Is there's a way to have an NPC appear for a player A in location X and for player B in location Z based on betonquest tags?
i.e;
The NPC innkeeper is at X100 Y50 Z100 for player " Notch ", Notch finished innkeeper's quest and has a tag that allows him to see innkeeper at X500 Y50 Z500 while player " Jeb " still sees innkeeper at X100 Y50 Z100 before doing the quest, but if player "Jeb" goes to X500 Y50 Z500 he won't see the innkeeper and vice versa for Notch, he won't see the innkeeper at X100 Y50 Z100..
This would be extremely handy in quests with multiple choices, i.e jailing the NPC or killing the NPC.
Yeah there is!
It was implemented recently.
You are able to define per npc conditions to define when it should be hidden. Unfortunatly I'm not at my PC today, so I can't help you any further.
You are searching for #547 馃槈
Just have two npcs with the name Inkeeper at different location with the same or (if needed) different conversations linked to it.
Ah so it seems it isn't officially available yet, thanks Jonas :)
@joblo2213 The only problem with having two Innkeepers is that it eliminates the roleplay theme of the server which is highly enforced on the server.. realistically you can't be in two areas at the same time ;)
@ItsGamingSoni Yes, which is why you can specify conditions so players can only see one of them at a time. The other one can be completely hidden from the player.
@Namnodorel How do we do that?
@ItsGamingSoni In any package folder, create a custom.yml or use an existing one. add the lines:
hide_npcs:
21: 'betrayed_some_npc,!attacked_guards'
40: 'made_a_mess'
You add the IDs of the NPCs you want to hide, and specify for each one under which conditions it should be _hidden_. In order to be hidden, all listed conditions need to be fulfilled. If you list hide-conditions for an NPC in multiple packages, the conditions add up.
That's basically the quick how-to. There's a little more to it, but this is probably what you need right now.
It's only available in dev versions. Please see the dev documentation's _Compatibility_ chapter, the part on ProtocolLib.
Hey guys. For some reason I cant get this feature to work. I have ProtocolLib installed and I made the custom.yml with the
hide_npcs:
111: "objectiveKillBill"
but the NPC (Bill) wont disappear when the player has the objective or when they complete it and dont have the objective anymore. Am I missing something? I have the most recent listed dev version #307.
It works with conditions not objectives.
my condition is that they have that objective. so in conditions.yml I have objectiveKillBill: "objective KillBill". Sorry I should have clarified that one
@Aeneas1022 Have you double-checked your YAML syntax? What you've copied in your comment is missing two spaces before the 111.
yeah I checked, I just forgot to add the two spaces on here.
hide_npcs:
111: 'objectiveKillBill'
that's copy pasted from my custom.yml
huh it removed my spaces. oh well
Markdown is the thing you are searching for:
.```yml
hide_npcs:
111: 'objectiveKillBill'
.```
Will give you the following if you remove the .
hide_npcs:
111: 'objectiveKillBill'
thanks
Most helpful comment
@ItsGamingSoni In any package folder, create a custom.yml or use an existing one. add the lines:
You add the IDs of the NPCs you want to hide, and specify for each one under which conditions it should be _hidden_. In order to be hidden, all listed conditions need to be fulfilled. If you list hide-conditions for an NPC in multiple packages, the conditions add up.
That's basically the quick how-to. There's a little more to it, but this is probably what you need right now.