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 Jul 18, 2013Where can I get the quester trait for citizens? Where can I get all traits? I cannot find them..
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Posted Jul 15, 2013I am trying to use player.inventory.qty[LOG] to get the number of logs the player has, but it only counts Oak wood. What is the proper syntax to include all kinds of log?
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Posted Jul 11, 2013I have had denizens going for like a week, last night and today i started getting this error. I have no clue why it started happening now, but I will have 10 players on then bam shuts us all out and this error is on screen. the worst part is I really need this as a vital part of the mechanics of my servers gameplay plans. I really do appreciate all your hard work and really hope you can help me resolve this issue. I can just imagine the amount of time and energy you have put in this
2:30:33 PM [SEVERE] java.util.concurrent.TimeoutException 2:30:33 PM [SEVERE] at org.bukkit.craftbukkit.v1_5_R3.scheduler.CraftFuture.get(CraftFuture.java:64) 2:30:33 PM [SEVERE] at net.aufdemrand.denizen.scripts.triggers.core.ChatTrigger.chatTrigger(ChatTrigger.java:190) 2:30:33 PM [SEVERE] at sun.reflect.GeneratedMethodAccessor324.invoke(Unknown Source) 2:30:33 PM [SEVERE] at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) 2:30:33 PM [SEVERE] at java.lang.reflect.Method.invoke(Unknown Source) 2:30:33 PM [SEVERE] at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:425) 2:30:33 PM [SEVERE] at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) 2:30:33 PM [SEVERE] at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477) 2:30:33 PM [SEVERE] at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:459) 2:30:33 PM [SEVERE] at net.minecraft.server.v1_5_R3.PlayerConnection.chat(PlayerConnection.java:894) 2:30:33 PM [SEVERE] at net.minecraft.server.v1_5_R3.PlayerConnection.a(PlayerConnection.java:846) 2:30:33 PM [SEVERE] at net.minecraft.server.v1_5_R3.Packet3Chat.handle(Packet3Chat.java:44) 2:30:33 PM [SEVERE] at net.minecraft.server.v1_5_R3.NetworkManager.i(NetworkManager.java:210) 2:30:33 PM [SEVERE] at net.minecraft.server.v1_5_R3.NetworkManager.c(NetworkManager.java:346) 2:30:33 PM [SEVERE] at net.minecraft.server.v1_5_R3.NetworkReaderThread.run(SourceFile:94)
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Posted Jul 9, 2013@aufdemrand
Awesome super excited! :D
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Posted Jul 9, 2013@Zyinx
It's waiting for approval right now.
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Posted Jul 9, 2013Amazing plugin. I apologize in advance if this is not a good question. Is there going to be a 1.6.2 release :D
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Posted Jul 6, 2013@yoish2000
From here.
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Posted Jul 5, 2013Where do i get Denizen .9 I am running the latest version of Sentry and it only works with .9.
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Posted Jul 3, 2013@kingbas33
Use this:
And then use this, for example:
You can obviously make it a little more complicated, by keeping track of the players who contributed and those who did not, but the above should be enough to get you started.
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Posted Jul 2, 2013@davidcernat
Can you help me out a bit more with the first one?
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Posted Jul 1, 2013@kingbas33
1. The most simple way would be to have an NPC or global flag that keeps track of how much stone players have brought the NPC.
2. Have you considered using a plugin that simply regenerates that area?
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Posted Jul 1, 2013I have 2 more questions: 1. I want to create a "party quest" in which multiple people need to get for example 500 stone. What is the best way to do that? 2. Is it possible that when someone mined some stone in a mine that you can reset that without the player losing the stone in his inventory. I thougth about creating a Quarry and everytime a player leaves is have i rebuild by a builder but is there an easier way?
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Posted Jul 1, 2013@kingbas33
Your script works just fine for me. Maybe you changed something in it and forgot to reload it?
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Posted Jun 30, 2013I have made this quest: http://pastebin.com/GNh2j3vp When i return to the npc with the bread an click on it nothing happens. The server returns this http://pastebin.com/KbrsuUgi
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Posted Jun 26, 2013Thank you =)
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Posted Jun 26, 2013@Poleatar
Why not use an example script to see how chat triggers work?
@vivictor14
Use /REGEX:.+/ to accept all input from players.
To check if the input only has one word, try this:
- if "<util.as_element[<player.chat_history>].split[ ].get[2]>" == "null"
@smiggle0404
When do you actually get the error? And why is there no assignment script in that link?
@Mr_Wired
Everyone can read what you are saying to the NPC if they are near you. If you change "Overhearing Range: 4" to "Overhearing Range: 0" in Denizen's config.yml file, they cannot.
Multiple people can talk to an NPC at once, unless you use an Engage command.
Put your scripts in the Denizen\scripts\ folder.
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Posted Jun 25, 2013Just have a few questions. When you talk with the npc can everyone hear what your saying and asking? Can multiple people talk with one npc at the same time? And if everyone can hear you, can you make it so people can't?
Also, I only have a saves file, and a config file in the config folder for Denizen, do I put all the denizen npc scripts in there?
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Posted Jun 25, 2013So i got everything working fine, everythings fixed up except this new error that makes NO sense at all. Console Error: http://pastebin.com/dDqTv81A Associated Quest: http://pastebin.com/gH3LqGSb
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Posted Jun 25, 2013@davidcernat
I'm a bit stupid X). <player.chat_history> works fine, It do what I want. It's just the chat trigger that display only one word instead of displaying the entire sentence. I'm using /REGEX:^\w+/. I also have another problem : is there a way to verify that <player.chat_history> contain only one word? (I'm making a npc script for factions and when players have to write the name of their faction, if they write more than one word, the faction isn't created, but the script consider that it's the case, so it's annoying).
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Posted Jun 24, 2013How exactly do you respond to chat triggers? I set it up so an npc asks if you want to do something and you say yes or no. It doesn't do anything when I say yes or no.