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 Jan 4, 2014Is there a working version for Bukkit 1.7.2? If not, will it come one soon?
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Posted Jan 4, 2014@Locke55
That looks like it should do what I want, I'll try it out. thanks
EDIT: It goes through /denizen reload scripts just fine but I have errors when assigning it to an NPC. Syntax error possibly?
2: Got it working eventually. both handler and tutorial codes load and assign without a problem although i can't test this for certain until i have friends running the tutorial at the same time. I'll happily post the codes by request although it does use external plugins and world specific locations
3. Everything is now working fine. The problem with every script assigning the RoomR9Open flag was because the interact scripts were the same name 'Start' and I guess it defaults to the highest number. therefore in each script i also added the R# suffix (i thought this wouldn't affect initially since the assignment title was suffixed). Since it was running the R9 script this was also why the lever and animatechest commands weren't working.
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Posted Jan 3, 2014@XLighterShadowX Something like this http://hastebin.com/subawawasu.vbs
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Posted Jan 3, 2014I've created a simple interactive tutorial for my server using Denizens integrating with a few other plugins. Works perfectly, no errors. However I would like for it to be more dynamic, so NPC's dropping items, opening gates and moving around. All this is no problem for me but when multiple people join my server at the same time this can cause a lot of problems and confusion. the way I'd like to combat this is by setting up 10 or so identical rooms each with a tutorial NPC with id's 2-11 then a master NPC (id 1) at the players initial spawn who will teleport the player to one of the 10 rooms when they become free. Again this is no problem for me except the single issue of letting the master NPC know when a room is free or not. Naturally the way to do this is having the tutorial NPC's calling to the master with one of two states 'Free' and Busy' so the Busy state is called when the tutorial script starts and the Free state is called when the tutorial script ends. But how can i do this NPC-NPC interaction? Is it even possible?
(http://img834.imageshack.us/img834/6083/ff60.png)
tl;dr version: Can an NPC ping another NPC to check its state for 'Busy' or 'Free'? And if so, how? or is there a workaround to the above problem?
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Posted Jan 3, 2014Commands don't work for me.
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Posted Dec 31, 2013does this work w/ Bukkit 1.7.2 ?
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Posted Dec 29, 2013when i make something like this
'QuestStart': type: world events: on queststart command:
when i execute the command i receive the "Unknown Command" Message too.
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Posted Dec 27, 2013What could it be? Because, Denizen scripts are working perfectly for me. I just saw this on logs:
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Posted Dec 26, 2013I know this is secondary, but your script repository link no longer works: "http://scripts.citizensnpcs.com/"
Just adopting your plugin now and testing your latest build. I'll breif you if I come along any problems. Thank you for putting this out.
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Posted Dec 25, 2013but the problem is that i have named the npc's "&3npcname" because then the name over the npc is colored but the plugin show the &3 and this is not nice to see
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Posted Dec 24, 2013@Wolf2323
I thiiiink you should use these:
http://wiki.citizensnpcs.co/Denizen/Replaceable_Tags#Colors
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Posted Dec 24, 2013i have a thing that you can add to your plugin because i have tried to user coler codes in the config and it dosen't work
like this:
Formats: Player to NPC: "&3You &0-> &3<npc.name.nickname>: <text>" Player to NPC overheard: "&3<player.name> &0-> &3<npc.name.nickname>: <text>"
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Posted Dec 23, 2013Hey!
I search a Plugin, or Script like this on here
Click...
click a NPC, open the GUI, click an item and get teleported.
Is there a Script for this application, or know maybe someone a other way?
klotz_klotz
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Posted Dec 16, 2013@Baba43
Go to http://scripts.citizensnpcs.co/ instead. (just remove the 'm' from the URL)
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Posted Dec 13, 2013Die Seite für die Examples ist down?
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Posted Dec 7, 2013@adamwbb
where can you download 9.0.3 snapshot??
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Posted Dec 7, 2013@dwatsX
you must be using 9.0.3 snapshot
the 9.0.2 the listeners are broken
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Posted Nov 18, 2013I have a problem: I need to give a player an item from another plugin for loot of the boss I made I think this should give an item to player: on death: - execute as_server "eb item give bone <player.name>"
But its not working
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Posted Nov 1, 2013@Proxwian
Bit late, but if you're running a 9.* version the Denizen handbook says it's preferred to use <player.flag[sample]> now instead of <flag.p:sample>. Don't know if that'll make any difference though.. :)
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Posted Nov 1, 2013Was wondering if anyone could help me - I've assigned an NPC a script, which uses the "On Death" code to set a flag - I got it working on a test NPC, but can't seem to get it to work again (I done a command, but can't remember what..). Also, I've definitely assigned the script, and know it was working from the test NPC.
Also, constantly getting a "Could not pass InventoryOpenEvent" whenever someone opens a chest, any ideas on what might cause this?
Thanks! :)