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 Mar 17, 2013@davidcernat
It is solved, thanks :)
There is an standard way to put spaces?. Or it is marked by the first script?.
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Posted Mar 17, 2013@davidcernat
It also seems like the zap on the second step in the first script seems out of place :)
Edit: should be re: NemesisMate
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Posted Mar 17, 2013@NemesisMate
Your spacing is wrong in the second script. That's why it doesn't work.
Why don't you make the Chat Triggers in script2 look like the ones in script1? They'll work for sure then.
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Posted Mar 17, 2013@nathank33
The activity scheduler was a pre-0.8 feature. It is now an event in World Scripts. Check out the handbook page 13 or so.
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Posted Mar 17, 2013@AwesomePigDeath
1.5 build has been uploaded and is awaiting bukkit mod approval.
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Posted Mar 17, 2013Yo, can yoou update it to 1.5?
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Posted Mar 15, 2013I've been looking around for more examples using the activity scheduler, does anyone have any? This seems to not work:
"Movement Quest":
type: assignment
Scheduled Activities:
- 5:45 Movement
Movement:
#code
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Posted Mar 15, 2013@davidcernat
Here you have it: http://pastebin.com/VmNbhDhD
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Posted Mar 15, 2013@NemesisMate
You'll have to show us your script before we can help you with it.
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Posted Mar 15, 2013When I set more than one interaction script on a file, assigned to a same npc:
interact scripts:
- 10 script1
- 20 script2
chat triggers are only working on first one. Click triggers are working great on both scripts but not chat ones. When I talk to an npc it starts on script1 and he turns on a flag. While flag is on, interactions are done with script2 because of the flag requirement (But only click triggers are working)
On log I'm getting:
OKAY! Highest scoring script is SCRIPT2.
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-----+NemesisMate says to prueba, yes
(But nothing more is happening when it's supposed to happen something and with click triggers it happens well)
PD: I toggled true chat trigger on assignment.
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Posted Mar 14, 2013@nathank33
If you are attempting to reset a flag, use the new method:
- flag flag_name:!
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Posted Mar 14, 2013@NemesisMate
Tasks do not check requirements automatically, but there will be a way to check them manually very soon.
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Posted Mar 13, 2013Task requirements are not working:
type: task
requirements:
mode: All
list:
- PERMISSION 'mypermission.node'
Is working with interact types but not with task types. Is this normal or is a bug?. If it's like that... it's being changed or it will stay?
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Posted Mar 13, 2013I keep getting an issue when using Reset
2013-03-12 23:40:37 [INFO] [35;1m+- Executing command: RESET
--+ [m 2013-03-12 23:40:37 [INFO] [35;1m [31;1mERROR! [37;1mRESET is an invalid dScript command! Are you sure the command loaded? [mFor some reason it won't find that command, do you know why?
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Posted Mar 11, 2013Ohhhhh, Okay, thank you!
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Posted Mar 11, 2013EngelBV, there is no longer a /trait denizen
Instead, you have to use
With "Script name" being the name of an assignment script (not an interact script).
For an example, get this script and use this command to assign it:
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Posted Mar 11, 2013I can't seem to get the Denizen trait to work. I've been trying for months with new updates but still all it says is that the trait isn't found. I've tried the /trait command and the /npc create TEST (double -)trait, but both of them end up saying Trait no found, or You created TEST, with traits
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Posted Mar 11, 2013Balthjr01, sure. Request them here or in the IRC channel.
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Posted Mar 10, 2013Can I Request Scripts Anywhere? Not From The Developers, But From The Community. Denizens 8.X Is Confusing As Bugger All For Me.
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Posted Mar 10, 2013humzaf, here you go.