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 May 7, 2013Is this a Denizen bug?: http://issues.citizensnpcs.com/browse/CITIZENS-543
Edit: Having again a supposed fixed crash: http://issues.citizensnpcs.com/browse/CITIZENS-530
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Posted May 7, 2013@Kiak
Please please PLEASE write something up. The current documentation on Denizens is a nasty nightmare of just not readily legible.
How do you get an NPC to flick a switch?
I'm still learning the basic scripting, so I'm far from having advanced NPCs but it's hard to start anywhere.
Also, using
Never applies the trait, and /trait denizen just flat up tells me the trait doesn't exist..?
also
doesn't work either. Nothing about this plugin matches its documentation it's ridiculous!
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Posted May 7, 2013@NemesisMate
I'm curious, how would you use this player flag command? Maybe it would give me a better idea on what you could do.
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Posted May 6, 2013Could I request a simple script for sentry to walk from its spawn to certain point and just stay there.
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Posted May 5, 2013@PrimerBlock
That work for some things but not for other, I need a command :(
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Posted May 5, 2013In my console it says : 01:13:24 CONSOLE: [SEVERE] Error occurred while enabling Denizen v0.8-prerelease (Is it up to date?)
When ever I attempt to use /denizen commands it always just replies with /denizen help. I have spigot 1.5.2 installed and the latest denizen build, do I wait on an update or am i doing something wrong?
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Posted May 2, 2013@NemesisMate
Use a world script. I just posted an example in the repo. http://scripts.citizensnpcs.com/view/4gme0r
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Posted Apr 25, 2013Is there a command to flag players?
(Without the need of a denizen npc)
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Posted Apr 23, 2013I want to make a denizen that will check if you got a item (and qty of it) in your hand when you clicked him, and react to it. how can I make this check? Can I make flag check?
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Posted Apr 22, 2013I don't mean to be a prude, but the wiki isn't coming up. I'm getting a 404 error on it. :( Do you have any idea what is wrong or is it out of your department?
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Posted Apr 22, 2013@mythanical
Thanks for all your try to help, it's good for projects to have people helping and trying things :D. I put the log on github too the same day I put here te comment but this is being ignored xD. The only thing I can do now is to be patient :D.
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Posted Apr 22, 2013Small suggestion...
I started using denizens yesterday, and downloaded and followed the handbook.
I got a bit confused when the example didnt work... and spent some time going around other samples, and other guides to try to assist me with the issue. The issue in fact was that the chat triggers were just not working.
After some research I discovered that there was a missing step - increase the chat proximity radius. I do suggest you add the need to specify the radius in the handbook ;). Newcomers don't know about this setting.
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Posted Apr 20, 2013@mythanical
I'm still getting the same error
+- Executing command: take/yoyo_power
--+ 09:09:40 [INFO] ERROR! Woah!! An exception has been called with this command! 09:09:40 [SEVERE] java.lang.NullPointerException 09:09:40 [SEVERE] at net.aufdemrand.denizen.scripts.commands.core.TakeCommand.execute(TakeCommand.java:103) 09:09:40 [SEVERE] at net.aufdemrand.denizen.scripts.commands.CommandExecuter.execute(CommandExecuter.java:147) 09:09:40 [SEVERE] at net.aufdemrand.denizen.scripts.ScriptEngine.revolve(ScriptEngine.java:43) 09:09:40 [SEVERE] at net.aufdemrand.denizen.scripts.ScriptQueue.revolve(ScriptQueue.java:259) 09:09:40 [SEVERE] at net.aufdemrand.denizen.scripts.ScriptQueue.access$000(ScriptQueue.java:15) 09:09:40 [SEVERE] at net.aufdemrand.denizen.scripts.ScriptQueue$1.run(ScriptQueue.java:222) 09:09:40 [SEVERE] at org.bukkit.craftbukkit.v1_5_R2.scheduler.CraftTask.run(CraftTask.java:53) 09:09:40 [SEVERE] at org.bukkit.craftbukkit.v1_5_R2.scheduler.CraftScheduler.mainThreadHeartbeat(CraftScheduler.java:345) 09:09:40 [SEVERE] at net.minecraft.server.v1_5_R2.MinecraftServer.r(MinecraftServer.java:510) 09:09:40 [SEVERE] at net.minecraft.server.v1_5_R2.DedicatedServer.r(DedicatedServer.java:225) 09:09:40 [SEVERE] at net.minecraft.server.v1_5_R2.MinecraftServer.q(MinecraftServer.java:474) 09:09:40 [SEVERE] at net.minecraft.server.v1_5_R2.MinecraftServer.run(MinecraftServer.java:407) 09:09:40 [SEVERE] at net.minecraft.server.v1_5_R2.ThreadServerApplication.run(SourceFile:573)Also, This isn't working for me (the spacing is again correct on my version, just the post).
