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
Hey; wondering if I could get a small bit of advice. I'm attempting to make a "Riddle" npc with denizen. And so far it works. The only part I'm struggling with is when the players answers incorrectly.
I can of course get the conversation to move on when the player answers correctly with "Chat Triggers". I'm wondering if I can get the conversation to go down a different route if they don't answer with the correct chat trigger. Possible? If so, how would you guys recommend doing so?
@aufdemrand
Is their a way I can make it say something and then the npc moves foward?
My brain has been melting for the past 24 hours straight as I try to make my NPCs patrol the walls of my city. Sentries respawn but only resume patrol after a /reload they also chase users and when giving up fail to return to patrol. So I decided to give up on that and try and get them to simply "wander" with denizen however, for the life of me, I can't seem to figure out the name for the stone bricks in the filter list. I've tried STONE_BRICK, STONE_BRICKS, STONE BRICK, STONE BRICKS, STONEBRICKSMOOTH, I've tried simply the number 98 (the stones ID), I think I've tried everything possible but I keep getting a bad argument error while debugging telling me to check that this is a material. I've tried setting it to just stone and placing them on stone but they just stand there anyways. What's going oooooon? :'(
@NegroBob
#denizen-dev on irc.esper.net
Also, thanks for the kind words
Love this plugin... Absolutely amazing in what you can do with this. I use the "Permiss" "Deny" scripts to keep track where my players are and their progress in their quests.
So amazing what you can do... Is there an IRC for this?
Just a heads up, Denizen 0.8 will be releasing soon with a lot of simplifications and tighter integration to the C2 core. Builds will be slow for the next week or so while I finish up.
@Raymanic
This is already kind of possible by using NO_PLAYER and NPCID arguments.
Would you be able to add a feature of Denizen-Denizen chat. E.t.c Denizen1 and Denizen2 can 'chat' with one another.
So like in the script each denizen would have like a CHAT-NPC command and then they say things in order of their scripts or possibly have a shared script that they use for such features?
i have same error on last denizen build 514 or build 455
i use citizens 2.0.2 build 370, (edit : i also try with last citizens 397)
and i use bukkit build 2366
EDIT : ok after server restart, i dont have this error
@ellipco
Update to the latest build on ci.citizensnpcs.com
@Adrenalineq
Thanks for keeping it constructive.
2012-09-28 15:49:48 [SEVERE] java.lang.NullPointerException 2012-09-28 15:49:48 [SEVERE] at net.aufdemrand.denizen.listeners.KillListener.build(KillListener.java:39) 2012-09-28 15:49:48 [SEVERE] at net.aufdemrand.denizen.commands.core.ListenCommand.execute(ListenCommand.java:135)...
I use this on my quest :
- LISTEN KILL TYPE:ENTITY NAME:ZOMBIE QTY:1 'SCRIPT:Chasse recompense'
shittiest code ever i see...
Hmm I didn't see it on the wiki but i check this.
@Holls1 @Holls1 I think you make coloured chat messages with %%colour so for example %%4 or %%2 I hope this is right but I think I read this in the wiki
Can you give me answer for this questions?
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?
@aufdemrand
Example:
NPC will send the player to jail upon third strike then narrate the reasons for being jailed.
Player strikes NPC three times. Jail dialogue is executed, then there is a pause of about 2 seconds (using WAIT 2) - then the narrate dialogue is spoken, but player remains in the same place.
I'll grab and paste the code when I get back to FTP.
@Mariusmak
I need to add enchants yet... it's on the list!
@Andarne
They should... can you give me some specific examples?
@dogbig
The two aren't compatible, sorry :( I do plan on writing some examples that show the functionality... I believe Denizen now supports just about everything that Quester did.