Denizen/Commands: Difference between revisions

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{{Denizen Command
{{Denizen Command
|flag|<nowiki>({player}|npc|global) [name([#])](:action)[:value]</nowiki>
|flag|<nowiki>({player}|npc|global) [name([#])](:action)[:value] (duration:#)</nowiki>
|Sets the value of a flag, a variable that can be checked elsewhere in this script and in other scripts by using [[Denizen/Replaceable Tags#flag|flag]] replaceable tags or the [[Denizen/Script Requirements#flagged|flagged]] requirement.
|Sets the value of a flag, a variable that can be checked elsewhere in this script and in other scripts by using [[Denizen/Replaceable Tags#flag|flag]] replaceable tags or the [[Denizen/Script Requirements#flagged|flagged]] requirement.



Revision as of 13:06, 2 March 2013

List of commands

Script flow

assignment

assignment [{set}|remove] (script:name)
Sets or removes an assignment for the NPC. If set or remove aren't specified, it will set by default.


Examples

- assignment set "script:Evil Wizard"
- assignment remove
- assignment "script:Pet Cat"


clear

clear (queue:name) (...)
Empties a queue of all the commands in it that haven't been executed. If no queue name is specified, the current queue is emptied. You can also use the queue argument more than once to specify more queues to empty.

Use this command to stop a script from another script or a script from an action.


Examples

- clear
- clear queue:magicalattacks queue:movingwalls


cooldown

cooldown (duration:#{60s}) (global|player:name{attached player}) (script:name)
Makes this script not get executed again by this player for a duration of time, which is 60 seconds by default.

You can also make the script not get executed for another player, or make it unavailable globally, and you can also choose another script instead of this one.


Examples

- cooldown
- cooldown duration:30s player:Bob "script:Offer Quest"


determine

determine ["value"]
This command only works together with the procedure replaceable tag. It is put in the procedure script run by the tag and sets the tag's value to anything you choose. It is generally used as the result of an if command or together with the random command.


Examples

- if <player.name> == "Bob" determine "Bobby"
- if <flag.p:Enemy> == "Galerion" determine "the fearsome Galerion"
  else if <flag.p:Enemy> == "Narkon" determine "the evil Narkon"


disengage

disengage (npcid:#)
Stops an engage command used formerly on this NPC. If the npcid is specified, a different NPC can be disengaged.


Examples

- disengage
- disengage npcid:8


engage

engage (duration:#) (npcid:#)
Temporarily deactivates this NPC's triggers, making it impossible for players to interact with it for the chosen duration or until the disengage command is used on it. If the npcid is specified, a different NPC can be engaged.


Examples

- engage
- engage duration:40s npcid:7


execute

execute [as_player|as_op|as_npc|as_server] ["Bukkit command"]
Executes a Bukkit command on behalf of the player (as_player), the player as an operator (as_op), the NPC as an operator (as_npc), or the server (as_server).

Any Bukkit command that you can use in the server console or in the chat with a slash works here. You can thus use the execute command to make NPCs that act as interfaces for other plugins.


Examples

- execute as_player "home"
- execute as_op "gamemode 1"
- execute as_npc "spawnmob zombie 3"
- execute as_server "jail <player.name>"


fail

fail (script:script_name{attached script}) (player:name)
Adds 1 to the number of times this script or another script has been failed by this player, or by another player if one is specified. You can then check the times a script has been failed using the script requirement.


Examples

- fail
- fail "script:Defend the Castle" player:Bob


finish

finish (script:script_name{attached script}") (player:name)
Adds 1 to the number of times this script or another script has been finished by this player, or by another player if one is specified. You can then check the times a script has been finished using the script requirement.


Examples

- finish
- finish "script:Siege the Castle" player:Bob


flag

flag ({player}|npc|global) [name([#])](:action)[:value] (duration:#)
Sets the value of a flag, a variable that can be checked elsewhere in this script and in other scripts by using flag replaceable tags or the flagged requirement.

A flag can be placed on the player, the NPC or globally. Flags placed on a player only apply to that player, and flags placed on an NPC only apply to that individual NPC based on its ID, so NPCs with the same name have different flags because they have different IDs. However, a global flag applies to the entire server and can easily be read from any script.

If a flag's type (player, npc or global) is not specified, the flag is placed on the player by default, and if a value for the flag is not specified, the value is "true" by default.


Examples

- flag "Finished Baker's Quest"
- flag global "Skeleton Invasion Ended"


random

random [#]
Runs a single one out of a number of commands, chosen at random.


Examples

- random 3
- chat "One."
- chat "Two."
- chat "Three."

In the above example, only one of the three chat commands will be run.

- random 2
- chat "One."
- chat "Two."
- chat "Three."

In this example, either "One" or "Two" will be displayed, but "Three" will always be displayed.

- random 3
- attack
- chat "Get out of here!"
- runtask "script:Call Reinforcements"

Here, the NPC will either attack the player, tell the player to leave, or run a script in which it calls for reinforcements.

Messages

announce

announce ["announcement text"] (to_ops)
Sends a message to every player on the server. If the to_ops argument is used, the message is sent only to operators.