"Farmer": type: assignment
interact scripts: - 5 Done Bread - 10 Bread
actions: on assignment: - trigger name:click toggle:true
"Bread": Requirements: Mode: All List: - -script FINISHED 'script:Done Bread' - script FINISHED 'script:Does Not Meet Requirement' type: interact
steps: 1: click trigger: script: - engage - ^give ITEM:bread qty:5 - ^chat "Here's the bread that Trish wants - ^narrate "<npc.name> gives you three bread." - disengage
"Bread": type: interact
steps: 1: click trigger: script: - chat 'Get off my lawn!'
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Posted Apr 19, 2013@narutove
Hi narutove,
Ok, so you've created the "scripts" folder inside the "Denizen" folder. That's right, you did good there. You also put some scripts there and confirmed that they are loading (if you check the log in the server console). Now the next stage is to actually create the NPC and then assign one of the scripts to the NPC. To create the NPC type:
/npc create NameofNPCNow if you look inside one of the scripts, it will have a line that says "type: assignment", above that line will be the name of the assignment script. Take note of that name and then type:
/npc assign --set "NameOfAssignmentScript"The script will now be assigned to the NPC and you should be all good to go.
Look at Page 6 in the Handbook: Denizen Handbook
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Posted Apr 19, 2013@matthewaenold
Hey Matthew,
Here is a working version of your script: pastebin.com/raw.php?i=39mdiNUm
Enjoy!
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Posted Apr 19, 2013@NemesisMate
Hi NemesisMate,
Yep..I can reproduce the problem quite easily. Sorry, not much more I can do. It seems like that slight delay still makes it possible to drop the emerald while spamming "Q". I think the next stage is to log a request on Github and then reference to the scripts you've done and the one I made to show both IF statement and requirement scripts have this problem. Good luck!
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Posted Apr 19, 201322:02:02 [INFO] +
-----+ 22:02:03 [INFO] +- Executing command: narrate/yoyo_power--+ 22:02:03 [INFO] +> Executing 'NARRATE': Player='yoyo_power' Text='Trish grabs three bread.' 22:02:03 [INFO] +-----+ 22:02:03 [INFO] +- Executing command: TAKE/yoyo_power--+ 22:02:03 [INFO] ERROR! Woah!! An exception has been called with this command! 22:02:03 [SEVERE] java.lang.NullPointerException 22:02:03 [SEVERE] at net.aufdemrand.denizen.scripts.commands.core.TakeCommand.execute(TakeCommand.java:103) 22:02:03 [SEVERE] at net.aufdemrand.denizen.scripts.commands.CommandExecuter.execute(CommandExecuter.java:147) 22:02:03 [SEVERE] at net.aufdemrand.denizen.scripts.ScriptEngine.revolve(ScriptEngine.java:43) 22:02:03 [SEVERE] at net.aufdemrand.denizen.scripts.ScriptQueue.revolve(ScriptQueue.java:259) 22:02:03 [SEVERE] at net.aufdemrand.denizen.scripts.ScriptQueue.access$000(ScriptQueue.java:15)That was my terminal fail log, here's my script:
click trigger: script: - ^engage now - chat "You managed to get the bread!" - wait 1 - ^narrate "<npc.name> grabs three bread." - take ITEM:bread qty:3 - wait 1 - chat "I hope this will do as a reward!" - wait 1 - ^give 'MONEY' qty:100 - wait 1 - chat "Head down the great road, you will find your future there!"
Any help? Also, the spacing is correct it's just being messed up by the posting.
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Posted Apr 19, 2013hi just want to say i'v been looking at this plugin for some time now about a mouth and i was like awww yeah this looks awesome but i now get the plugin and i get the jar like every other plugin...i already have citizens2 the newest craftbukkit the newest vault every thing i needed so i started up my server and then lookd in the denizen folder and i said to my self hey wheres the script folder? idk if i don't understand so i did something prob stupid and made my own folder calld scripts cuz i dident have any folder and then put my new downloaded scriptsin and then i started up my server again it took a while but then i saw "all scripts loaded" and then the scripts i was so happy but the problem is when i do /npc create <name>
trait denizen it just says that i made an npc with a trait i kinda need help thanks if you can :/-
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Posted Apr 19, 2013@mythanical
I have the same results. Just I take the emerald in hand, I do right click so the first message is shown, then, to give the emerald I do right click again and just after I press "Q", the message after the "emerald took" is shown and my Emerald is on land so I take it again and I do the process again.
My TPS are at 20 every time so is not a lag problem. My PC is not bad and I'm always between 150-200FPS so it isn't a problem neither.
Thanks for your help.
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Posted Apr 18, 2013@NemesisMate
Hi NemesisMate,
I tried doing this with an IF statement, but even though the timing, using flags, could be made so it's almost impossible to cheat, it will depend on the performance (tps) of your server as well.
So I have instead used "requirement" scripts which should deal with this 'cheating' issue nicely. I couldn't test it since I wrote it on a machine that doesn't have MC, but let me know if you run into problems and I'll test it when I get home.
http:pastebin.com/raw.php?i=TiAjuwC5