and it lowered the timings. Long story short, it's less but your citizen's plugin might move up on the timings and show a hair more.
  • Pathfinding Queue
    • I have changed the way the queue processes now. For people using the Wanderloc portion, this will help stop that long pause between movements. The queue is now processed over time and this allows for NPC's with long distance locations to not cause other NPC's to wait. I show a distance / perf / time. The seconds are processing time, not total time. upload_2018-3-2_23-50-16.png
Additions:
  • Command - maxprocessing
    • This command lets you override the configured max time to find a location. Where the default is 10s, this allows you to set it higher or lower.
----------, Mar 3, 2018

Fixes:
  • LightAPI - Now it actually works!
    • Been a while since I reviewed this function, and it seems it was broken. This has been fixed. Thanks to @jobogamer24 and @bottomdumber for pointing it out, as well as pointing to where the issue was.
  • Console Messages
    • Errors cropped up when running commands from the console. This has been updated when commands are not supported on console.
    • the allstatus command also works on the console as well now
Changes:
  • Command - AllStatus
    • The AllStatus command now lets you filter the status results.
    • Use: /nd allstatus {text}
----------, Feb 28, 2018

Fixes:
  • Got plotsquared? Your NPC's were revolting!
    • Seems that I messed up on checking if the NPC was inside a plot during the wandering event. Even when there are no plots to be seen. This should resolve that problem.
----------, Feb 8, 2018

Fixes:
  • Nullified errors with WG 6.1 and MC 1.8.8
    • NULL
----------, Feb 3, 2018

Fixes:
  • A better opening of gates and doors:
    • I have cleaned up the code around the gates and doors, it will help avoid the NPC just opening and closing a door over and over. This does not fix the teleporting thru a door as this is a result of Minecraft killing pathfinding through doors, so I believe citizens is teleporting the NPC through the doors.
----------, Jan 14, 2018

Fixes:
  • Path Smoothing:
    • Something many people have noticed is the NPC's when traversing a path at 45-degree angles will have their heads look back and forth. I have been working at this for a while to clean up, but it's a mix. Citizens seem's to look based on the path that it is navigating internally. With that said, I added some code in to validate the distance and angle between points in the navigation plan. If you debug the path, you will notice that it removes up to 10 blocks at a time if the path is in a line even at different angles. This gives the NPC a slightly smoother look when walking. It's the best I can do at this moment.
  • Initial startup locations
    • As many of you have been painfully aware, there was a bug that caused the NPC's to not sit, lay down, farm, etc.. if the location they are at is the same as it was when the server stopped. This has been resolved, so if you have a single location with the NPC set to sleep, it's been resolved. The way I changed it, should not break any other plugins that people have written for this. If so please let me know and I can review more.
----------, Dec 20, 2017

Fixes:
  • BetonQuest Fixes:
    • With 1.9.4+ the timing of registering custom events broke this plugin. I had to do a few things to ensure people with an older beton could still use the plugin. So it took a bit more to get it resolved. This should be good now.
----------, Dec 3, 2017

Fixes:
  • Left a debug notice in the code. It was pushing a FirelocationChange: in the log. This has been removed. Someone reminded me of this, and I forget who off hand (Sorry)
----------, Sep 19, 2017

Fixes:
  • An issue with the BetonQuest portion of the plugin. If you used the DistancetoLocation condition with the number ident, not the UUID. You would get a NULL error pointer in the logs, this has been resolved. Thanks as always to @Grnknght for pointing this out to me.
Additions:
  • None
Changes:
  • None
----------, Aug 23, 2017

Fixes:
  • LocWand (Command)
    • Locwand refused to allow the --blocks argument due to an incorrect max arguments number
  • Console-Spam
    • Error when an NPC is attacking a user and they teleport out of the current world. Reported by @Superola.
Additions:
    • Auto Pathfinder
    • NPCs will now swap the Citizens navigator based on the surface time they are walking on or going to walk on. This should help with the spinning issues as well as getting to their final locations.
    • See this for more info: https://github.com/CitizensDev/Citizens2/issues/1171
Changes:

    • None
----------, Jul 9, 2017

Fixes:
  • PlotSquared
    • Seems I never took into account that some people might have multiple worlds for plotSquared, or only a portion of the worlds managed by it. So this caused errors to crop up across the board. Sorry about that. Thanks to @Arctomium for pointing this out.
      • Hopefully this resolves that issue, just assuming this was the reason and was able to make it happen with that.
Additions:
  • None
Changes:
  • None
----------, Jun 16, 2017

