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'''Denizen''' is an extension for Citizens that allows scripting of NPCs to handle tasks, quests, player interaction and more!  
'''Denizen''' is an extension for Citizens that allows scripting of NPCs to handle tasks, quests, player interaction and more!  


'''Current Version:''' 0.7 BETA
'''Current Version:''' 0.7.6 Pre-release BETA


'''Developers:''' aufdemrand
'''Developers:''' aufdemrand
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'''Source:''' [https://github.com/aufdemrand/Denizen Github]
'''Source:''' [https://github.com/aufdemrand/Denizen Github]


'''Development Builds:''' [http://jenkins.citizensnpcs.net/job/Denizen/ Jenkins]
'''Development Builds:''' [http://jenkins.citizensnpcs.com/job/Denizen/ Jenkins]


'''Latest Developmental Build:''' [http://ci.citizensnpcs.net/job/Denizen/lastSuccessfulBuild/ {{Version2}}]
'''Latest Developmental Build:''' [http://ci.citizensnpcs.com/job/Denizen/lastSuccessfulBuild/ {{Version2}}]


'''Support tickets:''' [http://github.com/aufdemrand/Denizen/issues/ Tickets on Github], but please read the entirety of this document first.
'''Support tickets:''' [http://github.com/aufdemrand/Denizen/issues/ Tickets on Github], but please read the entirety of this document first.
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'''Thank You:''' A lot of people have stepped forward to help out with Denizen, and that's awesome! Special thanks to everyone who has beta tested, and a huge to these people: fullwall, AgentKid, aPunch, NeonMaster, Instinx, tenowg, groggluebutt, Wreyth, jrbudda, spidi, the list could go on!
'''Thank You:''' A lot of people have stepped forward to help out with Denizen, and that's awesome! Special thanks to everyone who has beta tested, and a huge to these people: fullwall, AgentKid, aPunch, NeonMaster, Instinx, tenowg, groggluebutt, Wreyth, jrbudda, spidi, the list could go on!


'''CitizensUI:''' For a GUI interface, check out [http://github.com/jrbudda/CitizensUI CitizensUI] by jrbudda which provides an interface for Citizens NPCs as well as managing scripts and other NPC types.
'''CitizensUI:''' For a GUI interface, check out [[CitizensUI]] by jrbudda which provides an interface for Citizens NPCs as well as managing scripts and other NPC types.
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<div style="float:right; clear:both; width:295px; margin-left:2.5em; margin-top:2.0em; margin-bottom:2.0em">__TOC__</div>
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[[image:Denizen-Logo-Large.png|center]]
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Denizens are a great way to add [http://en.wikipedia.org/wiki/MUD 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 [[Scripting|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.
</div>
 
 
== Script Repository ==
<imagemap>Image:Script Repository.png|
rect 2 26 280 104 [http://form.jotform.us/form/21498151597160|]
rect 286 26 555 104 [https://www.dropbox.com/sh/hw6x3f980maa8d9/DNtzAw8cn3]
#<!-- Created by Online Image Map Editor (http://www.maschek.hu/imagemap/index) -->
</imagemap>


{{#ev:youtube|oKTe8-joBUI|305|right|A small glimpse of Denizen.}}


== Change Log ==
<div style="margin-right:2.0em; padding:10px">
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!
Second, a huge sorry to current faithful users. I have made a promise to myself and you to try to maintain compatibility throughout the evolution of Denizen. I take that seriously, and 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's probably a few commands that you will have to check and fix syntax for if trying to run a 0.6 Denizen Script with the new builds. I am EXTREMELY sorry, but expect some syntax to change on some Requirements soon, too!
Here's what's changed!
'''0.7 BETA builds #125 - #280:'''
* {{color|red|white|'''Updated!'''}} Less bugs! We're still in beta, but there has been some major code cleanup!
* {{color|red|white|'''New!'''}} Triggers, Commands, and Activities are now extensible by plugin programmers. See: [http://wiki.citizensnpcs.net/Custom_Denizen_Commands Custom Denizen Commands on the Citizens2 Wiki]. Documentation for extending Triggers and Activities coming soon. Note: Requirements will be extensible very soon.
* {{color|red|white|'''New!'''}} [[#Debug_Mode|Debug Mode]] will let you see the logic of interaction and script execution to help you find problems in scripts faster than ever.
* {{color|red|white|'''New!'''}} [[#Info-click|Info-Click]] lets you see Denizen stats and specifics, such as script assignments and associated bookmarks with just a crouch and a click.
* {{color|red|white|'''New!'''}} [[#Proximity_Trigger|Proximity Triggers]] can trigger a script when a Player comes near.
* {{color|red|white|'''New!'''}} [[#Location_Trigger|Location Triggers]] can trigger a script when a Player walks over a Location Bookmark.
* {{color|red|white|'''New!'''}} [[#Damage_Trigger|Damage Triggers]] separate the left and right clicks for more control over interaction.
* {{color|red|white|'''New!'''}} [[#Overlay_Interact_Script_Assignments|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!
* {{color|red|white|'''New!'''}} [[#Interact Script Commands|ANNOUNCE command]] can make global server announcements.


* {{color|red|white|'''New!'''}} [[#Interact Script Commands|RANDOM command]] will leave command execution to chance.
For more up-to-date information and full details on specific features (individual commands or tags, for example), check the [https://one.denizenscript.com/denizen/cmds/ Meta Documentation].


* {{color|red|white|'''New!'''}} [[#Interact Script Commands|HINT command]] will hint to the Player acceptable Chat Triggers for the current step and script.
If you want a full tutorial to help get you set up, check out the [https://one.denizenscript.com/denizen/cmds/denizen/vids Tutorial Videos] on youtube or the [https://guide.denizenscript.com/ Beginner's Guide] text website.


* {{color|red|white|'''New!'''}} [[#Interact Script Commands|FLAG command]] lets you set 'flags', on players to store progress, important information, or other variables that can be used with the FLAG requirement.
If you need quick help, visit our [https://discord.gg/Q6pZGSR Discord group].


* {{color|red|white|'''New!'''}} [[#Requirement Types|FLAG requirement]] can require special flags and values to be set in order to be eligible for a script.
<br><br><br>


* {{color|red|white|'''New!'''}} [[#Requirement Types|POWERED requirement]] can check if a block bookmark has redstone power.
<span style="font-family:natalya-alternate-one; font-size:300%; margin-right:-7px; margin-left:-10px;">This wiki is outdated, please view the tutorial videos/guide, meta documentation, or Discord group (all linked above) for up-to-date information!</span>


* {{color|red|white|'''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 with bukkit commands or script commands.


* {{color|red|white|'''New!'''}} [[#In-game_Commands|In-game commands]] now let you easily manage assignments, texts, and bookmarks!


* {{color|red|white|'''Updated!'''}} Extended/unified command syntax for almost every existing command.
<span style="font-size:110%">{{color|red|yellow|This is the old Wiki for Denizen 0.7.6! Information found here does not apply to later versions of Denizen.}}</span>
<s>
<br><br><br>
<span style="font-family:natalya-alternate-one; font-size:750%; margin-right:-7px; margin-left:-10px;">D</span>enizen is a great way to add [http://en.wikipedia.org/wiki/MUD 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 [[Scripting|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.


