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
@mcmonkey4eva
Thank you very much, this plugin is really cool and useful !
@kxjhwbb
That's pretty much the second-shortest you could make such a script. (The shortest is not recommended for most uses) - you cut even the 'on assignment' portion...
The only thing I would improve is giving it better script names. EG "market_assign" and "market_interact", so you can see by the name alone that the two go together, and what type each is. That is, of course, entirely up to you how to handle the script names though.
@mcmonkey4eva
Hi! I make a listings.dscript, and it works! thanks!
Is that right? Can it be more smart?
my code:
thanks again!
@kxjhwbb
http://mcmonkey.org/denizen/vids/Setting%20Up%20A%20Local%20Test%20Server%20and%20Your%20First%20Task%20Script
@kxjhwbb
Quite easy, just watch the tutorial videos.
I just want to make a NPC, when player right click it, the player will run some command automatic, is it difficult? thank you
Hi, how should I put the script into the plugin?
make a *.txt or what? thanks
@mcmonkey4eva
Thanks for this
but can you explain it to me i don't understand what it does exactly
also, i suppose this script is a standalone and i have to call it from my assignment script. like :
- if <server.flag[path_entry:1]>
- chat "1"
- if <server.flag[path_entry:2]>
- chat "2"
or can i implement this piece of code you gave me directly in my assignment script ?
@silentspectr
Something like this -> http://mcmonkey.org/haste/14948
Hi
i was wondering if there was a function that takes a custom list of commands and execute them in a particular order and when it reach the end of the list, begin again like a random list but not random.
the goal is that when a player execute the script, he get command 1 when a second player execute the script, he get command 2 and so on and when reaching the bottom of the list, the next player will get command 1 again
i didn't found such function anywhere
thanks very much
@mcmonkey4eva
Thanks
)
Thanks, you saved my day :)
@MatteoSmaila
<server.flag[lowIndexBB].get[1]>
Hello, I was trying to use for the first time flag-lists. I thought they worked as if they were arrays, so I managed to define the value of some of the objects in the list. I wrote as it follows:
- flag server LowIndexBB[1]:1
and this works. THAN, I needed to recall the value of LowIndexBB, first position, in a tag. Usually, if I have a flag, for instance called X, i write <server.flag[X]>, and it works fine: the value of X fills the tag. BUT I'm not able to do the same thing with the flag-list. I mean, this syntax:
<server.flag[LowIndexBB[1]]>
gives me an error, and I'm pretty sure it happens because of this nesting: [ [] ] How do I solve?
@silentspectr
The /colon/ (:) is just a symbol we use. - flag x y:|:z|a|b means "fill a list with this list of values". :->: and :<-: mean add to /remove from a list. Check out http://mcmonkey.org/denizen/cmds/flag
@mcmonkey4eva
Hi thanks for the answer i'll try to do something with that :p just a question
why did you put some "|" and ":" everywhere ? the | is a OR i guess but the double dots : ? thanks
@silentspectr
Yeah it's - hotel room 1 remove -> duh.
On a more serious note... I'd maintain a flag list. here's a few samples of what that might look like (probably you'll use all of them across the script somewhere):
- flag server hotel.rooms_available:|:r1|r2|...
- flag server hotel.rooms_available:->:r1
- flag server hotel.rooms_available:<-:r1
- if <server.flag[hotel.rooms_available].as_list> contains r1 { ...
Hi we're making a kind of hotel and i want to have a npc to list all rooms to a player and when the player checks in one room, the NPC deletes it from its list so that he doesn't list the taken room to the next customer. and same thing the other way, when the player checks out, the room is added in the NPC list
is ther a function to do that ? thanks
@Shahblox
Im interested in this also.
Yay! dRegions is added to the script repo now! I <3 Denizen!
@mcmonkey4eva
I have. Always used dev-builds. Didn't get them from there thought. :P
EDIT: Forgot one thing... Thank you. :)