Additions:
  • PlotSquared integration!
    • This allows admins to allow NPC Destinations to be used by players on their plots.
    • Wander mode, the NPC's will not go outside the plot
    • They cannot add locations outside the plot (you can merge and have them work across that). If the plots are not connected the NPC will not be able to cross to the other plots
    • Use my Citizens PlotSquared plugin to block access to NPC commands outside plots (If enough people want it, I will add that feature set to this as well).
    • If the users set a time on the plot, the NPC's will use that flag setting. So they can test via /plot flag set time # then use /plot flag remove time to follow server time.
    • Curious? Join Mc.NuttyCraft.us and look for the creative area. You have access to NPC's and Destinations on any of my creative servers, so feel free to test it.
      • The server is mostly for testing and development anymore. So while a there are things there, it's hardly used by anyone.
Changes:
  • None
Fixes:
  • Some commands returned no permissions if you used npcdestinations.edit{all/own}.*. This has been fixed.
----------, Jun 10, 2017

Fixes:
  • I had been using and old function. Swapped to the newer version of the function. You might have been getting some console errors.
----------, Jun 8, 2017

Additions:
  • None
Changes:
  • None
Fixes:
  • Broke the plugin interface notification for a new location.
    • @Arctomium this will resolve the animations / sleeping issue. Thanks for letting me know about it.
----------, Jun 7, 2017

Additions:
  • None
Changes:
  • None
Fixes:
  • Support for Sentinel 1.0.1.
    • I was using a decimal to track the version internally. This broke when a revision version was added. Fixed
  • WorldGuard Errors
    • Fixed where an older version of WorldGuard would cause Destinations to error out on startup.
----------, May 21, 2017

Additions:
  • None
Changes:
  • MC 1.12 support
    • PLEASE NOTE: This is very untested as Citizens has not updated yet. I am putting it out for when they do, and I am busy / unable to update it at that moment.
Fixes:
  • None
----------, May 14, 2017

Additions:
  • Ability to set a destination to disabled.
    • /nd addlocation never
    • /npcdest loctime NPC# LOC# never
Changes:
  • None
Fixes:
  • Minor errors with the help system (wrong arguments) as related to external plugins.
----------, Apr 12, 2017

Additions:
  • Support for BetonQuest 1.10
  • Tabbed commands!
    • Now the commands will help you fill out the values allowed. Just hit tab and they will come up. This includes plugins for my plugin due to how I wrote the system. :)
Changes:
  • API:
    • If you wrote a plugin for the 2.0 version, there are breaking changes. I will post an update about this later on as well as how to make a plugin that this interfaces with Destinations.
  • Sentinel & JobsReborn
    • The commands are the same, but the storage locations have moved from the Destinations.# to Destinations.#.pluginsettings
    • They will also not show up as a command if you do not have the related plugin
    • That have been moved from the main bar, to the plugin section of the bar. More fitting this way.
  • Commands & Help:
    • The help system is dynamically built now based on access. Before it was semi based on access, but this is fully based on access levels.
    • Tabbing over commands lets you auto-fill things in
  • Wandering Mode:
    • Several people requested the ability to define a region rather than a distance for the wandering mode. This has been done. Just use /nd locwander <loc#> <Distance or RegionName> to set that now.
Fixes:
  • There were a bunch, but not worth writing them all out. Sorry, being lazy.
----------, Apr 12, 2017

Fixes:
  • See the change, could be both a fix and change.
Changes:
  • addlocation command
    • The command would set the location to 1 below, if you only had a 1 block thick floor, the NPC would get lost, or fall through the floor.
Additions:
  • None
----------, Feb 28, 2017

Fixes:
  • Worldguard 6.2+ now supported.
Changes:
  • addlocation command
    • This now sets the Yaw
      • No need to set the location, then use locloc on it to fix the yaw missing.
Additions:
  • None
----------, Feb 26, 2017

Fixes:
  • If your version of worldguard does not meet the minimum version requirement of the plugin, it will let you know and not spew an error.
Changes:
  • Sentinel
    • autoswitch is now supported
    • squad is now supported
Additions:
  • None
----------, Feb 8, 2017

