Denizen/0.7
< Denizen
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While Denizen is in BETA, consider this page under construction! If you run into any inaccuracies, or you have any questions not provided by this document, please let us know in #DENIZEN-DEV on EsperNET.
Denizens are a great way to add MUD-style RPG Citizens to your server. Denizen NPCs use mini scripts with steps and events to interact with the player and world. Imagine interactive gate-keepers, magical wizards, experience trainers, bankers, talking townspeople and more! They can be used in thousands of different ways, from tutorials, to questing, to administrating.. your imagination is just about the limit! Though Denizen uses Scripting, it is not to be confused with Citizens2 Core Scripting which utilizes JavaScript and other major scripting languages to implement Goals. Instead, Denizen uses its own YML 'scripting language' which is designed to be easily read and edited by hand.
First, thanks for being patient, I know there has been a lot of anxious people waiting for the new release. This took a lot longer to do than I thought, but it's worth it! Updating code and adding content is easier than ever, so keep those feature requests coming in! I also want to put out there that I took OUT the PLAYERTASK command, so please be patient with me as I know a lot of you were looking for more 'quest types'. I am instead placing this in another plugin that will extend Denizen called the Adventurer. This will have similar functionality to the 1.2 Quester, but use Denizen as the core so it can be more flexible and powerful than ever! Please note that you can get very similar functionality with a Location Trigger if you require this functionality in the mean time.
Second, a huge sorry to current faithful users. I have made a promise to myself and you to try my best to maintain compatibility throughout the evolution of Denizen. I take that seriously and try to think things out before implementing them, but that being said, I had to change some syntax around in regards to new commands to make way for cleaner code and the ability to have greater flexibility. The upside to this is there are more options and modifiers for commands than ever before! The downside is there are a few commands/etc. that you will have to check and fix syntax for if trying to run a 0.6 Denizen Script with the new builds. I've attempted to compile a list for helping with migration for users upgrading who need a brief on what needs to be changed to become compatible.
Table of Contents
If you are having problems getting a script working please see Denizen/Troubleshooting. If you are just starting out, check out Denizen/Before Using Denizen and Denizen/Quickstart Guide. If you're hooked, I recommend you read all the sections in order!
- Getting Started
- Troubleshooting
- Configuration
- In Game Commands
- Assigning Scripts
- Interact Scripts
- Task Scripts
- Activity Scripts
- Example Scripts
- Extending Denizen
Script Repository
Change Log
Here's what's changed!
0.7 BETA builds #125 - #280:
- Updated! Less bugs! We're still in beta, but there has been some major code cleanup!
- New! Triggers, Commands, Requirements and Activities are now extensible by plugin programmers. See: Custom Denizen Commands on the Citizens2 Wiki. Documentation coming soon!
- New! Debug Mode will let you see the logic of interaction and script execution to help you find problems in scripts faster than ever. I'm striving to make this as informational and clean as possible to help you test your scripts and get good feedback on behavior.
- New! Info-Click lets you see Denizen stats and specifics, such as script assignments, trigger status, activity schedule and associated bookmarks with just a crouch and a click. Requires OP.. use this!
- New! Proximity Triggers can trigger a script when a Player comes near. The most requested trigger type I got during the previous betas.
- New! Location Triggers can trigger a script when a Player walks over a Location Bookmark. This is kind of like a PLAYERTASK LOCATION, but better! :)
- New! Damage Triggers separate the left and right clicks for more control over interaction. Look forward to a whole new set of commands to go along with this!
- New! Script Overlay mode is a whole new way to assign a script. Less copying/pasting when working with multiple scripts, not to mention more control! If you're an advanced script-user, this is for you!
- New! ANNOUNCE command can make global server announcements.
- New! RANDOM command will leave command execution to chance. Duck-duck-goose.
- New! HINT command will hint to the Player acceptable Chat Triggers for the current step and script. Language support coming soon!
- New! FLAG command lets you set 'flags', on players to store progress, important information, or other variables that can be used with the FLAG requirement. This is HUGE!
- New! FLAG requirement can require special flags and values to be set in order to be eligible for a script. Again, this is HUGE!
- New! POWERED requirement can check if a block bookmark has redstone power. Great idea, instinx!
- New! The activity engine has been implemented which will allow your Denizens to do things on their own. There's a whole lot more to this concept, but you can try out the new WANDER activity in all its glory. This thing is cool, and customizable!
- New! In-game commands now let you easily manage triggers, bookmarks, and debug info.
- Updated! Extended/unified command syntax for almost every existing command. Once you get over the pain of upgrading, you will drop a jaw at the new capabilities!
You can see more at the full Denizen changelog.