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 18, 2013@mythanical
Yeah fixed that problem thank you!
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Posted Apr 16, 2013@mythanical
O.O Thanks a lot, I solved the ignoring issue, I didn't know it saved it also if you change the scripts, before the script had 2 steps but I updated it to have only 1 step (The player was stuck on 2ยบ step, doesn't have this to be changed at the moment the script was changed?).
Another thing I can see is that saves.yml is growing really fast, Isn't this giving some kind of performance lack on the future?, Isn't it better to store it on a SQL database?.
I saw you my script with last thing tried: http://pastebin.com/RMAVSsTA, is really simple (I can't continue it with the problem I comment). To reproduce the problem hold a emerald in your hand and speak with the NPC, between the time of interacting and the emerald is took change the item in hand or drop the emerald, the "say" command will be executed as well. (
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Posted Apr 16, 2013@NemesisMate
Can you give me a pastebin link to your script? Just leave the necessary part and I'll see what I can do .
With the Denizen NPC ignoring a specific player. Can you check the "saves.yml" and see what "step" that player is on with the particualr NPC? Maybe they somehow managed to fall into a step which doesn't support clicking, chatting, proximity etc. Update their step to the first step with the NPC and hopefully that sorts the problem.. not sure about manual command for flag. But again, you can do this by manipulating the "saves.yml".
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Posted Apr 16, 2013@mythanical
The problem is that I need to perform another action after that one, for example, to trading purposes I need to take the item and give another one.
I have another problem too, a denizen NPC is ignoring one of my players (For all users works but him) and I need a flag to be set on him, there is a way to flag a player by manual command?
The first problem still without being accomplished and all scripts I find on the script repository that use an "interchange" system can be cheated (I tried all the methods documented)
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Posted Apr 16, 2013@NemesisMate
You can do an IF statement where you check their inventory specifically:
- if "<player.inventory.contains[emerald].qty[1]>" = true - take "item:emerald" "qty:1" else chat "You don't have the emerald I need"
The [1] means AT LEAST one.. so if they have more, that will still come back as true.
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Posted Apr 16, 2013@jakenem12
This issue was resolved in later versions of Citizens or Denizen. If you update to the latest builds, you should be OK:
Latest Citizens 2 and Denizen Builds
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Posted Apr 16, 2013@Adfest
Yes, you can set a different radius on each assignment script.. so for each NPC separately:
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Posted Apr 16, 2013@Psycho089
Here is a list of all the enchantments that can be applied: Bukkit Enchantments
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Posted Apr 16, 2013@xion87
Hey xion87, there was an issue in an earlier Denizen build that caused that error message to pop-up when you teleport away from an NPC from one world to another.
Can you try the latest Denizen build and see if that fixes your problem? Denizen Builds
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Posted Apr 16, 2013@eightman8
Hey eightman8, there is no wander command in 0.8 yet. However there are so many more features now that you can effectively simulate an NPC wandering around. I know the devs said the plan is still there to get wander back in though.
If you go to Script Repo and sort from "New to Old" you'll find a bunch of scripts that shows the layout for 0.8
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Posted Apr 16, 2013@malaxan
Unfortunately "sharpness" isn't on the Bukkit enchantment list. Go here to see the enchantments you can apply: http://jd.bukkit.org/rb/apidocs/org/bukkit/enchantments/Enchantment.html
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Posted Apr 15, 2013Wander Help?!?
0.7.x - A simple script
Type: Activity
Activities:
List:
- 1 WANDER DELAY:8 RADIUS:15 SPEED:.75 FILTER:WOOD,WOOL
0.8.x - Confused?
Type: Activity switches to Type: Assignment. Right?
What then are the parameters for the Wander Task and Material?
Any help from anybody would be appreciated.
