http://citizens.wikia.com/wiki/Citizens_Wiki http://dev.bukkit.org/server-mods/citizens/ Citizens is an NPC plugin in the vein of the old hey0 ones, aimed at creating NPCs that perform a variety of tasks. It adds various NPC types, from simple NPCs that talk to lively, active Guards. Originally featuring only one type of NPC, Citizens now contains 7 toggleable types and 1 creature type. With the Citizens API, plugins developers can make their plugins compatible with NPCs. Server admins are even able to choose which types that they want on their server. http://dev.bukkit.org/server-mods/rpgworld/ extremely alpha.. maybe future??? There is.. ..a Bukkit-load of RPG plugins out there, but there has yet to be made any RPG plugins that utilize all the potential of RPG'ing. Some help contribute to it like Leveling and Classes but I think some sort of fundamental plugin is needed for the actual feel and look of the game. Now that 1.8 came out there are some aspects of WorldGen villages and NPC's. This will help on the RPG aspect of Minecraft, but... Well let's face it. They're buggy for MP like a buggy, buggy bug. So what I propose is the following: Cities and WorldGen: http://dev.bukkit.org/server-mods/rpgwo ... es/cities/ Main Developer: Samkio This section will be split up into 2 categories, Cities / Buildings. Cities: Cities are generated on world gen, they are randomly placed and their contents is random. Cities have the following features: Rings for each type of structure/s. Entrances N/S/E/W Randomly Placed Random Style (from presets). Random Location of Structures. Houses the Structures that are gone over below. Buildings: Building List: Castle Farms: Pig/Cow/Wheat/Reed/Chicken/Sheep. Civilian Houses Collesium Jail Shops: Doctor/Blacksmith/GroceryShop/Bank/CombatShop/PreciousGems/EstateAgents Free Slots. NPC's: http://dev.bukkit.org/server-mods/rpgworld/pages/npcs/ Main developer: sddddgjd We plan to make NPC's that fill out roles like these: Shopkeeper Farmer King Queen Adviser Guards Civilians Bandits Probably more! They will have names, which will be randomly generated, but within context. Examples: King Alkais - Farmer Ted Later on, with the help of Spout, we will customize their skins. Capes for kings/queens and bandits.. Guards will go around and kill bad people, being paid by the ruler of the city. Players can fill out some of these roles too. Jobs: http://dev.bukkit.org/server-mods/rpgworld/pages/jobs/ Main developer: tips48 Are a planned feature of RPGWorld. More information soon. Ranks: http://dev.bukkit.org/server-mods/rpgworld/pages/ranks/ Main developer: tips48 Are a planned feature of RPGWorld. More information soon. Commands: http://dev.bukkit.org/server-mods/rpgwo ... /commands/ Main developer: tips48 Are a planned feature of RPGWorld. More information soon. Protection: http://dev.bukkit.org/server-mods/rpgwo ... rotection/ Main developer: tips48 The whole city has a big cylindrical protection around it protecting it from: All BlockDestruction/Placement. MonsterSpawning. Fires. Explosions. However there are smaller protections inside this one protection that overide this. These are farms and houses etc. Farms: Farms will each have their own protection. With the owner being the farm owner. They can then choose who works on the farm. If a player works on the farm they can do only the thing they are required todo. For instance on a reed farm they can only place and pickup reeds. They cannot forinstance destroy a fence. Houses: Bit more leeway. They can place and destroy if owner. Arena and Jail have 0 BlockPlacement/Destroy. Economy: http://dev.bukkit.org/server-mods/rpgwo ... s/economy/ Main developer: tips48 There are lot of economy plugins roaming around out there. But the economy used in RPGWorld will be tailored for RPG'ing. Here are some examples of what the RPGWorld-economy has to offer: Shops As we have said, shops will be spawned in cities. Players can trade with NPC's, or other players, using a trade system based around chest GUI. Placing an item from the shop will deduct money and vice versa. (Same for Player to Player trade). Plots Plots in cities can be bought or sold. A random price is generated for each plot, though still relying on some parameters: Space given + base price. These places sold at estate agents. Tax In cities transactions are taxed. Tax goes to the King who then pays guards and other people working for him with the money. Or maybe he keeps them himself... If he cannot pay the guards they despawn. But he can hire more with his advisary. Players could become king by working their way up the ranks. Banks Banks can store money and give you interest. But you cannot use the money in the bank for transactions.