<br>
<br><br>
You can see more at the full [[Denizen changelog]].
<div style="padding:20px; font-family:camingodos-web; font-size:110%; background-color:#EEDDEE; border-style:dotted; border-width:1px; width:55%; font-weight:500;">If you are coming from Denizen 0.6, we've attempted to compile a [[Denizen/0.7/Migration|list for helping with migration]] for users upgrading who need a brief on what needs to be changed to become compatible.
</div>
</div>
== Getting started with Denizen ==
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Denizen is in BETA! Expect a few bugs here and there! If you are having problems, [[#Debug_Mode|<code>/denizen debug</code>]] is your friend! We're always willing to help out in [irc://irc.esper.net #denizen-dev on EsperNET] as well. If you do come across any errors beyond bad command syntax, please  report them to the [http://www.github.com/aufdemrand/Denizen/issues Github Issues page for Denizens].
Denizen is not a drag-and-go type of plugin. In fact, Denizen won't do anything unless you assign and define scripts to NPCs. It's highly customizable. In order to write awesome scripts, you will need to read the entirety of this wiki page and think outside the box! I'm always around IRC to help out and provide suggestions, but please don't ask about the basics unless you have consulted here first.
Some Denizen commands and requirements '''REQUIRE''' you to have [http://dev.bukkit.org/server-mods/vault/ Vault] installed with a compatible Permissions System and and Economy System. If the commands deals with money or permissions, chances are you will need Vault in order to utilize it.
The easiest way to use Denizen for the first time is to download the [http://dl.dropbox.com/u/44002922/Start-up%20Kit.zip Start-up Kit] with sample .yml configuration files and scripts. This includes the default config file, sample scripts, and sample assignments to get you started.
Denizen relies on a few files to run properly, so let's first go over the file structure.
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=== File Structure ===
[[File:Figure 1 - Denizen file structure.png|250px|thumb|right|Denizen File Structure]]
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Denizen requires the use of a few different YML files to operate properly. This includes a config.yml, assignments.yml, scripts, and saves.yml.
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==== denizen.jar ====
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===How it works===
I've gotten a few questions about where to place the Denizen JAR file. It should be treated like any other bukkit plugin and be placed in your craftbukkit/plugins/ folder. Please note that while a lot of plugins will automatically generate a folder to go along with it, Denizen does not, and this should be either created by hand and populated, or generated by copying the [http://dl.dropbox.com/u/44002922/Start-up%20Kit.zip Start-up Kit] with sample .yml configuration files and scripts.
Denizen is an extension of Citizens2 that adds an incredible amount of interactivity and automation to NPCs and Players with some of these major features:
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==== config.yml ====
* '''The Script Engine''' carries out and sends all the commands to be executed in an orderly and predictable fashion; this is the backbone of Denizen. Currently has 3 queues, one for the Player, one for Denizen, and one for Tasks. There's not much to see on the outside, this is the interworkings of Denizen, but rest assured that this is high performance machine behind the scenes!
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* '''Interact Scripts''' are the meat of Denizen, allowing Players and NPCs to interact with each other and the world. These are highly customizable with 20+ requirement types, 40+ script commands, and thousands of different ways to use them together. This with the Denizen Script Engine also allows commands to help control the rest of Denizen with script flow commands and such.
The Denizen config.yml contains nodes to alter the stock behavior and look of Denizen. You'll notice that Denizen does not create its own config.yml. Why is this? Denizen stores its entire config inside memory, so it's not necessary to have a copy inside the Denizen folder unless you need to change the defaults. You can use the config.yml to override those defaults. Not having Denizen write to the config.yml itself (as well as scripts files) ensures that upon a <code>/denizen reload</code>, the config.yml, between a save and reload, is never changed when you don't want it to. This also keeps code comments inside the YML files stay intact, exactly the way you left them from last edit allowing you to leave yourself and others detailed notes and ideas.
* '''Activity Scripts''' are exciting. Imagine Johnny Appleseed planting trees, on his own, or simple villagers wandering around and socializing. Activities, of course, work with the rest of Denizen's other functions and features, allowing hundreds of ways to use Activities to add automation and liveliness to your world.  
* '''Activity Scheduler''' takes Activity Scripts one step further, allowing Denizen NPCs to have daily schedules, based on the Minecraft day, to allow certain functionality to different times of the day. This also enables certain Script Commands to be executed and carried out, as well.
* '''Task Scripts''' are simple scripts that can be carried out in a variety of different ways. These can be used along side both Activity and Interact Scripts, but perhaps the most powerful way to use them is by allowing your plugin to utilize them, if you're a developer, or using other plugins that harness the ability to run a Denizen Task Script as well.
* '''Listeners''' are currently in an 'experimental phase', but are already allowing control over minecraft and bukkit events like nothing other. This already allows scripts to keep track of and assign 'quest-like' objectives, such as a 'kill quest', if you're familiar with the C1 Quester. But whereas many quest plugins are limited to this feature alone, Denizen, of course, allows you to use this in addition and along side the rest of the plugin, making room for extremely dynamic and intricate 'quest scripts'.
* '''Flag System''' is the key to Denizen being dynamic. An intricate, yet easy to learn 'Flag/Variable' system has been implemented into Denizen to help keep track of events, items, numbers, players, and more. The new Flag System is still getting more powerful each and every day.. it's the key to a spectacular script is sure to have a flag or two.
* '''Extensible Commands/Requirements/Activities and more''' make it easy to add-on to Denizen with very little Java knowledge. This also makes it extremely easy to let users utilize your plugin with script commands. Denizen also has API Events to use.
* '''Denizen Debugger'''' is an extremely friendly and informative way to test out scripts and interactions. Commands, events, and interactions are all logged in an easy to read format to show the exact progression of a script and its surroundings. No more guessing! Less headaches!


This file can be reloaded from disk to Denizen memory at any time by using <code>/denizen reload</code>. Some changes in the config.yml may require a restart of the server. This includes <code>interact_delay_in_ticks</code>, but is not limited to that config node.


See: [[Denizen config.yml]] for a stock copy and explanation of all available options.
Seem overwhelming? Stop! Start small! Denizen is easy, Denizen is simple. But. Denizen is hard, Denizen is complex. Simply put: Denizen is what you make it! Our advice? Start small, and build upon what you have. Read the wiki articles, watch the youtube videos, test our your scripts, and test out some of the sample scripts! Before you know it, you'll be a Denizen poweruser, drunken with power, just like us!
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==== assignments.yml ====
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This YML is where you can define all the options and information for your Denizen NPCs. This will be explained further along in this document, but the most common information in this file is [Interact Script Assignments], [Activity Script Schedule], and [Custom Interact Texts].


This file can be reloaded from disk into Denizen memory at any time by using <code>/denizen reload</code>, and, if using in-game commands to assign scripts, it should be saved to disk before editing it by hand with <code>/denizen save</code>.
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See: [[#A basic assignment]] for information on how to get started with assignments.
=Denizen=
If you are new to Denizen, see [[Denizen/0.7/Before Using Denizen|Before Using Denizen: Getting Started]].
<br>If you are having problems getting a script working please see [[Denizen/0.7/Troubleshooting|Troubleshooting]].<br>
If you're hooked, we recommend you read all the sections in order and try out some sample scripts!
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===Table of Contents===


==== saves.yml ====
# [[Denizen/0.7/Before Using Denizen|Before Using Denizen & Getting Started]]
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#* [[Denizen/0.7/Start-up kit|The Start-up Kit]]
This file is not meant to be edited by hand, Denizen will create and populate this file automatically as needed. It stores important information such as player progression, flags, Denizen location and block bookmarks, active activity script progression and more. If you absolutely need to make changes by hand, it's best to stop the server, edit, and then restart your server, as this file is constantly being written to by Denizen which will overwrite any changes you make.
# [[Denizen/0.7/Troubleshooting|Denizen Troubleshooting]]
 
# [[Denizen/0.7/File_Structure|The File Structure]]
To reiterate: This file saves periodically, and automatically, upon progression and a server stop, and should only be edited by hand when the server is off or Denizen is disabled.
#* [[Denizen/0.7/config.yml|Default config.yml]]
# [[Denizen/0.7/In Game Commands|In Game and Console Commands]]
# Writing Scripts
#* [[Denizen/0.7/Interact Scripts|Introduction to Interact Scripts]]
#** [[Denizen/0.7/Interact Scripts/Triggers|Interact Triggers]]
#** [[Denizen/0.7/Interact Scripts/Interact Requirements|Interact Script Requirements]]
#** [[Denizen/0.7/Interact Scripts/Commands|Script Commands]]
#* [[Denizen/0.7/Task Scripts|Task Scripts and the Task Queue]]
#* [[Denizen/0.7/Activity Scripts|Activity Scripts and the Scheduler]]
#** [[Denizen/0.7/Activity Scripts/Activities|Activities and Goals]]
# [[Denizen/0.7/Assignments|Assigning Scripts]]
# [[Denizen/0.7/Flags|Denizen Flag System]]
# [[Denizen/0.7/Replaceables|Replaceable Data Tags]]
# [[Denizen/0.7/Listeners|Denizen Listeners and Events]]
# Examples
#* [[Denizen/0.7/Example Scripts/Beginner Scripts|Beginner Scripts]]
#* [[Denizen/0.7/Example Scripts/Advanced Scripts|Advanced Scripts]]
#* [[Sentry/Sentry and Denizen|Denizen and Sentry]]
#* [[Sentry/Builder and Denizen|Denizen and Builder]]
# Extending Denizen
#* [[Denizen/0.7/Interact Scritps/Custom_Commands|Extending Custom Commands]]
#* [[Denizen/0.7/Interact Scripts/Custom_Requirements|Extending Custom Requirements]]
#* [[Denizen/0.7/Interact Scripts/Custom_Triggers|Extending Custom Triggers]]
#* [[Denizen/0.7/Activity Scripts/Custom_Activities|Extending Custom Activities]]
#* [[Denizen/0.7/Activity Scripts/Event_API|Utilizing Denizen Event API]]
# Bonus Content
#* [[Denizen/0.7/Bonus Content/Pictures|Denizen Bonus Pictures]]
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==== read-only-scripts.yml ====
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This is another files that Denizen creates and should not be edited by hand. This is a combination of the files contained in the scripts folder that Denizen reads from.


This file is populated on a server restart, or by using the <code>/denizen reload</code> command.
===Sample Scripts===
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==== /scripts/ folder ====
[[Denizen/0.7/Example_Scripts/Beginner_Scripts#Denizen_Basics|Denizen Basics]]
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* [[Denizen/0.7/Example_Scripts/Beginner_Scripts#Denizen_Basics|The Click and Damage Triggers]]
This folder is where Denizen will read all the script information from. Upon a server load or <code>/denizen reload</code>, the files are combined and put into the read-only-scripts.yml for the Denizen to read from. This allows better organization of scripts to be maintained, since the amount of scripts can easily get into the triple digits.  
* [[Denizen/0.7/Example_Scripts/Beginner_Scripts#Denizen_Basics|The Chat and Proximity Triggers]]
[[Denizen/0.7/Example_Scripts/Beginner_Scripts#Simple,_random_conversations|Simple, random conversations]]
* [[Denizen/0.7/Example_Scripts/Beginner_Scripts#A_conversation_with_RANDOM|A conversation with RANDOM]]
* [[Denizen/0.7/Example_Scripts/Beginner_Scripts#A_conversation_with_ZAP_RANDOM|A conversation with ZAP RANDOM]]
* [[Denizen/0.7/Example_Scripts/Beginner_Scripts#The_server_rules|The Server Rules]]
* [[Denizen/0.7/Example_Scripts/Beginner_Scripts#Simple_Bank_teller|Simple Bank Teller]]
* [[Denizen/0.7/Example_Scripts/Beginner_Scripts#Advanced_Bank_teller|Advanced Bank Teller]]


The files in the plugins/Denizen/scripts/ folder can be named whatever you please, as long as they end in <code>.yml</code>. Be sure not to duplicate script names from file to file as this will cause problems. All scripts in the scripts folder are merged into <code>read-only-scripts.yml</code>, so there will be an issue if two scripts are named the same.
See: [[#A_Basic_Interact_Script|A basic Interact Script]] for information on how to get started with scripts.
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== In-Game Commands ==
===Index===
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Denizen has some in-game commands that help manage Denizen NPCs and scripts. Some commands will require additional knowledge of other parts of Denizen, but I've included this first to get them out of the way. Note: There are NO commands for Players using Denizens. Commands are intended for OP use only. These are to be used in addition with all the core [[Commands|C2 NPC commands]], so you should know those as well.


