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Hey there! Thanks for using Denizen for Bukkit and Citizens2. Looking for a quick starting guide? Here's the place!

So, what is Denizen? It's is best classified as a scripting platform. Denizen for Bukkit and Citizens2 utilizes the scripting, and various other components provided by DenizenAPI. The scripting component of Denizen features easy to use script containers, replaceable tags, commands, and a queue system. Built aside is a slew of components that deal with many kinds of event handlers, many additional NPC features, a fully-featured variable system (we call them 'flags'), and a rich object-oriented set of features. I encourage users to start small when first getting into Denizen, but rest assured there are tons of features to explore.

Denizen NPCs? Yep, that's right. Denizen is probably best known as a way to create scripted Citizen NPCs. In fact, this whole project started out as an extension to Citizens2. You can use it to make interactive NPCs with the use of Assignment Scripts and Interact Scripts. This is pretty easy to do, and there's a bunch of cool NPC specific (among many other) commands and tags that you can utilize as well.

Here's a small example I call 'cookies'. I normally like to comment my scripts, but this one below is presented without any as to show the flow.

  type: assignment 
  interact scripts: 
  - 100 Cookie Handler 

Cookie Handler:
  type: interact 
    'Spreading the Word*': 
      click trigger: 
        - random 3 
        - chat 'I like cookies!' 
        - chat 'MMmm.. cookies are favorite!' 
        - chat 'Cocoa and wheat me freak!' 
      chat trigger: 
          trigger: 'I love /cookie/s!' 
          - chat 'Me too!' 
          - narrate '<> gives you some cookies.' 
          - give i@cookie qty:6 
          - zap 'step:Cookies given' 
    'Cookies given': 
        click trigger: 
            - chat 'How were the cookies?' 
            - zap 'step:Spreading the Word'

It's a simple 2-step, multi-trigger script that creates a cookie loving NPC. For some reason I think it's funny to name the NPC 'Notch'. Making a NPC use this script couldn't be easier, either. Simply use a bukkit command while having the NPC selected. It looks like this:

/npc assignment --set cookies

Now clicking on your NPC will use Denizen Triggers to activate the script above. An instant Denizen NPC! Cookies is funny, but hardly useful, and it's my personal philosophy that NPCs should be useful. How 'bout a simple healer? This NPC will heal you, but only when you're seriously injured.

Basic Healer: 
  type: assignment 
  interact scripts: 
  - 100 heal me, bro! 

Heal me, bro!: 
  type: interact 
    "Need a heal?*": 
      click trigger: 
        - if '<>' < '<m:<> / 2>' { 
            - look <player.location> 
            - chat 'Woah dude, you are <>! You could use a heal!' 
            - chat 'Just give me another click to get some power!' 
            - zap "Healin'" duration:30s 
          } else { 
            - look <player.location> 
            - chat 'Nice an healthy. Keep it up!'  
      click trigger: 
        - ^zap 'need a heal?' 
        - ^engage 
        - chat "Here goes nothin'!" 
        - playeffect instant_spell <npc.location> qty:25 
        - playeffect heart <player.location> qty:25 offset:1 
        - heal <player> 
        - disengage

How do you make a Healer NPC with this script? You guess it! Just select that NPC, and type:

/npc assignment --set 'basic healer'

It's not just for NPCs. I guess I already told you that, but Denizen has some other script types that open up possibilities that extend far beyond it's core functionality of utilizing NPCs. One of my favorite 'simple scripts' that I like to show people is one that my friend Blankiito showed me. The one below is slightly modified, but basically it enables a 'rogue-like feature' that makes a player invisible when sneaking. It's a simple concept, but perfectly illustrates the flow of a Denizen Script.

  type: world 
  debug: false 
    on player starts sneaking: 
    - playeffect <p.location> magic_crit qty:10 
    - invisible <player> state:true 

    on player stops sneaking: 
    - invisible <player> state:false

Even small scripts can be incredibly useful for your server. Sometimes scripts can replace entire bukkit plugins, and since the 'code' is in Denizen Script, the end result is often times more flexible to you, the server operator. Have a plugin that run some commands every once in awhile? Replace it with a simple Denizen script.

Auto Save Event Handler: 
  type: world 
  debug: false 
    on 5:00 in w@world:  
    - announce 'Autosaving...' 
    - execute as_server 'denizen save' 
    - execute as_server 'citizens save' 
    - execute as_server 'save-all'

Use Denizen to solve problems, or to make features easier to use. Example: If you're familiar with Citizens, you may have realized that WorldGuard's /butcher command is not friendly to mob-type NPCs. It removes them, too, which can be a pain! Why not write your own /butcher command?

Safer Butcher Handler: 
  type: world 
  debug: false 
    on sbutcher command:  
    - narrate 'Removing all mob entities within 15 blocks... your NPCs are safe!'  
    - foreach <player.location.find.entities.within[15]> {  
        - if <%value%.is_mob>  
          remove %value%  

Denizen Quests are the best quests. If you're like me, this whole thing started by using the Quester for Citizens1. It featured a fairly simple questing structure to implement things like 'kill quests' and 'collection quests'. When Citizens went to version 2, that functionality was no longer 'core', but no worries Denizen can help! By utilizing Denizen's Player Listeners, simple questing can be done easily, and it's more robust because you can use all the other features implemented by Denizen, too!

