Denizen
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Development builds of this project can be acquired at the provided continuous integration server. These builds have not been approved by the BukkitDev staff. Use them at your own risk.
Denizen uses a pasting service provided by its developers to enable recording of debug sessions. This allows an easy and universal way to troubleshoot a script. It is only used on '/denizen submit', however this service is not endorsed by the BukkitDev staff. Use it at your own risk.
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About
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.
Cookies: type: assignment interact scripts: - 100 Cookie Handler Cookie Handler: type: interact steps: 'Spreading the Word*': click trigger: script: - random 3 - chat 'I like cookies!' - chat 'MMmm.. cookies are favorite!' - chat 'Cocoa and wheat me freak!' chat trigger: 'Cookies': trigger: 'I love /cookie/s!' script: - chat 'Me too!' - narrate '<npc.name> gives you some cookies.' - give i@cookie qty:6 - zap 'step:Cookies given' 'Cookies given': click trigger: script: - 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 steps: "Need a heal?*": click trigger: script: - if '<player.health>' < '<m:<player.health.max> / 2>' { - look <player.location> - chat 'Woah dude, you are <player.health.formatted>! 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!' } "Healin'": click trigger: script: - ^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.
Rogue: type: world debug: false events: 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 events: on 5:00 in 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 events: 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!
Videos
Other useful links
- Denizen Handbook (Outdated kind of, but has some useful information still.)
- User-made beginner's guide
- Citizens2 Wiki
For some reason, ASNPC, ASSERVER and ASPLAYER do not work with some commands of mine; such as warp.
Furthermore, can NPC's give temporary ownership to a player of a single region, then after a time (say 24-IRL hours) revoke access?
How can I let a Npc drop enchanted Items? I did it with DROP ID but how can i say that this Item should be enchanted? I tried a few things out like "DROP 276 sharpness 1" but it doesn´t work. Hope you can help me :D
how to import quests from citizens 1.X?
1. Will there be a possibility to write in scripts, config.yml (chat messages) and assigments.yml (chat messages), colors and italic? Example: &a or &o etc.
2. It is possible to add an option to Denizen, that quest can be done only after XX time spent on the server?
@MacGyver420
Might be able to get that information with the replaceable tag <PLAYER.KILLER> ... I have not done much testing on that yet, however, that's the intention.
@aufdemrand
Is there a way to use the PlayerDeath trigger to grab the name of the player that did the killing and not just the player who died?
@HateYouAnyway
I will check out the WALK command to make sure there's no problems.
@HateYouAnyway
Il have a try of Walk Direction but i used WALKTO location triggers without any problems
I'm willing to bet that your prox problem is because Proximity triggers are turned OFF by default
You need to "/denizen trigger toggle proximity" the npcs or change it in their configs
I'm having problems with WALK and WALKTO commands, this is what I did: - WALK NORTH:3 That should make him move, but it doesn't. It says it's a "bad command". I also have problems using proximity triggers, all I have is just 1 CHAT command, which should affect it. Whenever I walk nearby, nothing happens (I think I set the proximity to 5 blocks). What am I doing wrong, or is there a problem with the plugin?
@Kiak
100s should be just fine.
@jrbudda
Came to this same conclusion myself pretty quickly...
I'm wondering should i beworried about having 100s of location triggers? even when i dont trigger anything its still checking to see if anything should happen (debug on is a mass spamfest for me just walking around my spawn area)
(im a complete retard and have no idea how much lag this may cause) should i get worried about this b4 i make too many?
@jrbudda
Don't know if I would say they are a 'last resort', but yes, they probably aren't best suited for replacing a ZAP or FINISH/FAIL, I do agree.
I'll make this statement about flags: They should be your last resort.
In my experience you can do MOST logic with ZAP and FINISH/FINISHED, and usually with fewer scripts and better readability.
thanky
@machado197328
Color codes: use <&#> .. so, for red, use <&4>
I'll take a look at the task script example, those should be working.
Flags are like variables. 3 types currently exist. booleans (TRUE/FALSE), strings, and counters.
sets a boolean. 'flagname' is now true and can be evaluated with a requirement....
...or with a commad.
IF FLAG:flagname 'SCRIPT:task script to run'
Strings can be useful too.
sets a string value. 'mobname' now has a value of 'Zombie'.
will return true only if mobname is 'Zombie'... you can still use a check like above...
will return true also, since it has a value.
-IF FLAG:mobname:Zombie 'SCRIPT:task script to run'
can work too. You can also use the data in a talk command.. like..
would, if mobname is set, display the value. Zombie in this example... if for some reason the flag isn't set, that's when you would see 'Monster' instead. That part is optional. You could get crazy, and use a queue-time replacement tag, if you're careful.
would spawn 10 zombies, or whatever entity is set as the value.
Just to finish this off...
would set 'counterflag' to 3. Later, you could use...
to increase the value by one. You could also use minus signs to decrease the value. You can also check for integer values.
would return true if counterflag evaluated 3 or higher.
would return true ONLY IF counterflag was 3.
Hope this helps.
@machado197328
a Flag example would be a lot of text to copy/paste here but i'l definitely put some examples of various things up as soon as i know where to put em
@machado197328
On the next page of this comments is a working script i posted for someone else you can borrow some text from
There is a better place for everyone to share configs coming up soon, so you can look forward to that either way.
You add colours using "%%" instead of "&" its somewhere on the wiki under "denizen color codes" or something like that.
aand.. could you give exemples of how to use FLAGs? it seems complicated
WOW. fuking amazin plugin guys, keep the good work!
I have some report/suggestions/questions if u don't mind
yeah.. i think that's it, if i have more questions i just come here annoy ya
@KhirsahFireflash
Yes, this is an extension for Citizens2.