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 Apr 9, 2014Is there any way to make an http request with denizen?
Or a way to allow a script to access a database to decide what actions to make?
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Posted Apr 8, 2014@Auron117
There's no Citizens/Denizen permission required... there might be another plugin blocking clicks in general...
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Posted Apr 8, 2014Hello,
With all scripts which i set, the click trigger will not work unless i am an op. I have the permission for npc talk set in the bottom group in pex. The proximity will work fine with non op players but they cannot click and receive a message. am i missing a perm?
Thanks for any help!
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Posted Apr 7, 2014@GeoNiam
At the moment, you have to use the invisible Denizen command (In a script, or in-game by doing "/ex invisible <npc>"), because the trait itself won't activate without the command (That's already been fixed, but the fix isn't in the official builds yet)
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Posted Apr 7, 2014The 'invisible' trait appears to not work at the moment. The npc is on the playerlist and invis potions do work on it, but the trait does nothing.
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Posted Apr 7, 2014@MRVDOG
We have plans for full SQL support (Both as an option for normal saving, and for commands that let you write SQL queries freely in a script)... unfortunately none of our devs (Read: Me. I'm the only active dev ATM @.@ - at least until auf returns from hiatus) have used SQL much, so that's going a bit slow.
@GeoNiam
You're putting too much thought and work into it. http://mcmonkey.org/lngs/invisible%20trait - or - http://mcmonkey.org/cmds/invisible
We have a built in system for invisible NPCs :D
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Posted Apr 7, 2014How would one go about creating an npc that stays invisible permanently?
I was thinking that it could cast invisibility on itself every minute, but I can't figure out how to make an script on a timer.
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Posted Apr 7, 2014Hey, this plugin is amazing, so much can be done. if you already know how to code then you can do some really awesome scripts, just one thing I think is missing, and that is mysql connections, if you could somehow connect to a mysql database either with SQLite or PDO to save quest status, stats, etc, and then read them on a website, that would make this plugin unbeatable
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Posted Apr 4, 2014@Sycholic
The latest Denizen 1.7.2 build: http://ci.citizensnpcs.co/job/Denizen/1460/
Also, you can use Denizen to find all spawned minecarts:
/ex narrate <player.location.find.entities[minecart].within[99999]>
That will return a list of Entity IDs (e@xxxx) where xxxx is numbers.
Then type /ex narrate <e@xxxx.location.simple>
where xxxx is any number from the list, and it will tell you precisely where it is. You can also teleport yourself to it using:
/ex teleport <player> <e@xxxx.location>
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Posted Apr 4, 2014@mcmonkey4eva
ah my bad, what is the last build for 1.7.2 then? few of my plugins wont run on 1.7.5 so cant migrate yet... also re: the server side reason. Is there any way to track this down? cuz honestly the server is private right now and there isnt even any vechicles rezzed by myself yet so only thing I can think of is maybe carts in the mines?
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Posted Apr 4, 2014@Sycholic
The latest dev builds of Denizen and Citizens2 are built against the dev builds of CraftBukkit 1.7.5, not 1.7.2 -> you have to update CB, Citizens, and Denizen (all three together!) to prevent errors. It's required for this update, and highly recommended for... all updates really.
It's half-and-half, fault wise. Denizen's partial fault for listening to an event it doesn't need to and calculating random stuff that isn't needed, and something else on your server's fault for... firing it excessively. It might just be a minecart stuck inside of a block or something though, which would be common. Regardless, in the next dev build, Denizen will no longer listen to that event except when required.
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Posted Apr 4, 2014@mcmonkey4eva
Well it might not even be Denizen's fault either. Question is why is vechicle block collisions being triggered for example like in my case within 5 seconds of typing /timings reset and typing in /timings merged I'll have over 100 collisions triggered? Also just tried using build #1464 after updating from #1457 and getting slapped with... NoClassDefFoundError
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Posted Apr 3, 2014@Sycholic
@robocroque
That's... weird, we only have that event at all as a side option (vehicle world events)... I'll make it so Denizen doesn't monitor that event except when needed (which will entirely remove it from the timings)
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Posted Apr 3, 2014@Sycholic
Having this too, on our server Denizen is taking 400% of the time per tick that our second most time-consuming plugin takes.... mostly because of the VehicleBlockCollisionEvent. Is that normal?
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Posted Apr 2, 2014Is a super high collision event normal? Only have 2 current denizen npc's on a static guard duty so not understanding why the high collision event calls.
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Posted Apr 1, 2014@squeezer2k
For the sake of sanity, I repasted that to http://mcmonkey.org/haste/3071 -> much more readable! To make console output easier to share in the future:
[15:21:42] <monkeybot> In-game, type '/denizen debug -r', then run through the broken parts of the script, then type '/denizen submit'. Open the link it gives you, and paste that link back in [your post] as well.
Anyway, you have "zap" used in your tasks... you can't zap a task, only an interact script.
Change the command(s) to - zap step:1 s@PferdHandel
That way it knows what interact script you're trying to zap.
... also, not that it's relevant, but your horse plugins is misconfigured -> it's outputting "MemorySection[...]" instead of actually getting the message from YAML as I assume it's trying to do.
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Posted Apr 1, 2014@mcmonkey4eva
it has been a while but i have another question. i don't know if it's a script related problem or if the horses plugin is making trouble...
here is my updated script: http://pastebin.com/X2v75RXp
and this is what console throws out: http://pastebin.com/aLCvJg2m
i'll get a horse with the chosen name but script is stuck at step 3...
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Posted Mar 30, 2014@mcmonkey4eva
Thank you !
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Posted Mar 29, 2014@Pokelinkj
There's no built in way through the listener system, you'd have to handle it a bit more manually... probably listening to the event 'on zombie death' - http://mcmonkey.org/evts/death - and then compare entity.custom_name - http://mcmonkey.org/tags/entity.custom_name -
The whole thing put together might look something like this: http://mcmonkey.org/haste/2994
If you want to discuss implementing this in more detail, I recommend asking me or other helpers on our IRC channel at http://webchat.esper.net/?nick=random_denizen_...&channels=denizen-dev&prompt=1
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Posted Mar 29, 2014Is there any way to "select" a mob with a custom name ? ( for example with a "listen kill" command) I want to make a quest where the player needs to kill a zombie with a custom name.