==== Denizen NPC Creation ====
If you are having problems getting a script working please see [[Denizen/0.7/Troubleshooting|Denizen/Troubleshooting]].
<div style="margin-right:2.0em; padding:10px">
Creating a Denizen NPC is easy! Simply use the core C2 commands as such:
<pre>/npc create 'Name of NPC'
/npc trait denizen</pre>
 
That's it! You can, of course, use any of the core C2 commands to change the mob-type and other traits, which are referenced in the [[Commands|Citizens2 command page]]. Baby Chicken Denizens? Totally cool! Charged Creeper Denizens? Even cooler!
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==== Info-Click ====
=== Change Log ===
<div style="margin-right:2.0em; padding:10px">
<div style="margin-right:2.0em; padding:10px; font-family:camingodos-web; font-size:110%;">
<pre>/denizen info</pre>
Here's what's changed!
The best way to get information about your Denizen NPC is to use Info-Click. If you are OP, simply crouch-right click an NPC to get a list of NPC stats, script assignments, block bookmarks, texts, and trigger statuses. This information can also be reached by selecting an NPC (C2 Core Function, usually by right-clicking with a Stick), and using the <tt>/denizen info</tt> command.
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==== Debug Mode ====
<div style="margin-right:2.0em; padding:10px">
<pre>/denizen debug
/denizen stacktrace</pre>


I've done my best to catch errors and output them in a friendly and informative matter. This can be enabled by using <tt>/denizen debug</tt>. It is recommended that you use this if you get unpredictable behavior from your scripts. If you are running into a problem that seems to beyond bad command syntax, I may ask you to use the <tt>/denizen stacktrace</tt> command in conjuntion with debug mode. This will enable stacktraces for serious errors which help me find the location of problems in the code.
'''0.7.5 BETA build #455'''
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==== Script Assignment ====
* {{color|red|white|'''New!'''}} OWNER requirement will require ownership of the NPC interacting. Could be used for 'command interfaces' that only the owner can access.
<div style="margin-right:2.0em; padding:10px">
<pre>/denizen assign [#] [(^)Name of Script]
/denizen remove [Name of Script]
/denizen list</pre>


Script assignment can always be done by hand (which is what I personally prefer) by simply editing the assignments.yml and using a <tt>/denizen reload</tt>, but if you would rather use in-game commands, they are provided. Scripts assignments require a priority and a script name. You can also use a '^' at the beginning of the script name to indicate an Overlay Script Assignment. This is all covered in the Assignments section.s are covered further down in the document.
* {{color|red|white|'''New!'''}} SNEAKING requirement requires the player be crouched when clicking. Careful on conflict with info-click for ops! Info-click can be disabled in the config.


==== Bookmark Creation ====
* {{color|red|white|'''New!'''}} Queue-time flag replacement can let you dynamically use flag data in a script entry. For example: - GIVE <FLAG:ExampleItemFlag> QTY:<FLAG:ExampleQtyFlag>
<div style="margin-right:2.0em; padding:10px">
<pre>/denizen bookmark block [name]
/denizen bookmark location [name]
/denizen bookmark remove [name]
/denizen bookmark list</pre>


Bookmarks are 'saved locations' for your Denizen to reference in Scripts. There are currently two types: Location Bookmarks and Block Bookmarks. Bookmarks are an easier way to handle locations, since X Y and Z coordinates can get out of hand very easily. You can always check which bookmarks a Denizen NPC has by using Info-Click, or by selecting a Denizen NPC and typing <tt>/denizen bookmark list</tt>.
* {{color|red|white|'''Experimental!'''}} Denizen NPCs now have their own Command Queue, and a TASK activity. This allows NPC's to use the activity scheduler to do tasks at certain times of the day.


===== Block Bookmarks =====
* {{color|red|white|'''Experimental!'''}} LISTEN command implemented, KILL type implemented. Return of the 'Quester'. More types coming soon. Example usage: - LISTEN KILL ID:UniqueId TYPE:ENTITY NAME:ZOMBIE QTY:5 SCRIPT:FinishIt would require the player to kill 5 zombies. When completed, it will run the task script 'FinishIt'.
Block bookmarks are created by first selecting a Denizen you wish to assign the bookmark to, then by pointing your crosshairs to a block and typing <tt>/denizen bookmark block [name]</tt>. Remember, names should only be one word and are case-sensitive. Commands such as CHANGE, and SWITCH require block bookmarks. The POWERED requirement also requires a block bookmark. When listing bookmarks you can easily see the Material of the block as well as if it is currently powered by redstone. Possible Scenario: Need to check the status of a redstone torch in your script? Easy! Create a block bookmark at that location and use the POWERED [bookmark] requirement to base script interaction on the status of the torch. Any block that can be powered can be used.


===== Location Bookmarks =====
* {{color|red|white|'''New!'''}} Use <*> to use Chat Trigger text in EXECUTE or talk commands.
Location bookmarks store the X,Y and Z coordinates as well as the Pitch/Yaw of the Player are useful in a couple different ways. First, they store an exact X,Y,Z Location that can be utilized with commands such as TELEPORT, SPAWN, and WALKTO. The second set of information in a Location bookmarks is the Pitch and Yaw, which can be useful with the LOOK command. Upon creation, the location, pitch, and yaw of the Player is the information that is stored. Possible Scenario: Need a Denizen to look at a clue? Easy! Create a Location bookmark while looking at the spot, then use LOOK [bookmark] to have the NPC Denizen look in the same direction.


Location bookmarks are also used to define the 'Trigger: node' in Location Triggers.
* {{color|red|white|'''New!'''}} Use <*> in FLAG command to remember player input. Example usage: - FLAG PLAYER_RESPONSE:<*>
</div>


== Assignments ==
<div style="margin-right:2.0em; padding:10px">
Still reading? Great! You're on your way to writing some sweet scripts. Let's start out with the basics: Interact Scripts and Assignments. Denizen needs two things to be functional. A script, and an assignment. Scripts, obviously, hold instructions that are carried out when triggered. Assignments hold information on which scripts should trigger, and when. Bear with me, and keep reading!
</div>


==== A basic interact script ====
'''0.7.5 BETA build #440:'''
<div style="margin-right:2.0em; padding:10px">
In order to sufficiently explain an assignment, we first need a script. The great thing about a Denizen script is that it can be simple or advanced, short or long, thanks to a wide array of commands and functions at your disposal. Scripts can work with, extend, and rely on one another to create rich, interactive gameplay. Each script has at least 2 parts, Requirements and Steps. For now, let's take this very simple script as an example. We'll get more detailed later on.


Remember: Scripts are defined in <code>plugins/Denizen/scripts/</code> folder. They can be put into any YML file contained in that directory. You may need to create the directory yourself if no scripts yet exist.
* {{color|red|white|'''New!'''}} API Events make extending Denizen more powerful than ever!


<pre>
* {{color|red|white|'''New!'''}} RUNTASK/CANCELTASK allows delayed tasks to be set, and cancelled.
'Daytime in the City'
  Type: Interact
  Requirements:
    Mode: All
    List:
    - TIME Day
  Steps:
    1:
      Click Trigger:
        Script:
        - CHAT "Welcome to the city! Isn't it beautiful in the daytime?"
</pre>


So what just happened there? A quick literal translation: This script is named <code>'Daytime in the City'</code>. This name is used when assigning Denizen NPCs their scripts. When the script is called by a trigger, in this case a <code>'Click Trigger'</code>, for it to activate the Requirements set must be met, more specifically <code>ALL</code> of the requirements set. In this example, the only requirement is <code>TIME DAY</code> which requires the current time in the world to be daytime. If the Requirements are met, the script defined in the <code>'Click Trigger'</code> is sent to be run. It will have the Denizen NPC chat to the player 'Welcome to the city! Isn't it beautiful in the daytime?'.
* {{color|red|white|'''New!'''}} HOLD command can change what a Denizen NPC is wielding.


But before the script can be triggered, it needs to be assigned.
* {{color|red|white|'''New!'''}} Replaceable data for dynamically putting flags into texts!
</div>


==== A basic assignment ====
* {{color|red|white|'''New!'''}} ISLIQUID requirement can sense if a block bookmark is solid, or liquid.
<div style="margin-right:2.0em; padding:10px">
In order for a Denizen to be associated with a script, he needs to be assigned to it. The following shows a simple assignment format.  


Assignments are defined in the Denizens node found in plugins/Denizen/assignments.yml and must be done by hand. Once you edit the config.yml, immediately save and use /denizen reload in-game.
* {{color|red|white|'''New!'''}} IF command can evaluate a FLAG and run a TASK script.


