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
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Posted Mar 31, 2013Is there a way to verify if a user set by chat exists?
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Posted Mar 30, 2013Hello...
In my server with Build #940 for 1.5.1 my players can´t heal theyself because Denizen...
When i unistall denizen does´nt happen.
¿why?
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Posted Mar 30, 2013@ursak
Yeah, same here. I could also use a guide for this. I wanted to use Denizens for only 2 things:
- For my NPCs to have different sets of lines to say to different people when they rightclick them - For my NPCs to slowly wander around like they did in 0.7
This all worked fine in 0.7, but now I have to completely revamp it and put in new scripts and I already had a hard time getting them all done last time (Very low scripting skills here)
- For the Chat part, I did manage to get the Denizens to talk, but that's only 1 script. For my goals, I need to make more than 1 script, of which each script is meant to talk to a different player so for example we have a chat script for Player 1 and a chat script for Player 2. My problem right now is that I need the requirement that only a certain player's name can trigger the script. At 0.7, this used to be NAME, but 0.8 does not recognize it anymore and I can't figure out what it is now
- For the NPCs to wander around, I tried to find a script in the Repository. But the one I found in there is excessively long. I just need a simple script that makes my NPCs wander around in a certain radius (For example, they can wander around as long as they are no further away than 15 blocks from the waypoint they've been assigned). Also while they wander around, they should pause inbetween and stand still, so they should alternate between walking around for a few seconds and standing still for a few seconds and so on
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Posted Mar 30, 2013@aufdemrand
Effectively i have a problem when my server shutdown:
I use bukkit 2700 citizens 782 denizen 962
Coul u help me plz ?
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Posted Mar 29, 2013Really need a good scripting guide for 0.8. Having some problems converting my 0.7 scripts (and I had probs before with them cause I suck at this)
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Posted Mar 27, 2013Can you upload a permissions list to the bukkitdev page?
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Posted Mar 27, 2013Script is throwing an exception when commands are "as_npc" when a denizen dies. If the commands are "as_op" it works fine, but I don't want that (ugly). Using dev build 962.
Details, including exception and script used:
http://pastebin.com/dAETQ0RY
Thanks!
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Posted Mar 27, 2013@ellipco
Not a bad idea.
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Posted Mar 27, 2013@lasdoug0910
Steps is indented too far. Currently you are placing ownership of 'steps' on the 'requirements' key, when it should be owned by the script itself. type, requirements, and steps should all be in line.
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Posted Mar 26, 2013Hmm...Everytime I load this script: http://hastebin.com/gigugofiya.sm it says that there aren't any steps in the script, even though there is. What am I doing wrong?
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Posted Mar 26, 2013Hmm i use remote toolkit plugin
perhaps what do u think about create a new key in config.yml to force save all the X sec/min/hours ?
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Posted Mar 26, 2013@ellipco
If the server is being shut down correctly, the saves.yml should be saved as well. I will, however, add a on server shutdown event.
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Posted Mar 26, 2013I have a problem on my server:
I think when there is a restart server, the plugin dont save quest advancement of my players.
Is there a parameters or anyting else for do not loose advancement in all the quests plz ?
I think perhaps a world event "on server restart" if its possible with cmd -> execute as server denizen save.
sry for my english....
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Posted Mar 26, 2013@aufdemrand
Latest C2 build now fixes the error previously mentioned.
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Posted Mar 26, 2013New build just uploaded... seems to take about a day for it to show up here. It's build #959 on our developmental Jenkins if you need it sooner. It fixes a few problems with the commandpreprocessevent and healing.
Also, it's been brought to my attention that for some reason Citizens2 is not functioning with craftbukkit builds above #2696. For now, stick with #2696 if possible.
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Posted Mar 25, 2013@ellipco
Should be...
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Posted Mar 25, 2013Hi,
How can i modify the npc respawn delay ?
I want to wait 10 min before my npc respawn when i kill it
thx
ps: very great plugin and great works !
edit : thx i will test tonight
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Posted Mar 24, 2013@nicoit
Yes... due to the developmental nature of the project right now, we always build against the latest C2/Bukkit builds. Sorry :(
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Posted Mar 24, 2013@DavMicrofix
Grab the latest dev build, sorry about that. Not sure why it's taking the bukkitdev team over 24 hours to approve a build.
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Posted Mar 23, 2013get a error : Could not pass event PlayerCommandPreprocessEvent to Denizen v0.8-prerelease org.bukkit.event.EventException at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:427) at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477) at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462) at net.minecraft.server.v1_5_R2.PlayerConnection.handleCommand(PlayerConnection.java:959) at net.minecraft.server.v1_5_R2.PlayerConnection.chat(PlayerConnection.java:885) at net.minecraft.server.v1_5_R2.PlayerConnection.a(PlayerConnection.java:840) at net.minecraft.server.v1_5_R2.Packet3Chat.handle(Packet3Chat.java:44) at net.minecraft.server.v1_5_R2.NetworkManager.b(NetworkManager.java:292) at net.minecraft.server.v1_5_R2.PlayerConnection.d(PlayerConnection.java:113) at net.minecraft.server.v1_5_R2.ServerConnection.b(SourceFile:35) at net.minecraft.server.v1_5_R2.DedicatedServerConnection.b(SourceFile:30) at net.minecraft.server.v1_5_R2.MinecraftServer.r(MinecraftServer.java:580) at net.minecraft.server.v1_5_R2.DedicatedServer.r(DedicatedServer.java:225) at net.minecraft.server.v1_5_R2.MinecraftServer.q(MinecraftServer.java:476) at net.minecraft.server.v1_5_R2.MinecraftServer.run(MinecraftServer.java:409) at net.minecraft.server.v1_5_R2.ThreadServerApplication.run(SourceFile:573) Caused by: java.lang.StringIndexOutOfBoundsException: String index out of range: -1 at java.lang.String.substring(String.java:1958) at net.aufdemrand.denizen.utilities.arguments.List.dScriptArgValue(List.java:79) at net.aufdemrand.denizen.scripts.containers.core.WorldScriptHelper.commandEvent(WorldScriptHelper.java:98)