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Posted Apr 15, 201315.04 15:25:54 [Server] INFO Connection reset 15.04 15:25:27 [Server] INFO ... 14 more 15.04 15:25:27 [Server] INFO at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:425) 15.04 15:25:27 [Server] INFO at java.lang.reflect.Method.invoke(Unknown Source) 15.04 15:25:27 [Server] INFO at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) 15.04 15:25:27 [Server] INFO at sun.reflect.GeneratedMethodAccessor66.invoke(Unknown Source) 15.04 15:25:27 [Server] INFO at net.aufdemrand.denizen.scripts.triggers.core.ProximityTrigger.proximityTrigger(ProximityTrigger.java:224) 15.04 15:25:27 [Server] INFO at org.bukkit.Location.distance(Location.java:364) 15.04 15:25:27 [Server] INFO at org.bukkit.Location.distanceSquared(Location.java:381) 15.04 15:25:27 [Server] INFO Caused by: java.lang.IllegalArgumentException: Cannot measure distance between world and minebox 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.ThreadServerApplication.run(SourceFile:573) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.MinecraftServer.run(MinecraftServer.java:409) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.MinecraftServer.q(MinecraftServer.java:476) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.DedicatedServer.r(DedicatedServer.java:225) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.MinecraftServer.r(MinecraftServer.java:580) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.DedicatedServerConnection.b(SourceFile:30) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.ServerConnection.b(SourceFile:35) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.PlayerConnection.d(PlayerConnection.java:110) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.NetworkManager.b(NetworkManager.java:292) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.Packet10Flying.handle(SourceFile:136) 15.04 15:25:27 [Server] INFO at net.minecraft.server.v1_5_R2.PlayerConnection.a(PlayerConnection.java:217) 15.04 15:25:27 [Server] INFO at org.bukkit.plugin.SimplePluginManager.callEvent(SimplePluginManager.java:462) 15.04 15:25:27 [Server] INFO at org.bukkit.plugin.SimplePluginManager.fireEvent(SimplePluginManager.java:477) 15.04 15:25:27 [Server] INFO at org.bukkit.plugin.RegisteredListener.callEvent(RegisteredListener.java:62) 15.04 15:25:27 [Server] INFO at org.bukkit.plugin.java.JavaPluginLoader$1.execute(JavaPluginLoader.java:427) 15.04 15:25:27 [Server] INFO org.bukkit.event.EventException 15.04 15:25:27 [Server] SEVERE Could not pass event PlayerMoveEvent to Denizen v0.8-prerelease
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Posted Apr 13, 2013script type: item.......... how come 'Sharpness' is an invalid Enchantment! lol?! can someone give me the a hand there, i tryed many thing, and it's not working Enchantments arent working at all? the guide say no such thing xD
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Posted Apr 11, 2013@Etsija
I don't really find an error but you can remove:
It is useless. Another thing I didn't see before is EMOTE. (I don't know if this is really bad, I'm only a denizen user xD)
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Posted Apr 11, 2013Denizen seems to have changed a LOT between 0.7.x and 0.8.x versions. I have read the announcement about it from the Denizen Handbook, but there's currently no specific info about migrating to 0.8.x versions.
As it is, my Denizen NPCs are totally broken: they don't respond to anything anymore.
Now, as an example, we have this guy "Notch" on our server. Basically, he sits around the spawn point and babbles something incomprehensible (in Finnish!) during daytime and something else during nighttime.
This worked great in 0.7.x but is now completely broken. I can make Notch sit and look at the player, but he's not saying anything. This is how I've tried to change my Notch.yml script so far:
http://pastebin.com/rQ2fXdV0
Can someone PLEASE point me where I'm doing wrong? Denizen Handbook is very confusing atm, to say the least, and I hate to keep on guessing as to how to do it...
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Posted Apr 10, 2013@Adfest
Yes, of course you can but I don't know If you can do it per npc. The global way is in config.yml. There you can find:
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Posted Apr 10, 2013Does anyone know how to script it so that a sentry doesnt attack people on the ignore list? (even if hit) because thats a big problem on my server, that when i attack another player because im one of the guards, then the sentries attack me instead! anyone know how to change it so that sentries dont go for ignore players?
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Posted Apr 9, 2013@NemesisMate
Ha! That did it.
Thank you, sir. You are a gentleman and a scholar.
Last question. Is there a way to extend the range of a chat trigger?
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Posted Apr 9, 2013There appears to be an small issue. When ever a user imputs a chat message, the line above it in the console displays [Info] None
I am not the one who set up denizen's on my server, but i did disabled my plugins until I found which one was the culprit, and this would be the answer.