<pre>
Denizens:                       
  'Steve':                       
    Interact Scripts:                     
    - 10 Daytime in the City 
    Texts:
      No Click Trigger: 'Come back during the day!'
</pre>


Let's break this down again. This assignement will work for Denizens named <code>'Steve'</code>. Denizen NPC names are case-sensitive! Triggers that involve this NPC, such as a <code>'Click Trigger'</code> will call the script named <code>'Daytime in the City'</code>. The <code>10</code> before the name is the script priority, useful when assigning multiple scripts, but we'll get into that next. If no scripts meet requirements (in this case -- if it's NOT daytime when clicking on Steve), the text defined in the <code>Texts:</code> node called 'No Click Trigger' will trigger instead. So to reiterate, if the player clicks on Steve during the daytime, the player will get a chat containing 'Welcome to the city! Isn't it beautiful in the daytime?' If the player clicks during the nighttime, since the script requirements are not met and therefore no Click Trigger is found, the player will see a chat containing 'Come back during the day!'. Note that the default <code>No Click Trigger</code> text can be changed in the <code>config.yml</code>. Texts will be covered shortly.
'''0.7 BETA builds #125 - #280:'''
</div>


==== Multiple Script Assignments ====
* {{color|red|white|'''Updated!'''}} Less bugs! We're still in beta, but there has been some major code cleanup!
<div style="margin-right:2.0em; padding:10px">
The key to Denizens being dynamic is their ability to handle multiple scripts in different situations. This is done by assigning a priority to script assignments. Let's take this example configs below to see how script priority is handled. The below code references <code>assignments.yml</code> and a <code>script.yml</code>.


<pre>
* {{color|red|white|'''New!'''}} Triggers, Commands, Requirements and Activities are now extensible by plugin programmers. See: [http://wiki.citizensnpcs.net/Custom_Denizen_Commands Custom Denizen Commands on the Citizens2 Wiki]. Documentation coming soon!
---- assignments.yml ----


Denizens:                       
* {{color|red|white|'''New!'''}} [[#Debug_Mode|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.
  'Steve':                       
    Interact Scripts:                     
    - 0 Regular Joe
    - 10 Joe the Builder 


---- script.yml ----
* {{color|red|white|'''New!'''}} [[#Info-click|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!


'Regular Joe':
* {{color|red|white|'''New!'''}} [[#Proximity_Trigger|Proximity Triggers]] can trigger a script when a Player comes near. The most requested trigger type I got during the previous betas.
  Type: Trigger 
  Requirements:
    Mode: None
  Steps:
    1:
      Click Trigger:
        Script:
        - CHAT "Hello <PLAYER>! I supply builders only!"


'Joe the Builder':
* {{color|red|white|'''New!'''}} [[#Location_Trigger|Location Triggers]] can trigger a script when a Player walks over a Location Bookmark. This is kind of like a PLAYERTASK LOCATION, but better! :)
  Type: Trigger 
  Requirements:
    Mode: All
    List:
    - PERMISSION modifyworld.*
  Steps:
    1:
      Click Trigger:
        Script:
        - ENGAGE
        - CHAT "Hello <PLAYER> the Builder! Take this shovel!"
        - GIVE WOOD_SPADE QTY:1
        - FINISH
        - DISENGAGE
</pre>


Denizen <code>Steve</code> has been assigned two scripts. Upon player interaction, each script is checked for met requirements. If only one script has their requirements met, it's clear what script will be returned. But what if both meet requirements? That's where the number before each script assigned comes in. Higher priority always wins. To break down this specific situation, if a player with the 'modifyworld.*' permission clicks on Steve, both scripts meet the requirements, but since the script 'Joe the Builder' has a priority of 10, and 'Regular Joe' only has a priority of 0, 'Joe the Builder' sends its script. 'Regular Joe' is simply ignored. Denizens can be issued as many scripts as you want.  If two scripts have the same priority, the first in the list will be the one to trigger, if both scripts meet their requirements.
* {{color|red|white|'''New!'''}} [[#Damage_Trigger|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!
</div>


==== An Overlay Interact Script Assignment ====
* {{color|red|white|'''New!'''}} [[Denizen/Assignments#Overlay_Assignment_Mode|Script 'Overlay' Assignment]] 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!
<div style="margin-right:2.0em; padding:10px">
{{color|red|white|Advanced usage!}} Overlay Script Assignments are new in 0.7 and open a wide array of new possibilities with multiple script interaction. This is completely optional, and probably should be ignored if you are a first time user and instead be revisited when you start to master Denizen Scripting.


A normal setup with multiple scripts is 'take this script', 'or take this script' kind of behavior. Interaction is pulled from whichever script has the highest priority, regardless of whether or not an actual trigger exists. If no trigger, default Text is pulled alerting the Player. With an Overlay Assignment, it will only honor the script if the actual trigger exists. If no trigger exists, the script triggering will become to the next script in the list -- the script with the second highest priority. Let's see an example. I should also note that to assign a script as an 'Overlay', use a '^' directly in front of the script name.
* {{color|red|white|'''New!'''}} [[#Interact Script Commands|ANNOUNCE command]] can make global server announcements.


<pre>
* {{color|red|white|'''New!'''}} [[#Interact Script Commands|RANDOM command]] will leave command execution to chance. Duck-duck-goose.
---- assignments.yml ----


Denizens:                       
* {{color|red|white|'''New!'''}} [[#Interact Script Commands|HINT command]] will hint to the Player acceptable Chat Triggers for the current step and script. Language support coming soon!
  'Steve':                       
    Interact Scripts:                     
    - 0 Proximity Joe
    - 10 ^Regular Joe
    - 20 ^Joe the Builder 


---- script.yml ----
* {{color|red|white|'''New!'''}} [[#Interact Script Commands|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!
'Proximity Joe':
  Type: Trigger
  Requirements:
    Mode: None
  Steps:
    1:
      Proximity Trigger:
        Script:
        - CHAT "Nice to see you, <PLAYER>!"


'Regular Joe':
* {{color|red|white|'''New!'''}} [[#Requirement Types|FLAG requirement]] can require special flags and values to be set in order to be eligible for a script. Again, this is HUGE!
  Type: Trigger 
  Requirements:
    Mode: None
  Steps:
    1:
      Click Trigger:
        Script:
        - CHAT "Hello <PLAYER>! I supply builders only!"


'Joe the Builder':
* {{color|red|white|'''New!'''}} [[#Requirement Types|POWERED requirement]] can check if a block bookmark has redstone power. Great idea, instinx!
  Type: Trigger 
  Requirements:
    Mode: All
    List:
    - PERMISSION modifyworld.*
  Steps:
    1:
      Click Trigger:
        Script:
        - ENGAGE
        - CHAT "Hello <PLAYER> the Builder! Take this shovel!"
        - GIVE WOOD_SPADE QTY:1
        - FINISH
        - DISENGAGE
</pre>


Do you see now the possibilities of the Denizen Script Engine? I love it! Let's see what happens in a few different scenarios.
* {{color|red|white|'''New!'''}} The activity engine has been implemented which will allow your Denizen 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!


'''First Scenario'''
* {{color|red|white|'''New!'''}} [[#In-game_Commands|In-game commands]] now let you easily manage triggers, bookmarks, and debug info.
Let's say a Player clicks, doesn't have the permissions 'modifyworld.*', so therefore only two scripts meet requirements: 'Regular Joe' and 'Proximity Joe'. It should be pretty obvious what happens. 'Regular Joe' has higher priority, so a Click Trigger will use that script. The Player will see "Hello Player! I supply builders only!". That's the only trigger, right? Wrong. This leads us into the next scenario.


'''Second Scenario'''
* {{color|red|white|'''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!
The first thing to trigger the Denizen NPC would actually be the Proximity Trigger. In a regular assignment situation, with the same permissions situation as the first scenario, 'Regular Joe' would beat out 'Proximity Joe' and since there is no Proximity Trigger in 'Regular Joe', no script would trigger. But this is an Overlay Assignment. Since there is no Proximity Trigger in the script 'Regular Joe', the next script available, 'Proximity Joe', would attempt to trigger instead. And what do we have here? A Proximity Trigger! The Player would see "Nice to see you, Player!".


'''Third Scenario'''
<br>
Player triggers a Proximity Trigger. Player has permission 'modifyworld.*', so the highest matching script is 'Joe the Builder' since it has a priority of 30. But there is no Proximity Trigger for this script, so the next script in line is checked. 'Regular Joe', of course, has no Proximity Trigger either! And since both 'Joe the Builder' and 'Regular Joe' are Overlay Assignments, we're back to 'Proximity Joe' triggering, alerting the player "Nice to see you, Player!".
You can see more at the full [https://github.com/aufdemrand/Denizen/commits/master Denizen Changelog].
 
 
Simple, right? To get your teeth wet, take a look at this additional example situation which uses FLAGS and magic :)
 
<pre>
# ASSIGNMENTS.YML ----
 
Denizens:
  Maggie:
    Interact Scripts:
    - 0 Magic Shop
    - 10 ^Magic Shop Not Enough Money
    - 20 ^Magic Shop Feathers
    - 20 ^Magic Shop Dust
   
# MAGIC SHOP.YML ----
   
'Magic Shop':
  Type: Interact
  Requirements:
    Mode: None
  Steps:
    1:
      Proximity Trigger:
        Script:
        - CHAT 'Welcome to my shop! Have a look around!'
 
      Click Trigger:
        Script:
        - CHAT 'What would you like to buy?'
        - HINT
 
      Chat Trigger:
        1:
          Trigger: I would like to buy some /feathers/.
          Script:
          - CHAT 'Great! Feathers are 20 coins.'
          - NARRATE 'Right click to purchase some feathers.'
          - FLAG 'MAGICSHOPITEM:FEATHER' 'DURATION:30'
        2:
          Trigger: I would like to buy some /glowstone dust/.
          Script:
          - CHAT 'Great! Glowstone dust is 50 coins.'
          - NARRATE 'Right click to purchase some glowstone dust.'
          - FLAG 'MAGICSHOPITEM:DUST' 'DURATION:30'
        3:
          Trigger: I would like to buy some /*/.
          - CHAT "Ah! Sorry, I don't sell any of that!"
         
