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 Aug 7, 2013@PrimerBlock
Hi thanks for your help. I removed the comas and the script worked fine.
Should i be including my assignment script in the same file as the interact script? has this update been done to fix a bug or convenience? I have a lot of assignments you see and don't really want to alter the code unless I'll be gaining something or avoiding a
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Posted Aug 7, 2013@hunter_rich
This script if for an older build of denizens where you needed to split the assignment and interact scripts up. Now the assignment script is always included in the interact script with it's own script container. For more updated information refer to the handbook in development: http://bit.ly/XaWBLN
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Posted Aug 6, 2013Hi does anyone know why this isnt working?
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Posted Aug 5, 2013hey debzy, thanks for the suggestion i managed to make some progress changing skins. I had the PeaceKeeper skin. I tried what you said and the skin changed however it would not allow me to assign the script. so i redownloaded it and put the script back into the folder reloaded the scripts via console. Now it will let me set the script however the skin is back to being steve and wont change. As well ive noticed some other scripts just wont work at all even if they are meant to be with the most current version of Denizens. For example i have a librarian who loads in fine and works great however when i pull out my weapon she warns me i have 5 seconds then weather i put it away or not thanks me for my honor. Lmao
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Posted Aug 5, 2013It's based on the name you use with it! When you make it, try naming it Merlin for example, I know that one has a skin. Or Miner. Google a list of the names with skins :) x
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Posted Aug 4, 2013I'm sure this has been covered before however i am having some difficulty finding any good information on the subject. All my denizens are using the standard steve skin. How can i change which skin my npc uses? any help would be appreciated.
Thanks
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Posted Aug 4, 2013Bit of a noob question but regarding; "Note that you can only assign a script which has "type: assignment" in it. Some old scripts on our script repo only have a "type: interact" in them and cannot be used with new versions of Denizen."
Does this mean with the newest version we can't use scripts that have the type: interact in them AT ALL or does this mean that it needs to have type:assignment AS WELL AS type:interact to work.
I've tried a couple of scripts from the repository which have both types in the script and they seem to only work up until you reach the interact bit. If we can't use interact, is there something else I'm meant to use instead? Sorry if that's ridiculously noobish to ask :) Debz x
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Posted Aug 3, 2013@hunter_rich
yes, EVENT on teleport I have, and how to tie it to the denizen?
I want to script Denise that when the correct answer to the question teleport NPC player, is it possible? and that in the script to write, what team?
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Posted Aug 3, 2013@hunter_rich
Thanks!
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Posted Aug 3, 2013@NewMil
yes you need to make an event if your using the quests plugin.
The last line here teleports the player to the x y z in world.
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Posted Aug 3, 2013@DarkSteelOptic
- FOLLOW <PLAYER> will follow the player
google "denizens bodyguard" for a script that should fit your needs
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Posted Aug 2, 2013I'm a total noob at this but...is there a command to make npc follow a player? As in a mercenary or something.
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Posted Aug 2, 2013There is a script for teleportation? or start the quest? (plugin quests)
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Posted Jul 21, 2013are you sure you coded that right cause it is not working
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Posted Jul 21, 2013One Question the give money qty is a command right cause I don't have that command nor experience give 100
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Posted Jul 21, 2013Morphan1 your awesome :D
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Posted Jul 21, 2013@sleepyprince
I don't think there's a way to do that right now. You would have to check each log type separately :/
@red0fireus
You can already do this.
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Posted Jul 20, 2013Could you add how much money they earn on kill and how much xp they will drop cause I don't really want to go in and edit the plugin -_-
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Posted Jul 20, 2013and the amount of money they drop please :D
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Posted Jul 20, 2013Could you please add you could set the xp the citizens drop or something that would be use full.