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73 lines
4.9 KiB
Markdown
# Blacksmith Visuals
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This plugin adds additional visual and audial details to blacksmiths while they are working, so it's easier to see if
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they are working or not. It is recommended to put a mace or other hammer-like item in the NPC's off-hand for full
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effect.
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## Dependencies
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This plugins requires the following:
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- [Blacksmith](https://www.spigotmc.org/resources/blacksmith.105938/)
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- [Citizens](https://www.spigotmc.org/resources/citizens.13811/) (also a dependency for Blacksmith)
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- [ProtocolLib](https://www.spigotmc.org/resources/protocollib.1997/)
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## Setting up a new NPC
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While most things are automatic, you should set the NPC's idle and working locations for the NPC to automatically move
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to the crafting station while working. Use `/setNPCPosition idle` to set the position the NPC will go to after it's
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finished working. Use `/setNPCPosition reforging-workstation` to set the position the NPC will be in while working. As
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scrappers can salvage lots of different things, they have two additional positions.
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Use `/setNPCPosition netherite-workstation` to set the position the scrapper will use when working on netherite or
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armor-trim items (smithing table). Use `/setNPCPosition crafting-workstation` if extended salvage is enabled to set the
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position the NPC will use when working on extended salvage (crafting table).
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Remember to disable lookclose or adjust it as described in the FAQ.
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## FAQ
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### Citizens lookclose makes NPC rotate weirdly and not face its crafting station
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It has been found that with some options, lookclose can still be used. An example of a working lookclose setup is:
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`/npc lookclose --linkedbody false --disablewhennavigating true --perplayer true --range 3 --targetnpcs false --headonly true --linkedbody false`
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The value of realistic looking `/npc lookclose -r` may also affect behavior. Some other options might work as well, but
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a lot of options won't, as it messes with manual NPC rotation. Keep that in mind.
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### NPCs teleport part of the way while walking to or from a crafting station
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This behavior is inevitable. As Citizens pathing is not very accurate (as described in Citizens' FAQ), the NPC must be
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teleported when it's about to reach the destination to end up in the correct spot.
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## Commands
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| Command | Options | Description |
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|------------------------------------------------------------|--------------------------------------------------------------------------|----------------------------------------------------------------------------------------------|
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| /reload (/blacksmithvisuals:reload) | | Reloads the plugin. |
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| /setNPCPosition <positionType> | idle, netherite-workstation, reforging-workstation, crafting-workstation | Sets an idle or working position for an NPC to the current location of the executing player. |
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| /playTestSound <sound category> <sound> \[volume] \[pitch] | | Plays the specified sound at the selected NPC's location. |
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## Permissions
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| Permission | Description |
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|---------------------------------|----------------------------------------------|
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| blacksmithvisuals.* | Gives all permissions. |
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| blacksmithvisuals.reload | Gives access to the reload command. |
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| blacksmithvisuals.setposition | Gives access to the /setNPCPosition command. |
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| blacksmithvisuals.playtestsound | Gives access to the /playTestSound command. |
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## Configuration
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Each sound played can be disabled, or have
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its [sound](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html), [sound category](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/SoundCategory.html),
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pitch, volume and offset specified. The offset can be used to delay a sound to better time it with events happening at
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the same time as the sound. The working sounds also support a negative offset which causes the working animation to be
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delayed instead.
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The sound category affects which volume slider players must use to decrease the volume of the sound.
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The animation of the NPC's arm is triggered according to animationDelay. Then, based on animationChance, it might
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trigger, or it might not trigger. If you for example want to have it animate on a set delay, you could set
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animationChance to 100 and animationDelay to 20 to make it swing its arm once a second.
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Use the reload command after you have altered the configuration. Note that changes won't happen for working sounds and
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working animations for NPCs in the middle of working when the command is triggered. |