'Magic Shop Not Enough Money':
  Type: Interact
  Requirements:
    Mode: All
    List:
    - FLAGGED 'MAGICSHOPITEM'
  Steps:
    1:
      Click Trigger:
        Script:
        - CHAT "Ah, sorry! You don't have enough money!"
        - RESET 'FLAG:MAGICSHOPITEM'
       
'Magic Shop Feathers':
  Type: Interact
  Requirements:
    Mode: All
    List:
    - FLAGGED 'MAGICSHOPITEM:FEATHER'
    - MONEY 20
  Steps:
    1:
      Click Trigger:
        Script:
        - TAKE MONEY QTY:20
        - GIVE FEATHER QTY:10
        - CHAT 'Thanks! Here are your feathers.' 
       
'Magic Shop Dust':
  Type: Interact
  Requirements:
    Mode: All
    List:
    - FLAGGED 'MAGICSHOPITEM:DUST'
    - MONEY 50
  Steps:
    1:
      Click Trigger:
        Script:
        - TAKE MONEY QTY:50
        - GIVE GLOWSTONE_DUST QTY:10
        - CHAT "Thanks! Here's your dust."
</pre>
 
For a good exercise, I'll leave figuring out the flow of this script up to you!
</div>
 
==== Texts ====
<div style="margin-right:2.0em; padding:10px">
...
</div>
 
==== Other Things to Note ====
<div style="margin-right:2.0em; padding:10px">
Denizens with the same name use the same script assignments. The plus to this is the ability to quickly make 'generic NPCs' such as a 'Townsman' or 'Miner'. You can also assign to NPC IDs instead of name. This is covered in [[Advanced Usage]].
 
All the scripts and configuration nodes are in YAML. Remember! Spacing is CRITICAL when dealing with YAML files. Each parent node and sibling node should follow the spacing and formatting guidelines set forth by the YAML 1.0 standard. Generally, your indents should remain consistant. In all the examples used in this guide, 2 spaces are used for indenting.  Generally, whatever you choose should be maintained through your YAML document. Remember: NO TABS are allowed in YAML files. If you are using notepad++ to edit your scripts, be sure to change the tab->space setting in Preferences>LanguageMenu/Tab Settings.
 
In all the denizen YAML files, nodes are case sensitive! For example, in a script.yml, 'Scripts:' will work. 'scripts:' will not! All nodes are first letter capital, rest of the word lowercase. Scripts names follow this rule too! Also: Commands/Requirements are generally ALL UPPERCASE, but we'll get to that.
 
YAML tutorials can be intimidating, but [http://wiki.ess3.net/wiki/YAML_Tutorial this small tutorial on the Essentials wiki] is pretty useful for basic YAML, which is the extent of which Denizens uses.
</div>
 
== Interact Scripts ==
<div style="margin-right:2.0em; padding:10px">
Hopefully you've gotten a basic idea of a script by reading about Assignments in the previous section. If you have, you'll notice that the general structure of a script should always include the 'Name', 'Type', 'Requirements', and 'Steps' nodes.
 
Scripts are defined in the plugins/Denizen/scripts/ folder. Any .yml file in that directory will be loaded into Denizen. For example purposes on this website, reference to script.yml is made, but again, jimbobjoe.yml or 'skeeter the cat.yml' would work just the same..
</div>
 
==== General layout of an Interact Script ====
<div style="margin-right:2.0em; padding:10px">
<pre>
'Name of script':  # Name Node
  Type: Interact    # Type Node
  Requirements:    # Requirements Node
    ...:
    ...:
      - ...
      - ...
  Steps:            # Steps Node
    ...:
      - ...
    ...:
</pre>
</div>
 
==== Name Node ====
<div style="margin-right:2.0em; padding:10px">
This node is pretty self-explanatory, but here are some things to keep in mind.
* Names, just like nodes are case-sensitive! <code>'This script name'</code> is different than <code>'THIS SCRIPT NAME'</code>.
* Names that contain spaces should have single or double quotes around it. ie: <code>"This script":</code> or <code>'This script':</code> is acceptable.
* If the name includes a single quote in it, you must use double quotes around it, or 'escape' the quote with another quote. ie: <code>"John's Script":</code> or <code>'John<nowiki>''</nowiki>s Script':</code>
</div>
</div>


==== Type Node ====
__NOTOC__
<div style="margin-right:2.0em; padding:10px">
Let's Denizen know the type of script. For interact scripts, as explained in this section, use <code>TYPE: INTERACT</code>. For reference, there are also TASK scripts and ACTIVITY scripts, which is covered later.
</div>


==== Requirements Node ====
[[Category:Denizen 0.7]]</s>
<div style="margin-right:2.0em; padding:10px">
This node sets the rules for the player to qualify for the script. There are a couple different options that you should know when using requirements. For example:
 
<code>
  Requirements:
    Mode: All
    List:
    - TIME Night
    - MONEY 1000000
    - STORMY
</code>
 
This would be a difficult script to obtain, for sure. To trigger, the time must be night-time, the player would need one million units of currency, and the weather must be storming, but it shows the flexibility of requirements. First is the 'Mode'. Currently there are three different types. Second is the requirement type, with arguments if applicable.
</code>
</div>
 
===== Mode Types =====
<div style="margin-right:2.0em; padding:10px">
<code>[] indicates required field.</code>
 
{{Denizen Requiremnt Type
| &nbsp;'''<tt>ALL</tt>'''
| &nbsp;&nbsp;Requires all requirements listed to be met.
}}
{{Denizen Requiremnt Type Alt
| &nbsp;'''<tt>ANY [#]</tt>'''
| &nbsp;&nbsp;Requires the specified number of requirements to be met out of the total of requirements.
}}
{{Denizen Requiremnt Type
| &nbsp;'''<tt>NONE</tt>'''
| &nbsp;&nbsp;No requirements need to be met. There is also no need to have a <tt>LIST</tt> node if using <tt>NONE</tt>.
}}
</div>
 
===== Requirements Types for Interact Scripts =====
<div style="margin-right:2.0em; padding:10px">
Note: Requirements are due for a re-code to make them extensible like Commands. This will improve tolerence and allow for better debugging, as well as make it easy for other plugin programmers to extend Denizen. What this means to you is that it will probably change up some syntax formatting in future updates.
 
<code>[] indicates required field, () indicates an optional field, | indicates alternative usage.</code>
 
Click on any requirement to get more information and example usages.
</div>
 
===== 'Player' Requirements =====
<div style="margin-right:2.0em; padding:10px">
{{Denizen Requiremnt Type Color|ivory|
[[Interact_Script_Requirements#Name|'''<tt>NAME</tt>''']]
| &nbsp;&nbsp;<nowiki>[Player Name]&nbsp;&nbsp;(Player Name)&nbsp;&nbsp;(Player Name) ...</nowiki>
}}
{{Denizen Requiremnt Type Color|ivory|
[[Interact_Script_Requirements#Item|'''<tt>ITEM</tt>''']]
| &nbsp;&nbsp;<nowiki>[[ITEM_NAME]|[#]:[#]]&nbsp;&nbsp;(Quantity)</nowiki>
}}
{{Denizen Requiremnt Type Color|ivory|
[[Interact_Script_Requirements#Holding|'''<tt>HOLDING</tt>''']]
| &nbsp;&nbsp;<nowiki>[[ITEM_NAME]|[#]:[#]]&nbsp;&nbsp;(Quantity)</nowiki>
}}
{{Denizen Requiremnt Type Color|ivory|
[[Interact_Script_Requirements#Wearing|'''<tt>WEARING</tt>''']]
| &nbsp;&nbsp;<nowiki>[[ITEM_NAME]|[#]:[#]]</nowiki>
}}
{{Denizen Requiremnt Type Color|ivory|
[[Interact_Script_Requirements#Hunger|'''<tt>HUNGER</tt>''']]
| &nbsp;&nbsp;<nowiki>[Full|Hungry|Starving]</nowiki>
}}
{{Denizen Requiremnt Type Color|ivory|
[[Interact_Script_Requirements#Wearing|'''<tt>WEARING</tt>''']]
| &nbsp;&nbsp;<nowiki>[[ITEM_NAME]|[#]:[#]]</nowiki>
}}
{{Denizen Requiremnt Type Color|ivory|
[[Interact_Script_Requirements#Wearing|'''<tt>LEVEL</tt>''']]
| &nbsp;&nbsp;<nowiki>[# or higher]&nbsp;&nbsp;OR&nbsp;&nbsp;LEVEL&nbsp;&nbsp;[At least this Level #]&nbsp;&nbsp;[No more than this Level #]</nowiki>
}}
{{Denizen Requiremnt Type Color|ivory|
[[Interact_Script_Requirements#Wearing|'''<tt>EFFECT</tt>''']]
| &nbsp;&nbsp;<nowiki>[POTION_TYPE]</nowiki>
}}
</div>
 