Fixes:
  • None
Changes:
  • Added the ability to remove the teleport on stuck action from the citizen's navigator. This seems to break the NPC from going through doors, but it may help you out.
    • Usage: /npcdest citizens <PathDistance> <PathMargin> <Y/N new path finder> <Y/N Swimming> <Y/N Avoids Water> <Y/N Teleport on stuck>
Additions:
  • None
----------, Jan 22, 2017

Fixed:
  • Fixed an endless loop that could occur when an NPC was unable to figure out a destination when set to a wandering location. Kudos to @Hmmcrunchy for pointing this one out.
----------, Dec 28, 2016

Fixed:
  • Debug blocks were stuck on the screen if you canned the debug in the middle of an npc pathfinding. Resolved
  • Showed a language error if a plugin registered twice.
----------, Dec 23, 2016

Updated:
  • Support for 1.11.2.

Fixed:
  • Resolved some errors that cropped up during disable (when the server is shutting down)
----------, Dec 21, 2016

Updated:
  • Support for 1.11.1 (Beta). Not much changed, but the plugin now knows about it.
----------, Dec 21, 2016

Fixes:
  • Cleaned up a minor issue with trying to combat a slab bug, the debug showed the target below the block, now it shows that slab block.
Changed:
  • Removed a bunch of spam from the console (Left debugging messages in that shouldn't have been there). Loading trait, chunk forced, and some others. As well as some code that was never used but was there for testing worldguard.
----------, Dec 18, 2016

Fixes:
  • Resolved a bug that would cause a null pointer due to a setting being nullified when converting up from 1.x to 2.0.x.
And thanks to @Grnknght for bringing this bug to my attention. Appreciate it!
----------, Dec 16, 2016

This one has quite a bit of stuff changed internally.

* Debugging system has been re-worked
* API / Plugin integration system.
* Updated chat menu
* New settings for undersurface (-1 = level 0, # = # under the surface)

Plus a bunch more. Just to lazy to list it all
----------, Dec 16, 2016

Additions:
  • API:
    • Locations can be managed by plugins. They do not save when the plugin shut's down, and need to be added by a plugin. They can be viewed by users with permissions, but cannot be modified.
  • Added events:
    • Location_Added: Fires upon a new location being added to an NPC by a user (Can be cancelled)
    • Location_Deleted: Fires when a location is being deleted by a user (Can be cancelled)
    • Location_Updated: Fires when a location has been updated (cannot be cancelled)
    • Navigation_Failed: Fired when the NPC cannot find a path
    • Navigation_NewDestination: Fired when the NPC gets a new location to travel to. (Can be cancelled)
    • Navigation_Reached: Fired when the NPC reaches a location. (You can cancel this, it stops skin changes, events, equipment, Lighting, Sentinel changes, Animations, betonQuest, etc..)
  • Animation:
    • Chest - The NPC can now open a chest at a location. You need to make sure you are looking at the chest you want open when you add the location.
----------, Dec 3, 2016

Added:.
  • Player pausing timeouts
    • /nd pauseplayer <distance> <timeout # Seconds>
    • if you omit the seconds, it defaults to unlimited
  • Location based pausing
    • /nd locpause <loc#> <distance> <timeout> <all,traveling,wandering>
    • The timeout is in seconds.
    • ALL - Cause's the NPC to pause for players during any movement.
    • TRAVELING - Only pauses when traveling to the location
    • WANDERING - Only pauses while moving around randomly
upload_2016-12-2_3-3-44.png

Fixes:
  • /nd allstatus shows stuff correctly. [Again]

The pausing addition was suggested by @Feeriix, so credit to him for suggesting the ability to configure selective pausing.
----------, Dec 2, 2016

Fixes:
  • Updated the locinv command to make the --clear portion work like the help shows. Prior it was used to toggle clearing the inventory.
Video of using the inventory settings:
----------, Dec 2, 2016

Fixes:
  • BetonQuest integration was broke in 1.46-1.47. This has been fixed.
  • Fixed a couple of errors that came up when the NPC was being unloaded.
Thank you to @Grnknght for pointing this one out to me in chat tonight. Let me know if this resolves your issues with the BetonQuest portions. It should also address the other errors you pasted to me.
----------, Dec 1, 2016

Fixes:
  • Minor issue that could cause an NPC to stand for longer than they should in timed situations.
----------, Nov 28, 2016

1.45 had an issue with anything < 1.10.2, this just fixes that.


