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 14, 2015@mcmonkey4eva
nice, hope sponge will go out quickly :p
for the "on entity death", how do you specify which entity i suppose the term entity is global for mobs, villagers and animals i rapidly checked on google but no one uses it
thanks again
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Posted Jan 14, 2015@silentspectr
- It's known that that version can't submit, correct.
- We will have a sponge version available when Sponge is sufficiently functional.
We previously had issues with the 'kills' event firing several times for no good reason... it might be you're experiencing that bug, it happens in old version and in servers where plugins modify the damage applied. (IE, you hit a mob and do enough damage to kill it, so Denizen reacts, but then a different plugin makes it so the damage is lower and no longer is sufficient to kill)
You can fix this in your old version by instead relying on "on entity death" which is guaranteed to fire only once, just gotta move a few context tags around and add an if check...
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Posted Jan 14, 2015@mcmonkey4eva
well maybe requirements are best with this version but in the future, when i upgrade, my scripts won't work anymore so .. :p so it's a common bug in that version that i can't submit a debug ?
thanks for all the vids, i'm going to have fun watching them all :p
oh, and will you update denizen for sponge when it'll be out ? thanks
EDIT: i just tried the equivalent in the video to the kill listener and ther is this weird bug i don't really understand: i have a "if <player.flag[counter]> >= 5 " and the condition validates itself when i kill 2 zombies instead of 5 after looking step by step in the saves.yml file, i saw that 1 zombie increase the counter by 3 and the second zombie i kill increase it to 7 , then the third one increase to 10 and so on this is really weird do you have any idea why it does that ? thanks
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Posted Jan 13, 2015@silentspectr
Oi, that's an old version. You might be best off with listeners and requirements in that version.
But, for modern scripting, we have nice tutorial videos: http://mcmonkey.org/denizen/vids
this one -> http://mcmonkey.org/denizen/vids/Putting%20It%20Together:%20A%20Kill%20Quest -> explains the equivalent of a 'kill listener' in modern scripting style.
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Posted Jan 13, 2015@mcmonkey4eva
i'm on denizen 0.9.4 and Cauldron 1.7.2
the problem with the IF's, is that i couldn't manage to have "listen item" condition works
EDIT: i saw that the "listen" command will be unsuported, what is the current alternative command to make conditions?
EDIT 2: nevermind, it worked fine with an IF <player.inventory.contains> instead of listen items do you know if it's possible to replace a listen kill by a IF like i did wih the items ?
thanks
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Posted Jan 12, 2015@silentspectr
What are you Denizen and CB/Spigot versions? That's a common error for when the two versions don't line up at all.
@silentspectr
Requirements are outdated, don't use them, just use IF's.
and - take -> http://mcmonkey.org/denizen/cmds/take
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Posted Jan 12, 2015sorry for double post i just have two more questions first: how can i check the player level ? i know how to do it with an 'if' but how to do it with a list like "type: interact requirements: mode: All list: - Flagged TaskDone - script finished 'script:script1' "
and secondly, how to have NPC to take items from a player's inventory ?
thanks a lot for all this info you gave me :p amazing plug in by the way
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Posted Jan 12, 2015@mcmonkey4eva
i'd love to send you that debug but when i do /denizen submit, i got "error while submiting" :p
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Posted Jan 10, 2015@mcmonkey4eva
@monstercat101
I meant more like this.
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Posted Jan 10, 2015@monstercat101
To expand upon what |Anthony| said and give an example,
MYSCRIPTHERE:
- if <player.has_flag[My_Flag]> {
- narrate "Cooling down for <player.flag[My_Flag].expiration.formatted>"
- queue clear
}
- flag player My_Flag duration:3h
- contents of the script here
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Posted Jan 10, 2015@monstercat101
Absolutely. Flags have durations. You can make timed repeating tasks to check some timestamp you've made. You'd have one small heartbeat that does 3 things: Wait's a specified time (a heartbeat interval), checks if it's time to run the intended script and do it if it is, then inject itself thus the next heartbeat.
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Posted Jan 10, 2015Just a general question, is it possible to only have a script execute if a cooldown of x hours has passed since they last completed the script?
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Posted Jan 9, 2015@silentspectr
It doessss... and I'd love to see debug from that.
/denizen debug -r
do the clickery
/denizen submit
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Posted Jan 9, 2015Hi thanks for the answer but i don't manage to have it work here's my script
the syntax is correct but the NPC only chats with me, but never delete my flags
PS: does the reset command include flags too ?
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Posted Jan 8, 2015@silentspectr
- foreach <player.list_flags> { - flag player %value%:! }
If you want more than just flags gone, use the Reset command: http://mcmonkey.org/denizen/cmds/reset
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Posted Jan 8, 2015Hello can anyone tell me if there is a way to delete all flags attached to a player with a simple command or how to create the script to do that
thanks
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Posted Dec 31, 2014Anyone up for beta testing dRegions? It's a Denizen recreation of WorldGuard :D
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Posted Dec 29, 2014@Si7VdeR
Yes you could easily make all of that.
@mrretrus
We don't maintain listeners. None of the current dev team has even used.
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Posted Dec 29, 2014Small question about listener handling- If I type in /denizen listener
mrretrusreport, it shows me info about me which is good. However, if I use it with console it says specified player not online or not found? How can I get the console to manually cancel listeners and report their status?-
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Posted Dec 29, 2014I want to get this but I don't have the time to test so I got a few questions: - Can I make a "giver" that gives away custom items (written books and named items with lore) ? - Can I make NPCs that run around (pathing waypoints) to go to the nearest player and give him something and then continue on his path ? - Can I make it so you can give an item to and NPC and IF it equals to an X items you will receive gold and otherwise he gives it back or just doesn't accept it ? (Same with this can I give him custom items with names and lore)
All my questions are based around: Can I make it so an NPC gives out a quest starter item (book or note or w/e) and then when you give the custom tresure item you found you will receive the reward ?