===== 'WORLD' REQUIREMENTS =====
<div style="margin-right:2.0em; padding:10px">
{{Denizen Requiremnt Type Color|aliceblue|
[[Interact_Script_Requirements#Name|'''<tt>WORLD</tt>''']]
| &nbsp;&nbsp;<nowiki>[World Name]&nbsp;&nbsp;(World Name)&nbsp;&nbsp;(World Name) ...</nowiki>
}}
{{Denizen Requiremnt Type Color|aliceblue|
[[Interact_Script_Requirements#Time|'''<tt>TIME</tt>''']]
| &nbsp;&nbsp;<nowiki>[Day|Night|Dusk|Dawn]  OR  TIME [0-23999] [1-24000]</nowiki>
}}
{{Denizen Requiremnt Type Color|aliceblue|
[[Interact_Script_Requirements#Sunny|'''<tt>SUNNY</tt>''']]
| &nbsp;&nbsp;
}}
{{Denizen Requiremnt Type Color|aliceblue|
[[Interact_Script_Requirements#Sunny|'''<tt>PRECIPITATING</tt>''']]
| &nbsp;&nbsp;
}}
{{Denizen Requiremnt Type Color|aliceblue|
[[Interact_Script_Requirements#Storming|'''<tt>STORMY</tt>''']]
| &nbsp;&nbsp;
}}
</div>
 
===== 'SCRIPT' REQUIREMENTS =====
<div style="margin-right:2.0em; padding:10px">
{{Denizen Requiremnt Type Color|mintcream|
[[Interact_Script_Requirements#Finished|'''<tt>FINISHED</tt>''']]
| &nbsp;&nbsp;<nowiki>(# of times)&nbsp;&nbsp;[Script Name]</nowiki>
}}
{{Denizen Requiremnt Type Color|mintcream|
[[Interact_Script_Requirements#Failed|'''<tt>FAILED</tt>''']]
| &nbsp;&nbsp;<nowiki>(# of times)&nbsp;&nbsp;[Script Name]</nowiki>
}}
{{Denizen Requiremnt Type Color|mintcream|
[[Interact_Script_Requirements#Sunny|'''<tt>ACTIVITY</tt>''']]
| &nbsp;&nbsp;[Name of Activity]
}}
{{Denizen Requiremnt Type Color|mintcream|
[[Interact_Script_Requirements#Sunny|'''<tt>FLAGGED</tt>''']]
| &nbsp;&nbsp;(FlagName:Value OR FlagName #)
}}
</div>
 
===== 'VAULT' REQUIREMENTS =====
<div style="margin-right:2.0em; padding:10px">
{{Denizen Requiremnt Type
| &nbsp;[[Interact_Script_Requirements#Permission|'''<tt>PERMISSION</tt>''']]
| &nbsp;&nbsp;[permission.node]
}}
{{Denizen Requiremnt Type Alt
| &nbsp;[[Interact_Script_Requirements#Sunny|'''<tt>GROUP</tt>''']]
| &nbsp;&nbsp;<nowiki>[Group Name]&nbsp;&nbsp;(Group Name)&nbsp;&nbsp;(Group Name) ...</nowiki>
}}
{{Denizen Requiremnt Type
| &nbsp;[[Interact_Script_Requirements#Money|'''<tt>MONEY</tt>''']]
| &nbsp;&nbsp;[Quantity]
}}
</div>
 
===== Negative Requirements Types =====
<div style="margin-right:2.0em; padding:10px">
Requirements can also be 'negative' requirements. In the Requirements List, just place a '-' in front of the requirement to inverse its logic. For example, 'HOLDING IRON_SWORD' would require the player to be holding an Iron Sword. '-HOLDING IRON_SWORD' would require the player to NOT be holding an Iron Sword. All requirements have a negative alternative, even ones whose function may overlap, such as '-WEATHER Precipitating' and 'WEATHER Sunny', which technically do the same thing. If anything, it can add to script readability. The negative requirement '-' should not be confused with the 'list item -' with a trailing space in front of each Requirement in the List, as that is standard YAML list format. See below:
 
<code>
  Requirements:
    Mode: All
    List:
    - -TIME Night
    - -MONEY 1000000
    - -STORMY
</code>
 
Negative requirements can completely change the original example around. In this 'revised' example, for this script to trigger, time needs to be day, the weather in the current world must NOT be storming, and the player have less than 1000000 units of currency on them.
</div>
 
==== Steps Node ====
<div style="margin-right:2.0em; padding:10px">
Steps are the meat of the script. They control what to listen for and what actions to take. Each script can have multiple steps, each with multiple triggers. Let's use an example.
 
<pre>
'Welcome to Harbortown':
  Type: Interact
  Requirements:
    Mode: NONE
  Steps:
    '1':
      Click Trigger:
        Script:
        - CHAT 'What's your name, stranger?'
      Chat Trigger:
        '1':
          Trigger: My name is /<PLAYER>/.
          Script:
          - CHAT 'Ah ha, your name sounds familiar! '
          - CHAT 'Are you from around this area?'
          - ZAP
    '2':
      Click Trigger:
        Script:
        - HINT
      Chat Trigger:
        '1':
          Trigger: /Yes/, I grew up in Harbortown!
          Script:
          - CHAT 'I thought so, welcome back!
            Have you heard about Tom the Taylor?
            Isn't that just horrible?'
          - ZAP 3
        '2':
          Trigger: /No/, you must be mistaken.
          Script:
          - CHAT 'Oh, sorry about that.'
          - CHAT 'Hey, if you're looking for some work,
            Bill the Baker is understaffed!
            This is the bakery's busy season.'
          - ZAP 4
    '3':
      Click Trigger:
        Script:
        - CHAT 'I wonder if Tom the Taylor is doing any better.'
        - NARRATE 'Perhaps you should check on Tom the Taylor.'
    '4':
      Click Trigger:
        Script:
        - CHAT 'Oh, nice to see you again <PLAYER>!'
        - CHAT 'Have you stopped by the bakery?'
</pre>
 
The sub-sections below reference this example.
</div>
 
===== Trigger Types =====
<div style="margin-right:2.0em; padding:10px">
Steps handle the flow of commands and messages with triggers.
 
'''Denizen Triggers''' trigger from interaction with Denizens. They are defined in the Steps: node.
 
* '''Click Trigger'''s activate when the Denizen is right-clicked.
<pre>
Click Trigger:
  Script:
  - CHAT "Teehee, that tickles!"
  - EMOTE "giggles"
</pre>
 
* '''Damage Trigger'''s activate when the Denizen is left-clicked. If the Denizen has Damage Triggers disabled, this will count as a Click Trigger.
<pre>
Damage Trigger:
  Script:
  - CHAT "OUCH, You'll pay for that!"
  - STRIKE <PLAYER>
</pre>
 
* '''Proximity Trigger'''s activate when a player walks close to the Denizen.
 
<pre>
Proximity Trigger:
  Script:
  - CHAT 'Eek! get away, you smell bad, <PLAYER>.'
</pre>
 
 
* '''Chat Trigger'''s activate when players chat with Denizens. Players' chat within the configurable range will be directed to the Denizen instead of global chat. Chat also follows the configuration setting. a single chat trigger entry can handle multiple words, see below: <code>
 
<pre>
Chat Trigger:
  '1':
    Trigger: The word needed to /Trigger/ is inside slashes, this whole sentence will appear to be said by the player
    Script:
    - CHAT "Good to know!"
  '2':
    Trigger: A chat trigger can also catch on any word not otherwise caught using /*/.
    Script:
    - CHAT "I don't know what <*> mean, <PLAYER> !
</pre>
</code>
 
</div>
 
* '''Location Trigger'''s activate when players walk near a [[Location Bookmark]]. Like chat triggers, multiple locations can be defined in one Location Trigger.
 
<pre>
Location Trigger:
  '1':
    Trigger: TreasureRoom
    - TELEPORT Jail
  '2':
    Trigger: BedRoom
    - NARRATE 'You enter the bedroom of the dead man, looking for clues'
</pre>
</code>
 
For a full list of commands, see [[#Script Commands]]
</div>
 
== Task Scripts in detail ==
<div style="margin-right:2.0em; padding:10px">
Task scripts are script that are called by either the RUNTASK command or PLAYERTASK command. These are more basic than trigger scripts since they have no requirements or step nodes. The types of commands are also more limited since there is no NPC Denizen associated with the script, but useful for certain situations.
</div>
 
==== General layout of a Trigger Script ====
<div style="margin-right:2.0em; padding:10px">
<pre>
'Name of script':  # Name Node
  Type: Task        # Type Node
  Script:          # Script Node
  - ...
  - ...
</pre>
</div>
 
==== Using a Task Script with RUNTASK ====
<div style="margin-right:2.0em; padding:10px">
Imagine a scenario where you'd like to check a single outcome from multiple sources. Say, for instance, you have multiple 'quests' that all have the same outcome. You could check the completion for each quest, or, you could have all the quests call a Task Script and check against that.
 
This is a very basic example for something that can in theory be very complex. Imagination, hoooo!
 
<pre>
'Apple Reward':
  Type: Task   
  Script:     
  - NARRATE You've received some APPLES. Nice!
  - GIVE APPLE 10
  - FINISH
 
'Apple Quest 1':
  Type: Trigger
  Requirements:
    Mode: All
    List:
    - -FINISHED Apple Reward
  Steps:
    '1':
      Click Trigger:
        Script:
        - CHAT Welcome to my house, have some apples!
        - RUNTASK Apple Reward
 
'Apple Quest 2':
  Type: Trigger
  Requirements:
    Mode: All
    List:
    - -FINISHED Apple Reward
  Steps:
    '1':
      Click Trigger:
        Script:
        - CHAT Welcome to my orchard, have some apples!
        - RUNTASK Apple Reward
</pre>
</div>
 
==== Using a Task Script with PLAYERTASK ====
<div style="margin-right:2.0em; padding:10px">
Tasks scripts are very straight forward when using with a PLAYERTASK command. The script that is called when the 'player task' is complete is a Task script.
 
