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 28, 2014Is there a way to separate triggers from the output with chat triggers? I want my player-npc interaction to be as natural as possible so optimally what i want to be able to do is output what the player says using <player.chat.history> but have the triggers hidden but still being detected. At the moment with all i've tried i can only be able to list all the triggers then the player chat history but it's all displayed.
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Posted Jan 26, 2014@ConquestServer
What's your idea?
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Posted Jan 25, 2014@Jeebs12491
Think you can make a script for me? Would be MUCH appreciated. It wouldn't be very complex either, really simple.
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Posted Jan 23, 2014I am going to shamelessly plug my tutorial videos real quick.
Check out my introduction videos for the very basics of Denizen scripting! https://www.youtube.com/watch?v=SGf5Phmqqj8
Sorry auf ;)
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Posted Jan 22, 2014@aufdemrand
Thanks. Grabbed the newest version of citizens2 and it works fine now. :)
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Posted Jan 22, 2014@ConquestServer
You need to check your startup log for errors. Likely you don't have an up to date Citizens (might have to grab from ci.citizensnpcs.co
latest build).-
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Posted Jan 22, 2014No commands even work. I type /denizen reload and it just says in white text '/denizen help'.
i created an npc then did /npc fish and it didn't work.
what the hell is going on with this ugh
_--
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Posted Jan 20, 2014@ProjectHyrule
Interesting. If you are getting any debug output, please report that to the issues section of Denizen's GitHub page.
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Posted Jan 20, 2014@XLighterShadowX
I think your issue is the lack of a space after else and { .
You have:
The correct structure is:
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Posted Jan 19, 2014Whats the correct syntax for IF / ELSE statements? because currently i have this snippet
Which when the statement is false (player is wearing a pumpkin) nothing runs but when the statement is true (player is not wearing a pumpkin) both results are run. I know the problem lies in the ELSE statement as when there is only a one line result it works fine but when there is a multiple line result it pulls the error. I assumed this is how its meant to be laid out since this works fine with IF / ELSE IF statements
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Posted Jan 16, 2014Anyone know why Denizen dosent seem to be able to run a lot of commands for other plugins atm? Examples are Chest Commands GUI and PVP Arena. I've been trying to do a execute as player script to make a Arena sign up system, but the commands dosent do anything. Using a dev build of 1.7.2 for both denizen and cb
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Posted Jan 16, 2014@squeezer2k
try
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Posted Jan 14, 2014hi,
am i doing it right? http://pastebin.com/H6jTMJuX (lines 23, 24)
because "Informationen" is not called when in default group.
i am using zpermissions.
regards
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Posted Jan 13, 2014me too. was the reason for my request ;)
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Posted Jan 12, 2014using it on 1.7.2. Getting all kinds of weird things going on. For instance.. I'll put a simple (and i mean simple) assignment on a sentry.. I'll right click him. it works. but when i go to give a command.. i have to type it about 20 times. eventualy the server realizes i was talking to him. Idk.. Anyone else having problems with this on 1.7.2?
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Posted Jan 12, 2014Will there be a 1.7.2 version soon?? I love denizen - great work btw! So: Please, please, please make it work!
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Posted Jan 7, 2014Their site is actually up, the links aren't updated though.
If the site, for example, is: http://scripts.citizensnpcs.com/ Take the, "m" off of com. So it's http://scripts.citizensnpcs.co/
Hope that helps! :)
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Posted Jan 7, 2014Suggestion: On chat trigger could we possibly be able to seperate tags from output to make chat more dynamic so for example what happens now is
Trigger: /Yes/ /Sure/ /ok/ <player.chat_history>/[rest of output]
where output is: Yes Sure Ok (whatever player typed)/[rest of output]
but if we were able to do something like...
Trigger: /Yes/ /Sure/ /ok/ "<player.chat_history>/[chosen output]"
Where the tags will be detected but not shown on the output as the output will be everything between the quote marks. This will allow for a more dynamic chat experience as more tags will be able to be detected without them flooding the output, this may also prevent people creating hints on what people have to say.
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Posted Jan 6, 2014@mewetea119
just remove the 'player:' and it should work fine
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Posted Jan 5, 2014Can someone tell me why this script isnt running. it was fine until i added: - give xp qty:10 - narrate player: "<green>You get <yellow>10 <green>experience."
i would check on the IRC but its down right now.
http://pastebin.com/06S1LZ24
thanks.