Added:
.
  • Animations (Fishing, Sleeping, and Sitting)
    • /nd locanimate <Loc#> <sleep/fish/sit/clear>
      • Allows you to have the NPC perform an animation at a destination.
    • Also 1.11 support has been added.

Examples of the animations:
[​IMG]
[​IMG]

Fishing:
[​IMG]
[​IMG]
----------, Nov 25, 2016

1.45 had an issue with anything < 1.10.2, this just fixes that.


Added:
.
  • Animations (Fishing, Sleeping, and Sitting)
    • /nd locanimate <Loc#> <sleep/fish/sit/clear>
      • Allows you to have the NPC perform an animation at a destination.
    • Also 1.11 support has been added.

Examples of the animations:
[​IMG]
[​IMG]

Fishing:
[​IMG]
[​IMG]
----------, Nov 25, 2016

Added: .
  • Animations (Fishing, Sleeping, and Sitting)
    • /nd locanimate <Loc#> <sleep/fish/sit/clear>
      • Allows you to have the NPC perform an animation at a destination.
    • Also 1.11 support has been added.

Examples of the animations:
[​IMG]
[​IMG]

Fishing:
[​IMG]
[​IMG]
----------, Nov 25, 2016

Added: .
  • Ability to have commands executed when the NPC reaches a destination
    • /nd loccommands <loc#>
      • Shows commands attached to the destination
    • /nd locaddcmd <loc#>
      • Adds a command to be executed upon reaching a destination.
    • /nd locdelcmd <loc#> <cmd#>
    • Removes a command from the list.
  • Locations now have a unique identifier on them.
    • This has been added for the API I am adding, as well as betonquest integration. It ensures that you can reference a location correctly even in the event that one was deleted.
Changes:
  • BetonQuest changes
    • The ID on all the commands now accepts the UUID. Hover over a location to show the locations GUID. You can click the location # to have it pasted into your chat box for copying.
      upload_2016-10-14_19-23-33.png
    • Examples of the using either the ID or the GUID:
      • npc_atloc0: 'npcdest_currentlocation 14 a8cc157b-441c-4c28-9c77-a6bac985b397'
      • npc_atloc0: 'npcdest_currentlocation 14 0'
Fixes:

  • Cleaned up some messages in the en-default.yml file that were incorrect.
  • Fixed an error that would crop up when goloc was set and you sent the NPC to another location via betonquest
----------, Oct 15, 2016

Updated:
  • BetonQuest support for 1.8.x and 1.9 (DevBuilds)
Click here to grab an Example BetonQuest Package
Credit goes to Feeriix for the idea to add this to the plugin as well as letting me know about it not working with the new 1.9 dev builds. Also thanks to @Co0sh for pointing out the version differences and his amazing BetonQuest plugin.
----------, Oct 11, 2016

Added: .
  • BetonQuest Condition
    • npcdest_distancetolocation {NPCID} {Location ID} {max distance}
      • Checks if the NPC is set to the location ID, and at or less than the # of blocks from it.
Click here to grab an Example BetonQuest Package

Credit goes to Feeriix for the idea to add this to the plugin.
----------, Oct 10, 2016

Added:
  • Reworked the debug command
    • The debug command accepts a few options now.
    • debug on it's own will show debug for all NPC's if you don't have one selected.
    • If you have an NPC selected, it will only show debugging information for that NPC (trails as well).
    • /nd debug <NPCID> will show only that NPC's debugging information.
  • Permissions
    • Re-worked the whole permissions system. .settings and .info still apply, but they apply a group of permissions now.

Fixes:
  • I was checking for NPC owners based on UUID. This has been reverted to UserNames until the UUID issue is resolved with Citizens API.
----------, Sep 20, 2016

Added:
  • Sentinel Integration
    • /nd locsentinel {Location ID} {Get/Set/Clear}
      • Get - Pulls the location's sentinel settings back into sentinel for editing.
      • Set - Stores the current sentinel settings into the location.
      • Clear - Removes all settings from this location. No changes will happen upon location arrival.

----------, Sep 17, 2016

Resource Information
Author:
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Total Downloads: 54,436
First Release: Oct 27, 2015
Last Update: Jul 19, 2022
Category: ---------------
All-Time Rating:
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Released: --------------------
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