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
@Andarne
I believe that's because rod isn't a valid material type. FISHING_ROD or BLAZE_ROD
@aufdemrand
- TAKE rod 1
Ends up crashing the script, making NPC's unresponsive.
@Andarne
All great suggestions, thanks! TAKE command SHOULD work... what is the syntax you are using?
Loving the plugin. Already utilizing it in some testing for character quests and interaction.
If I may make a few requests, though:
I've noted that the TAKE script doesn't work either. At least, not for me.
@AssRealm
You need to have a YML file in /plugins/Denizen/scripts. Please see the wiki page for an example download and information on how to write your own.
http://pastebin.com/hX0NS7wP
Buggy :( cant use denizen
@aufdemrand
I am watching the Jenkins of this like a hawk, and reading all the commit changes and keeping up with it. Still waiting on the TRAVEL and WALKTO fixes. Once I see some effort/progress in these regions, I will be re grabbing this and testing it indepthly. Still very excited to push Denizens to its full potential.
@Hakker9nl
Ambitious, yes :) but, I will say that a lot of people are enjoying the functionality it already has. This is really only a third of what the final project will accomplish.
Anyway, thanks for the reply, and keep watching! Maybe you can get your feet wet soon.
although not using it (yet) I must say this is a great idea to make NPC's at least a bit more interactive. Ambitious project but I will keep following it.
@silentnight18
1: http://ci.citizensnpcs.net/view/Characters/job/Denizen/ - the newest build should fix that.
2: I am aware of this, I even noted it on the Wiki... I'll try to make it more prominent, maybe put the warning by the command. I think it has something to do with chunks... but anyway, this resides in the core of Citizens (and maybe even deeper than that). I'm working on it with fullwall, hopefully we can get it fixed. In the mean time, I have another solution that I'm working on... a TRAVEL command for walking long distances.
3: I'm going to get to those commands very soon. But the behaviour you are describing is unusual. I suggest getting Notepad + + to work on your YAML. Just be sure to set the tab2spaces option. You should be able to open the config.yml, modify it, save it, and immediately do a /denizen reload.
4: That is true, the only thing it checks is the Denizen's name. I thought this would be useful for 'generic' type denizens... Miner, Begger, etc. who can run scripts that don't depend on any bookmarks. That being said, some people are having problems with NPCs named the same thing. Again, an issue at the Citizens2 core. Hopefully that can be worked out too.
Thanks for the feedback! I'm working on a series of YouTube videos... hoping to finish up the first one this weekend.
Few notes so far.
1. RESPAWN seems to fail. I have a very simple script, walk to a point 5 blocks away, and then respawn back to the return bookmark, walks forward, then vanishes with some sort of animation, but doesnt respawn, there is an exception thrown, I will post once I dig it out of my log files.
2. The WALKTO param seems to be limited in range, I cant seem to get them to walk from a point unless the next point is within about 10 blocks of the first, anything further, they just wont walk, havent done this on my test server to look for a thrown exception, will do tomorrow.
3. Since there is no bookmark removal listing or removal commands ingame(yet?) its all manually removed, but sometimes when I remove the bookmarks and reload the config, the old bookmarks appear.
4. This is more of a question. Since in the config.yml, you put scripts under names of npcs, I am assuming that any NPC that is a Denizen will perform the listed script? Or do you check on the Click/Chat Events more than if the Clicked NPCs Name has scripts, etc.
Will test more, if you have sepcific questions of concepts/features you want me to test specifically, let me know, Keep up the good work, I look forward to getting this plugin to its full potential!
@silentnight18
okay, perhaps i should have been more clear here as well... on the wiki page is an example config and script download, right below the link to the denizen.jar.
@aufdemrand
Tossed the jar in the plugins folder, with c2 this time, it runs, loads and registers, but doesn't auto generate directory or any files.
@silentnight18
And I would love any testing or suggestions you have to offer. Thanks!
@silentnight18
Denizen requires the Citizens2 beta, Vault, a permissions system and an economy system. C2 information can be found on the wiki at wiki.citizensnpcs.net
Possibly a dumb question here, but when I try to run this with Citizens1.2, it claims a ClassNotFoundException when looking for the Citizensnpcs API. Is this plugin built specifically for Citizens2.0 Beta or will it run with the current running version of Citizens and I am somehow either missing the file or misplaced it, or w/e the case may be that I am just screwing up.
EIDT: I will gladly help beta test this, make suggestions, and even offer my help if needed.
@nhoclesnar
Technically the "Blacksmith NPC" is already taken care of, if you check the other characters available for Citizens2. But steps could be taken to enable some of that functionality. Looking for good suggestions. I have enough planned to keep myself busy, but I always like adding stuff I haven't thought of.
It sounds very cool. But doesn't it mean that if I want to create a blacksmith npc, I will need a repair plugin?