<pre>
'Graveyard Investigation':
  Type: Trigger
  Requirements:
    Mode: NONE
  Steps:
    '1':
      Click Trigger:
        Script:
        - CHAT Go investigate the graveyard for me!
        - PLAYERTASK LOCATION graveyard 20 120 Graveyard Search
 
'Graveyard Search':
  Type: Task   
  Script:     
  - NARRATE You are thoroughly spooked out. Maybe you should return to Dave.
  - FINISH
 
'Graveyard Investigated Complete':
  Type: Trigger
  Requirements:
    Mode: All
    List:
    - FINISHED Graveyard Search
  Steps:
    '1':
      Click Trigger:
        Script:
        - CHAT Ahhh, dang. You couldn't find anything? Ah well, thanks for your help!
</pre>
 
== Interact Script Commands ==
<div style="margin-right:2.0em; padding:10px">
Note: There are plenty more to come, be patient, more are coming! Have ideas for a good command? Let me know!
 
<code>[] indicates required field, () indicates an optional field, OR indicates alternative usage.</code>
</div>
 
====Script Flow Commands====
<div style="margin-right:2.0em; padding:10px">
These commands have no external affect on the world, but control the flow of scripts within the Denizen.
 
{{Denizen Command
| '''<pre>ENGAGE</pre>'''
| <tt>&nbsp;&nbsp;(DURATION:[#])&nbsp;(NPCID:[#])</tt>
| <p>Blocks player interaction from triggering the NPC. This may be useful if a long script required the player to listen or watch a series of events and you didn't want the Player to be able to interact while these commands were being taken out. Use with either a <tt>DURATION</tt> or <tt>DISENGAGE</tt>. <tt>DURATION</tt> will automatically <tt>DISENGAGE</tt> after the specified amount of seconds. If no <code>NPCID</code> is included, the Denizen triggered is used. Remember: While <tt>ENGAGED</tt>, no scripts will trigger, so be diligent in using!</p>
'''Example Usages'''
<pre>- ENGAGE
- ENGAGE DURATION:12 NPCID:3
- ENGAGE NPCID:2</pre>
}}
{{Denizen Command Alt
| '''<pre>DISENGAGE</pre>'''
| <tt>&nbsp;&nbsp;(NPCID:[#])</tt>
| <p>Allowed an <tt>ENGAGED</tt> Denizen to be interacted with again, the counterpart to the <tt>ENGAGE</tt> command. Can also specify the NPCID of a different Denizen</p>
}}
{{Denizen Command
| <pre>ZAP</pre>
| <tt>&nbsp;&nbsp;([Step #])&nbsp;('SCRIPT:[Name of Script]')&nbsp;(DURATION:[#])&nbsp;('RANDOM:[#] (#)')</tt>
| <p>A very powerful command, indeed. This is how Scripts progress through their steps. It is not done automatically, instead, you get to decide how to progress. ZAP used alone will simply progress the Player to the next step in the Script. Note: Denizen does not check whether the step exists, so you can use that to your advantage in an Overlay Script Assignment. If an Integer is used, that step will be used.</p>
<p>Specify a <tt>SCRIPT</tt> to change the active step for a Player in a specific Script. If not specified, the triggering Script is used. A <tt>DURATION</tt> can be set to provide an automatic "DEZAP" of sorts, reverting the step back after a specific amount of seconds, unless, in that duration another ZAP command has taken place. This can be used as a 'timeout' of sorts. <tt>RANDOM</tt> can be used to let chance select the step to progress the Player to. If one Integer is included, steps 1 through the chosen number will be randomly selected. You can also use a range of numbers if two Integers are used.</p>
'''Example Usages'''
<pre>- ZAP
- ZAP 'RANDOM:3 6' DURATION:60
- ZAP 'SCRIPT:Another Script' 6</pre>
}}
{{Denizen Command Alt
| '''<pre>WAIT</pre>'''
| <tt>&nbsp;&nbsp;[# of Seconds]&nbsp;&nbsp;(QUEUE:TASK<nowiki>|</nowiki>TRIGGER)</tt>
| <p>Pauses a Queue for a specified amount of seconds. If no <tt>QUEUE</tt> is specified, the sending queue is used. For example, if the command is sent from an Interact (Triggered) Script, the queue that will be held is the 'Trigger Queue'. Could be useful in advanced usage situations when using both Task Scripts and Interact Scripts together.</p>
'''Example Usages'''
<pre>- WAIT 6
- WAIT 30 QUEUE:TASK</pre>
}}
{{Denizen Command
| '''<pre>FLAG</pre>'''
| <tt><nowiki>&nbsp;&nbsp;'[Flag Name]'&nbsp;OR&nbsp;'[[Flag Name]:[Flag Value]]'&nbsp;OR&nbsp;[[Flag Name]:++|--]'&nbsp;(DURATION:[#])</nowiki></tt>
| <p>Requires one of the above arguments. <tt>FLAG</tt> store variables, or 'flags', to a Player. This can be used to keep track of information that can be check against with the FLAGGED requirement. Usage of the command is easy, and can be used in 3 different ways. A Boolean (true/false) value can be set with only a flag name. If set, the value is <tt>TRUE</tt>. When <tt>RESET</tt>, it is <tt>FALSE</tt>. <tt>FLAG</tt> can also set Integer (or number) variables, and easily increment or decrease them with the use of the <tt>++</tt> and <tt>--</tt> arguments accordingly. The command can also store a String value, see the example below. Using a <tt>DURATION</tt> will revert the value of the flag to the previous value, if during the duration the flag has not changed.</p>
'''Example Usages'''
<pre>- FLAG 'Sample Boolean Flag'
- FLAG Alignment:++
- FLAG Alignment:--
- FLAG 'Active Item:60 Feathers'
- FLAG HasHealingFlag DURATION:180</pre>
}}
{{Denizen Command Alt
| '''<pre>FINISH</pre>'''
| <tt>&nbsp;&nbsp;('SCRIPT:[Name of Script]')</tt>
| <p>Marks a script as 'Finished' to check against with the <tt>FINISHED</tt> requirement. This is kind of like a built-in flag for scripts, and acts much like a Counter, ie. You can <tt>FINISH</tt> a script multiple times and it will keep track of the total number, unless <tt>RESET</tt>.</p>
'''Example Usages'''
<pre>- FINISH
- FINISH 'SCRIPT:Another Script'</pre>
}}
{{Denizen Command
| '''<pre>FAIL</pre>'''
| <tt>&nbsp;&nbsp;('SCRIPT:[Name of Script]')</tt>
| <p>Marks a script as 'Failed' to check against with the <tt>FAILED</tt> requirement. This is identical to the <tt>FINISH</tt> command, except keeps track of 'fails' instead. Again, this is kind of like a built-in flag for scripts, and acts much like a Counter, ie. You can <tt>FAIL</tt> a script multiple times and it will keep track of the total number, unless <tt>RESET</tt>. Note: A script can be both 'finished' and 'failed', the two commands work independently.</p>
'''Example Usages'''
<pre>- FAIL
- FAIL 'SCRIPT:Magic Feathers'</pre>
}}
 
 
* RESET [FINISHED|FAILED] [Name of Script]
*: </code>Sets either FINISHED or FAILED of the specified script to False. Remember: Script names are case sensitive!<code>
 
===Text Commands===
These commands show some text to the player(s). Note that all text commands must be surrounded by quotes. single ' or double ".
 
Long messages will be formatted for multiple lines automatically.
 
Color can be applied with %%COLORCODE.
 
* CHAT ['The text to chat.']
*: </code>Makes the Denizen talk to the player.<code>
 
* NARRATE ['The text to narrate.']
*: </code>Sends text to the player without branding the Denizen. Long messages will be formatted for multiple lines automatically.<code>
 
* ANNOUNCE ['The text to announce.']
*: </code>Sends the text as a sever announcement to all players.<code>
 
* WHISPER ['The text to whisper.']
*: </code>Whispers the text to the player.<code>
 
* EMOTE ['The text to emote.']
*: </code>Emotes the text as the NPC<code>
 
* SHOUT ['The text to emote.']
*: </code>Emotes the text as the NPC<code>
 
===Movement Commands===
These commands makes the Denizen change position or direction.
 
* LOOK [CLOSE|AWAY] or LOOK [Location Bookmark]
*: </code>Toggle 'lookclose' on the Denizen. Alternate use specifies a pitch/yaw from a Location bookmark.<code>
 
* FOLLOW [PLAYER|NOBODY]
*: </code>Makes the Denizen follow the player, or stop following the player.<code>
 
* WALKTO [Location Bookmark]
*: </code>Makes the Denizen walk to a specified location.<code>
Note: I've been having problems getting the NPCs to WALKTO a bookmarked location that is far away, perhaps in a different chunk? Working on it with the C2 team. I may have another workaround as well.
 
* WALK [Z] [X] [Y]  Note: Z(-NORTH(2)/+SOUTH(0)) X(-WEST(1)/+EAST(3)) Y (+UP/-DOWN)
*: </code>Makes the Denizen walk. This is not for making the Denizen to specific coordinates. The values for X Y and Z will get added or subtracted from the Denizen's current location.<code>
 
* RETURN
*: </code>Can be used after initiating a WALK command.  This will make the denizen return to its previous location.<code>
 
* RESPAWN [Location Bookmark]
*: </code>Despawns the Denizen and respawns it to a bookmarked location.<CODE>
Note: There is something funny going on with NPCs spawning to a location you are very near to. You sometimes have to back away before they show up. This seems to be an issue with Craftbukkit and/or Minecraft Server.
 
===Server Commands===
These commands work like console commands.
 
