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
@gabriel11798
Not yet.. I do plan on looking into that, though.
Just posted a 0.76 build for minecraft 1.4... 0.8 is almost ready to release, which contains a ton of updates and some key new features. Stay tuned!
@braito4
Kind of... try <PLAYER.ITEM_IN_HAND.MATERIAL>
Is there a way to make a NPC invisible to individual players? (awesome for quests where NPCs move from town to town)
Hi, great Plugin!!
I have a suggestion. It's possible to know what's the ITENINHAND that you take in the command? in order to make a thief script for example.
Another suggestion is that i'll like a command FOLLOWTO in denizen; to create a servant.
thanks
@jonoce633
Not sure if there is with denizens, but you can easily use Sentry.
check this page: http://wiki.citizensnpcs.com/Sentry/Sentry_and_Denizen
@DaanB
Yeah I figured :p I guess I'm just going to have to make a buttload of steps --
Edit: Is there a command I can give a denizen to attack the player? I want to add a quest requirement where a player has to dual with an NPC. I also want to know because I want to add Boss like NPCs.
@jonoce633
Maybe there is a better way to do this, but this one works and is easy (make multiple steps and use ZAP to go to the next step:
http://pastebin.com/iTG7GFP7
Or if you just want some time between the different text lines you could use - WAIT [time] Insert a number in the where [time] stands. This wait a number of seconds before displaying the next text
http://pastebin.com/4VfEiyAW
I'm having trouble with the chat lines. How do I get them to pause so that the players have to click on the denizen to read the next chat line rather displaying them all at once.
So, on my server I made a computer that gives items max once per hour, but if i reload while someone has the timed flag, its permanent. coud this be fixed somehow?
EDIT: And the Click Trigger seems to be broken if you use citizens 2.0.3
EDIT 2: Might actually be Citizens, not denizens. Seems to be trouble with sentry too.
Love the plugin but I question: When I use a chat trigger and the player has to respond, sometimes it seems like the player has to answer within a second or else the answer will not be taken. How does this work?
Also an other quick question: How does the time work? I was using this for a "Go Home" activity/task but I'm not sure how it works. In an example it said 12:00, but when is this, what minecraft time? (I only know time from commands like /time set 0(or other numbers)
@aufdemrand
Thank you, I appreciate the help!
Is there a way that the Denizen Builds a Block i mean a Build block command ?
Because i want to make a Npc who Builds after trees are chopped saplings there
PS:Sry for my bad English
EDIT: Build Requirment wouldnt bad too
So a NPC interact when the block at bookmar:something ist Air
Hello, I want do make a Planter with Denizen, but I don't know how to realize it. Pls help me. (Ps.: I have a liltle bit knowledge about programming denizens)
Just an update; I managed to get them to wander around now, it seems making them a wandering denizen before applying the sentry trait seems to work better, not sure why. I have however stumbled across another problem, if the area where the sentry wanders has any ladders or vines then it will climb it, this leads to 100% CPU, the NPC starts warping around and players get thrown off of the server (presumably the latter 2 issues are side effects of the 100% CPU issue) - it could be that the wall is made from the same material that they've been told to walk around on, I haven't checked that yet, I'm about to go through the long process of replacing my paths to find out, failing that I guess I'll be removing the vines too. Will update you to let you know :)
@aufdemrand
The scripts are here: http://pastebin.com/ML2FUdeA Note: I've tried running him on all the scripts, but he just stands there, the only time he moves is when he has been hit, afterwhich he does not return to his location. The debug messages only show errors when I try to run the stone bricks script as I can't seem to figure out the actual name of them, but disregarding that my NPCs refuse to walk :(
@Shojobo
Can you show me debug output and your script?
@Minerfinder
Yep..
- CHAT 'Something' - WALK FORWARD:10
@Ao1993
/*/ will catch any other chat... simply put it as the last Chat Trigger. You can use that in a CHAT as well with <*>
@Ao1993
Sorry! I just had a brainwave and was wondering if this could work instead. I'd set it up so that each "Riddle" is a separate interaction. From there I can flag them as either true or false. It doesn't matter which.
Upon replying correctly it would either change the flag or keep it the same. If it flag remains the same it will pass the even onto a "Fail" interaction. Otherwise it will allow that Riddle to be completed allowing for the next one.
Would that work? I'll try it anyway!