Examples

- announce "The skeleton invasion has ended."
- announce "<player.name> has joined the blue team!"
- announce to_ops "<player.name> is requesting help from operators."


chat

chat ["chat text"] (npcid:#) (target(s):npc.#|player.name{attached player})
Sends a message from this NPC to the player.

If a different NPC's ID is chosen in the npcid argument, the message is sent from that NPC. The message can also be sent to a different player or even to another NPC if you use the target argument.


Examples

- chat "It's nice to see you again, <player.name>."
- chat "I would like to introduce you to <player.name>." target:npc.7
- chat "Bob, do you know <player.name>?" target:player.Bob
- chat npcid:9 "Our enemy is giving orders to his companion." target:player.Bob


narrate

narrate ["narration text"] (player:name)
Sends a message to this player, or to another player if one is specified.


Examples

- narrate "A musty odor hangs in the air and you can hear the distant sound of trickling sewer water."
- narrate player:Bob "<player.name> has been hired to track you down!"

Denizen interaction

attack

attack (stop)
Makes the NPC attack or stop attacking the player.


Examples

- attack
- attack stop


chair

chair (sit|stand) (location:x,y,z,world)
Makes the NPC sit or stand at a location.


Examples

- sit location:300,65,300,world
- sit location:<anchor:Chair>
- stand


follow

follow (stop)
Makes the NPC follow or stop following the player.


Examples

- follow
- follow stop


look

look [location:x,y,z,world]
Makes the NPC look towards a certain location.


Examples

- look location:300,60,500,world
- look location:<player.location>
- look location:<anchor:Lever>


shoot

shoot [entity:name] (ride) (burn) (explode) (location:x,y,z,world) (script:name)
Makes the NPC shoot out an entity. All valid entity names are found here.

Entities can be shot towards a location. If no location is specified, they will be shot in the direction the NPC is looking. You can also choose a script that will be run when the entity reaches the location.

Moreover, you can use the ride argument to ride an entity, the burn one to set it on fire, and the explode one to have it explode once it reaches the location or gets stuck.

Examples

- shoot entity:zombie
- shoot entity:arrow location:<player.location>
- shoot entity:fireball location:<player.location> "script:Shoot Another Fireball"
- shoot entity:minecart ride location:<anchor:Rollercoaster>
- shoot entity:cow ride burn explode location:<anchor:Hill> "script:Bovine Destruction"


Player interaction

cast

cast [effect] (duration:#{60s}) (power:#{1}) (target(s):npc|player|npc.#|player.name|entity_name)
Gives a potion effect to a target, which can be a player, an NPC or another entity. All valid potion effect names are found here.

If you do not choose a target, the potion effect is given to the player talking to this NPC. You can use more targets at once by putting them between commas.

You can choose the effect's duration, which is 60 seconds by default, and its power, which is 1 by default. Often, a power of 3 is the most you can have for a potion effect, and a value larger than that will not do anything.


Examples

- cast blindness power:3 duration:7

In the above example, the player talking to this NPC will be blinded strongly for 7 seconds.

- cast regeneration power:1 duration:10 target:player.<npc.owner>

In this example, the NPC will give a weak regeneration effect to its owner for 10 seconds.



feed

feed (amt:#) (target:npc|{player})
Fills the player's food bar, or this NPC's food bar if the NPC is specified as the target. An amount can also be set by which the player or NPC will be fed. A completely full food bar has an amount of 20. Thus, an amount of 1 is half a shank in the food bar.


Examples

- feed
- feed amt:15 target:npc


heal

heal (amt:#) (target:npc|{player})
Fills the player's health bar, or this NPC's health bar if the NPC is specified as the target. An amount can also be set by which the player or NPC will be healed. A completely full health bar has an amount of 20. Thus, an amount of 1 is half a heart in the health bar.


Examples

- heal
- heal amt:7 target:npc

World interaction

drop

drop [item:#(:#)|item:material(:#)|xp] (qty:#{1}) (location:x,y,z,world)
Drops an item or some experience at a location, in a certain quantity (which is 1 if not specified). You can choose either the item's ID or its material. All block and item IDs are found here and all valid material names are found here.

The ID or material can also be followed by a special data value for the item, so you can - for instance - drop a specific kind of wood or color of wool.

Examples

- drop item:38 location:500,63,500,world
- drop item:diamond qty:5 location:<anchor:Treasury>
- drop xp qty:30 location:<anchor:Altar>
- drop item:wood:3 qty:30 location:<anchor:Jungle>


strike

strike (no_damage) [location:x,y,z,world]
Makes lightning strike a location, optionally without causing any damage.


Examples

- strike location:200,73,200,world
- strike location:<player.location>
- strike no_damage location:<anchor:Mountaintop>


switch

switch [location:x,y,z,world] (state:[{toggle}|on|off]) (duration:#)
Changes the state of the lever, stone button, stone plate, wood plate, wooden door, iron door or trap door at the specified location. By default the state is toggled from on/open to off/closed and back again, but you can choose to set the state just to on or off. You can also specify a duration for which the state will remain like that.


Examples

- switch location:500,45,700,world
- switch state:on location:<anchor:Secret Lever> duration:30