* EXECUTE [ASPLAYER|ASNPC|ASSERVER] ['command to execute'] 
*: </code>Executes a command, issued from either the Player, NPC, or Server. the command and arguments must be enclosed in single or double quotes.<code>
*: </code>Example: EXECUTE ASPLAYER 'warp SomeWarp'<code>
 
* WEATHER [Sunny|Stormy|Precipitating]
*: </code>Sets the weather for the world.<CODE>
 
* PERMISS [permission.node.to.add]
*: </code>Gives to the player interacting the specified permission node for the current world.<CODE>
 
* REFUSE [permission.node.to.take]
*: </code>Takes from the player interacting the specified permission node for the current world.<CODE>
 
===World Interaction Commands===
These commands do something physical to the world or player.
 
* GIVE [ITEM_NAME] (Quantity)
*: </code>Denizen will drop specified items.<CODE>
 
* TAKE [ITEM_NAME|MONEY] (Quantity)
*: </code>Takes specific item or money from the player.<CODE>
 
* CAST [POTION_TYPE] [Duration in seconds] [Amplifier]
*: </code>Gives the player interacting a potion effect. Note: [[Alchemist#Valid_Effects | Valid potion types are the same as the Alchemist's.]] Amplifier specifies 'level, strength, or duration', depending on the type of potion effect. Try 1-5 for most types.<CODE>
 
* SWITCH [Block Bookmark]
*: </code>If a lever is found at the block location, it will be switched ON or OFF.<CODE>
 
* SPAWN [ENTITY_TYPE] [AMOUNT] (Location Bookmark)
*: </code>Spawns a specified amount of entities. If the location bookmark is missing, they will spawn near the Denizen.<CODE>
 
* TELEPORT [Location Bookmark]
*: </code>Teleports the player interacting to the Denizen's specified Location Bookmark/ <code>
 
* STRIKE
*: </code>Strikes the player with lightning.<CODE>
 
<del> PRESS [Block Bookmark]
*: </code>If a button is found at the block location, it will be pressed. Note: You may need a - WAIT 1 and a 2nd - PRESS [Block Bookmark] or the Denizen will hold the button.
</del>
 
<CODE>
</code>
</div>
 
== Denizen in-game bukkit commands ==
<div style="margin-right:2.0em; padding:10px">
<code>/denizen reload|save</code>
* Reloads|saves the config.yml and scripts.yml. Useful for testing scripts without rebooting your server.
 
<code>/denizen bookmark location [name]</code>
* Stores a location to the selected Denizen for use with script commands such as RESPAWN and WALKTO. Note: Names can only be one word, and are unique to the Denizen.
 
<code>/denizen bookmark block [name]</code>
* Stores the Player crosshair's block location to the selected Denizen for use with script commands such as SWITCH. Note: Names can only be one word, and are unique to the Denizen.
 
<code>/denizen adddata|decdata|getdata</code>
* Nothing to do with Denizens, really, but handy for checking/switching block data. Try it on a tree.
 
<code>/denizen version</code>
* Gives you an approximation of what build you are using. I'll probably ask you this if you come to #citizens for any tech support.
</div>

Latest revision as of 16:07, 24 March 2020

Denizen.png

Denizen is an extension for Citizens that allows scripting of NPCs to handle tasks, quests, player interaction and more!

Current Version: 0.7.6 Pre-release BETA

Developers: aufdemrand

Source: Github

Development Builds: Jenkins

Latest Developmental Build: 2.0.2

Support tickets: Tickets on Github, but please read the entirety of this document first.

Donate: A lot of man hours has been put into Denizen. Your donations add a lot to the project and are always welcome! Your donations will probably help remodel my house and feed my kids. :) Donate to aufdemrand Don't forget to donate to the Citizens2 project as well, as none of this would be possible without that!

Thank You: A lot of people have stepped forward to help out with Denizen, and that's awesome! Special thanks to everyone who has beta tested, and a huge to these people: fullwall, AgentKid, aPunch, NeonMaster, Instinx, tenowg, groggluebutt, Wreyth, jrbudda, spidi, the list could go on!

CitizensUI: For a GUI interface, check out CitizensUI by jrbudda which provides an interface for Citizens NPCs as well as managing scripts and other NPC types.

Denizen-Logo-Large.png
A small glimpse of Denizen.


For more up-to-date information and full details on specific features (individual commands or tags, for example), check the Meta Documentation.

If you want a full tutorial to help get you set up, check out the Tutorial Videos on youtube or the Beginner's Guide text website.

If you need quick help, visit our Discord group.




This wiki is outdated, please view the tutorial videos/guide, meta documentation, or Discord group (all linked above) for up-to-date information!


This is the old Wiki for Denizen 0.7.6! Information found here does not apply to later versions of Denizen.


Denizen is 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.



If you are coming from Denizen 0.6, we'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.


How it works

Denizen is an extension of Citizens2 that adds an incredible amount of interactivity and automation to NPCs and Players with some of these major features:

  • The Script Engine carries out and sends all the commands to be executed in an orderly and predictable fashion; this is the backbone of Denizen. Currently has 3 queues, one for the Player, one for Denizen, and one for Tasks. There's not much to see on the outside, this is the interworkings of Denizen, but rest assured that this is high performance machine behind the scenes!
  • Interact Scripts are the meat of Denizen, allowing Players and NPCs to interact with each other and the world. These are highly customizable with 20+ requirement types, 40+ script commands, and thousands of different ways to use them together. This with the Denizen Script Engine also allows commands to help control the rest of Denizen with script flow commands and such.
  • Activity Scripts are exciting. Imagine Johnny Appleseed planting trees, on his own, or simple villagers wandering around and socializing. Activities, of course, work with the rest of Denizen's other functions and features, allowing hundreds of ways to use Activities to add automation and liveliness to your world.
  • Activity Scheduler takes Activity Scripts one step further, allowing Denizen NPCs to have daily schedules, based on the Minecraft day, to allow certain functionality to different times of the day. This also enables certain Script Commands to be executed and carried out, as well.
  • Task Scripts are simple scripts that can be carried out in a variety of different ways. These can be used along side both Activity and Interact Scripts, but perhaps the most powerful way to use them is by allowing your plugin to utilize them, if you're a developer, or using other plugins that harness the ability to run a Denizen Task Script as well.
  • Listeners are currently in an 'experimental phase', but are already allowing control over minecraft and bukkit events like nothing other. This already allows scripts to keep track of and assign 'quest-like' objectives, such as a 'kill quest', if you're familiar with the C1 Quester. But whereas many quest plugins are limited to this feature alone, Denizen, of course, allows you to use this in addition and along side the rest of the plugin, making room for extremely dynamic and intricate 'quest scripts'.
  • Flag System is the key to Denizen being dynamic. An intricate, yet easy to learn 'Flag/Variable' system has been implemented into Denizen to help keep track of events, items, numbers, players, and more. The new Flag System is still getting more powerful each and every day.. it's the key to a spectacular script is sure to have a flag or two.
  • Extensible Commands/Requirements/Activities and more make it easy to add-on to Denizen with very little Java knowledge. This also makes it extremely easy to let users utilize your plugin with script commands. Denizen also has API Events to use.
  • Denizen Debugger' is an extremely friendly and informative way to test out scripts and interactions. Commands, events, and interactions are all logged in an easy to read format to show the exact progression of a script and its surroundings. No more guessing! Less headaches!


Seem overwhelming? Stop! Start small! Denizen is easy, Denizen is simple. But. Denizen is hard, Denizen is complex. Simply put: Denizen is what you make it! Our advice? Start small, and build upon what you have. Read the wiki articles, watch the youtube videos, test our your scripts, and test out some of the sample scripts! Before you know it, you'll be a Denizen poweruser, drunken with power, just like us!


Denizen

If you are new to Denizen, see Before Using Denizen: Getting Started.
If you are having problems getting a script working please see Troubleshooting.
If you're hooked, we recommend you read all the sections in order and try out some sample scripts!

Index

If you are having problems getting a script working please see Denizen/Troubleshooting.

Change Log

Here's what's changed!


0.7.5 BETA build #455

  • New! OWNER requirement will require ownership of the NPC interacting. Could be used for 'command interfaces' that only the owner can access.
  • New! SNEAKING requirement requires the player be crouched when clicking. Careful on conflict with info-click for ops! Info-click can be disabled in the config.
  • New! Queue-time flag replacement can let you dynamically use flag data in a script entry. For example: - GIVE <FLAG:ExampleItemFlag> QTY:<FLAG:ExampleQtyFlag>
  • Experimental! Denizen NPCs now have their own Command Queue, and a TASK activity. This allows NPC's to use the activity scheduler to do tasks at certain times of the day.
  • Experimental! LISTEN command implemented, KILL type implemented. Return of the 'Quester'. More types coming soon. Example usage: - LISTEN KILL ID:UniqueId TYPE:ENTITY NAME:ZOMBIE QTY:5 SCRIPT:FinishIt would require the player to kill 5 zombies. When completed, it will run the task script 'FinishIt'.
  • New! Use <*> to use Chat Trigger text in EXECUTE or talk commands.
  • New! Use <*> in FLAG command to remember player input. Example usage: - FLAG PLAYER_RESPONSE:<*>


0.7.5 BETA build #440:

  • New! API Events make extending Denizen more powerful than ever!
  • New! RUNTASK/CANCELTASK allows delayed tasks to be set, and cancelled.
  • New! HOLD command can change what a Denizen NPC is wielding.
  • New! Replaceable data for dynamically putting flags into texts!
  • New! ISLIQUID requirement can sense if a block bookmark is solid, or liquid.
  • New! IF command can evaluate a FLAG and run a TASK script.


0.7 BETA builds #125 - #280:

  • Updated! Less bugs! We're still in beta, but there has been some major code cleanup!
  • 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' Assignment 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! 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 Denizen 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.