So, how do you best get started? This is a question we get all the time. Because of the enormous amount of ways to use and customize Denizen, we suggest that you simply START SMALL! Checking out the videos, scripts, and articles on denizen-docs you're sure to find a comfortable place to start. While scripting, utilize the tools provided, such as the SublimeText2 grammar pack, and the reference and search for meta lookup on this site.

Like any programming language, there is a learning curve with code structure and syntax that will only be overcome by trial and error. While using some user-made scripts can be as easy as dragging-and-dropping, many scripts will likely require at least a basic understanding of the denizen-script structure to fully utilize their features. But don't worry! Denizen is purposefully made to be easy to read and easy to customize! Tags, commands and events are all very verbose, easy to follow. With a little bit of research we know you'll soon be drunken with power, just like us!


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  • Avatar of mcmonkey4eva mcmonkey4eva Aug 29, 2014 at 17:27 UTC - 0 likes

    @madtomic: Go

    Generally we advise learning the commands by following tutorials, and for permissions we advise giving OP as any Denizen power-user could just OP themselves anyway. If you want details, you can check the plugin config here:

  • Avatar of madtomic madtomic Aug 29, 2014 at 12:14 UTC - 0 likes

    where i find the permissions/command info?

  • Avatar of Hmmcrunchy Hmmcrunchy Aug 27, 2014 at 15:37 UTC - 0 likes

    can i just say this plugin is amazing :) can really do some cool stuff with the scripting !!

    keep up epic work - can I buy you a drink :)

    Join us at

  • Avatar of z65703071 z65703071 Aug 23, 2014 at 03:03 UTC - 0 likes

    @mcmonkey4eva: Go

    That's my configuration! The engage only do not work on chat trigger! I still can use 1 to run script to spawn so much spam.

    Last edited Aug 23, 2014 by z65703071
  • Avatar of mcmonkey4eva mcmonkey4eva Aug 22, 2014 at 22:06 UTC - 0 likes

    @z65703071: Go

    That engage looks solid. Are you sure it's not working?

    @Silversbane: Go

    Used item names, not numbers. That's "cooked_beef".

    For the cast command:

    - cast regeneration <npc> duration:10 power:1

    I'm not so sure Sentry can handle potion effects those.

  • Avatar of Silversbane Silversbane Aug 22, 2014 at 18:22 UTC - 0 likes

    Need Help. Trying to make a sentry gain regeneration when a player gives him a type of food. This is what I have so far and it doesn't really work right at all. It is giving the player regeneration. And when I include the IF command with the cast it doesn't work at all.

      type: assignment
        on assignment:
        - execute as_server "vt setint <> <>CitizenID <>"
        - execute as_server "vt run Shared CitizenID <>"
        - trigger name:click toggle:true 
        on death:
        - execute as_server "broadcast LOG vt addint <> <>SentryDeathCount 1 vt subint <> <>Pop 1 vt setbool <> <>Dead True"
        - execute as_server "vt addint <> <>SentryDeathCount 1"
        - execute as_server "vt subint <> <>Pop 1"
        - execute as_server "vt setbool <> <>Dead True"
        - execute as_server "npc despawn <>"
        on click:
        - chat 'Oh yeahh.. I love clicks!'
        - if <player.inventory.contains[364]> announce "Yummy! Thank you <> for the baked potato!"
        - cast regeneration target:npc.<> duration:10 power:1
  • Avatar of TakoMT TakoMT Aug 22, 2014 at 12:05 UTC - 0 likes

    Hey Dudes... Just need some final help :)... Hopefully

    I am trying to execute as_server a command and would like to save the value returned into a flag. For now I am using Narrate to see if the value is being stored correctly to begin with. Within the console I can in fact see the the returned value being displayed, but the command <entry[saveName].output> is updating with the value 'li@', and tried different values from UUIDs converted to strings and a simple 'test' string... but nothing. Any ideas what could be wrong or what value the .output stores?

    Actual Snippet -

    UPDATE: Sorted... turns out the plugin itself wasn't sending the message back to sender so to speak. Was incorrectly using system.out.print. Fixed it up and is fine now :).

    Last edited Aug 22, 2014 by TakoMT
  • Avatar of z65703071 z65703071 Aug 22, 2014 at 09:51 UTC - 0 likes

    Why disengage and engage do not work on chat trigger? Is it something wrong with me?


    type: interact



    chat trigger:


    Trigger: "/1/"


    - engage

    - narrate "<red> Exterminate Bats - Quest Started"

    - wait 10

    - disengage

    Last edited Aug 22, 2014 by z65703071
  • Avatar of TakoMT TakoMT Aug 21, 2014 at 09:39 UTC - 0 likes

    @mcmonkey4eva: Go

    Yep, in fact I managed to get flag statuses for other players using the <player[playername]>, but am having a difficulty setting another player's flag. Since even if I do target: or <player[playername]> it still takes the default player.

    Will see If I can trigger a script instead :D.

  • Avatar of mcmonkey4eva mcmonkey4eva Aug 21, 2014 at 09:19 UTC - 0 likes

    @TakoMT: Go

    Yes it is, just takes some clever scripting. Just gotta keep learning... eventually you'll get to the point that you'll know how to create groups and the like (or at least be able to ask on our IRC and understand the responses)


Date created
May 21, 2012
Last update
Jul 16, 2014
Development stage
  • enUS
GNU General Public License version 3 (GPLv3)
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