Denizen

Meta Documentation | Issue Tracker | New Script Repository | Old Script Repository | Tutorial Videos | Forums
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.
HEY!
This project is moved!
Please download from:
https://www.spigotmc.org/resources/denizen.21039/
View resources at:
This Bukkit page won't be updated much!
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
-
View User Profile
-
Send Message
Posted Feb 11, 2015@sakura_blades
You hate walls of text, you hate videos. How would you prefer to learn? Telepathy?
-
View User Profile
-
Send Message
Posted Feb 11, 2015@lANTHONYl
:| How I loathe videos.. But I guess I don't have much of a choice..
I either fight to understand this, or I give up on it again
-
View User Profile
-
Send Message
Posted Feb 11, 2015@sakura_blades
There's a link at the top of the page right under the denizen logo for tutorial videos.
-
View User Profile
-
Send Message
Posted Feb 11, 2015@lANTHONYl
The trouble I'm having in understand what's capable, is not knowing what kind of 'triggers' or whatever to use when writing scripts.
I know 'trigger' isn't the right word, but i don't know what other to use... 'phrase' or 'word'?
I don't know what exactly it is the Denizen's recognizes and what these things mean.
I have no clue how to go about setting anything up, and I can't say I can find anything that is overly clear on a 'how-to' really. Lots of walls of text, but I can't say that I can personally retain a whole wall of text. x.x I need examples and explanations of why or how it works, and I can't find any of that that would cover anything near what I'd like to accomplish.
-
View User Profile
-
Send Message
Posted Feb 11, 2015@sakura_blades
There really are very few things Denizen can not do. You are limited only by your imagination and willingness/ability to make it happen. Think of Denizen as a a way for the common man to access almost all of the bukkitAPI + CitizensAPI + lots of other stuff not available through either.
-
View User Profile
-
Send Message
Posted Feb 11, 2015Is it possible to use Denizens to have multiple quests on an NPC, have them appear in a Quest Selection like manner, and then allow players to accept on of them by choice?
What about accepting multiple quests?
-
View User Profile
-
Send Message
Posted Feb 8, 2015@sunlost
Skulls are a hard one - as of the latest update, they store even the skin data directly on the object.
Your best bet is a bit complex... something like this ought to work: http://mcmonkey.org/haste/13742
-
View User Profile
-
Send Message
Posted Feb 8, 2015I'm attempting to make a script that takes a certain player's skull, and runs a command when the skull is given. I can't find a way to make the Citizen take only the certain player's skull. Any help?
Thanks!
-
View User Profile
-
Send Message
Posted Jan 31, 2015@AriKira
First: Update your server. 1.8 is out man
Second: Citizens didn't load properly, so... update/downdate Citizens as needed to get it working.
-
View User Profile
-
Send Message
Posted Jan 31, 2015My server vision :This server is running CraftBukkit version git-Spigot-1.7.9-R0.2-208-ge0f2e95 (MC: 1.7.10) (Implementing API version 1.7.10-R0.1-SNAPSHOT) And there
-
View User Profile
-
Send Message
Posted Jan 28, 2015@DonTheBreton
http://wiki.citizensnpcs.co/Versions You'll find that (with skill, dedication, and effort) you can replace just about every plugin you "depend on" with denizen.
-
View User Profile
-
Send Message
Posted Jan 27, 2015@mcmonkey4eva
Good evening,
I'm trying to do some testing with your plugin to see what features we could use on my 1.7.2 Craftbukkit server. I currently have Citizens 2.0.11 (Build 1027) and I'd like to know what build of Denizen is compatible with this build of Citizens. I've tried the 1.7.4 version listed in the right sidebar, but it is unable to load correctly. (As much as I'd love to update to later builds, the pre-1.8 Bukkit debacle has put several plugin developers on hold and I can't update unless I can update all of them.)
-
View User Profile
-
Send Message
Posted Jan 26, 2015@redundantgaming
I did a quick search and found this: http://mcmonkey.org/paste/2080
You could make your own, better system.
-
View User Profile
-
Send Message
Posted Jan 26, 2015Hey, is it possible to make a npc wander around like a mob with denizen?
-
View User Profile
-
Send Message
Posted Jan 19, 2015@silentspectr
Use the item script name, or item material name, not the ID number!
-
View User Profile
-
Send Message
Posted Jan 19, 2015@mcmonkey4eva
hi thanks for the vid, it helped the last prolem i have with this i that i use a - if<player.inventory.contains[#ID]> - take item:[#ID]
the new modified item is taken from my inventory with "take itemscript" but how to modifiy the "if inventory contains" that checks if you have the modified item in the inventory ? it doesn't work with the original item ID thanks
EDIT: and also, it doesn't take the item i want, it takes the item generated by the itemscript how to change that ? it is possible ?
-
View User Profile
-
Send Message
Posted Jan 16, 2015@silentspectr
http://mcmonkey.org/denizen/vids/Custom%20Items
-
View User Profile
-
Send Message
Posted Jan 16, 2015Hi it's me again :p first thanks for all your answers, my script is perfectly functionnal secondly, it is possible to add a Lore to items in the "give" and "take" commands ? my NPC doesn't take my items with modified names
Thanks
-
View User Profile
-
Send Message
Posted Jan 15, 2015oh ok ok :p
thank you
-
View User Profile
-
Send Message
Posted Jan 14, 2015@silentspectr
SOmething like...
on zombie death:
- if <context.damager.is_player||false> {
- ...
}