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
erm...does this need citizens 2 to work? Or are they two seperate plugins? Would you recommend I install both?
@Kiak
well, I think I'm going to download it anyway, and maybe play around with some other scripts, but I'll be waiting for this one :)
@aufdemrand
Awesome, great addition
I'l make the innkeeper script once i get it sorted cause it seems like a pretty popular idea.
@Kiak
There is actually a way to tell if a day has passed, with a Task activity. That was just added in the new builds, so it hasn't been documented yet, but will be soon.
@KhirsahFireflash
Sorry no i havent yet.
I started writing it but then realised there is no way for me to tell the guy when a day is passed
As soon as i can get a time trigger or scheduling to work for it then il post it up
@Kiak
I haven't looked into this plugin yet, but I'm strongly in favor of it based on what it can do. Kiak, do you in fact have an innkeeper script written up? This would be one the key early features I'd like to implement, and I'd love it if I could shamelessly borrow your work in order to set it up. I haven't downloaded the plugin yet, but as I said before, if I can get my hands on an innkeeper script (without having to try to come up with one on my own cause I suck at programming) I'll absolutely download and install this plugin. If you do have one, feel free to PM it to me, and I'll of course give you credit for the script.
@Kiak
Thank you very much that one quote fixed it, :D
@svekenElkora Here is one of my working chat trigger configs you can copy and paste for correct syntax. Hope that solves your problem
@svekenElkora
first thing i notice is this SUPER MINOR typo
Hi, just having alot of little troubles with chat triggers at the moment the just seem not to work.
Here is the script which when a shift click a npc it shows it is using it.
'Steve':
Type: Interact
Requirements: #There is no list of requirements, so this script can always be picked. That's why we assign it with low priority.
Mode: None
Steps:
1:
Proximity Trigger:
Script: #This sends a basic message to the player when he walks near.
- CHAT "Right Click on Me to Talk to Me!"
Click Trigger:
Script: #This sends a basic message to the interacting player.
- CHAT "Hello <PLAYER>! Welcome to Dekkarra! Do you have any questions for me?"
Chat Trigger:
1':
Trigger: What is your /name/
Script:
- CHAT "My Name is Steve, Anything Else?"
I have disabled the chat plugin and it still doesn't work. we use bchatmanager.
and sorry to spam your wall but it would be cool if npcs could trigger other npcs triggers maybe with a "not a real player" flag or requirement or something
An npc could run some set pattern or loop and trigger other npcs and events at different times
I noticed another thing
Duplicate Block and Location bookmarks don't overwrite each other they just stack up
So you can have 5 bookmarks called "spawn" if you try to move it after creation
I'd prefer it to just overwrite because then you could have NPC's writing bookmarks midway through quests to teleport to later or whatever (lots of possibility)
Well i feel like we need some Global trigger abilities
For example. I want the Inn keeper to be able to count the amount of days passed
So a World time change trigger or even a Redstone state change trigger would be great
but some times you don't really want that directly on any npc (although i dont mind having one who just does things like this from admin areas)
You could just have a set of Global run things that are triggered without (needing) a direct player interaction
@Kiak
We actually have a player death trigger written... trying to find the best way to integrate it.
@aufdemrand
Awesome mate,
The other thing i think would be cool is a "Player death" trigger (so if you die while on quest you can trigger some event (maybe it warps you back to the dungeon, or gives you back the important quest item?) (or takes the Flag off my CTF Flag carrier for example
@Kiak
We're working on a script reposititory at http://scripts.citizensnpcs.com ... that should be done soon. Looking forward to your scripts :)
As for the scheduled activities, try using build #449 from here: http://ci.citizensnpcs.com/view/Characters/job/Denizen/
I can't get any of my scheduled time activity changes to work
has anyone got that going yet?
@aufdemrand @KhirsahFireflash @Kiak @watdidyusaey
Hey guys, i can see EXACTLY how to do the Innkeeper npc down to a tee. complete with day night cycle etc. All with the current denizens options (although a great deal of Kiak trickery)
I also have a very basic Capture the Flag Npc set up (complete with light up scoreboard) the npcs just run a player game, they dont participate
And a few other little basic questy type things
All i want to know is... where should we all post our Denizen Creations so we can look at other peoples ideas?
Actually, I too would be interested in the innkeeper script. If you can write one up, maybe as a plugin feature showcase or tutorial, I would download this plugin for that option alone.
@Andarne
I'll work on the herochat probem. Especially since HeroCraft will be using denizen in their new server they are working on.
You innkeeper idea... definitely do-able with flags and such, but isn't a beginner script idea at all. If I get some time, I'll try to work something up.