Denizen/0.7/Example Scripts/Beginner Scripts: Difference between revisions

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<div style="font-family:camingodos-web;">
 
For more up-to-date information and full details on specific features (individual commands or tags, for example), check the [https://meta.denizenscript.com/ Meta Documentation].
 
If you want a full tutorial to help get you set up, check out the [https://guide.denizenscript.com/ Beginner's Guide] text website.
 
If you need quick help, visit our [https://discord.gg/Q6pZGSR Discord group].
 
<br><br><br>
 
<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This wiki is outdated, please view the tutorial videos/guide, meta documentation, or Discord group (all linked above) for up-to-date information!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>
 
<br><br><br>
 
 
 
 
 
 
 
 
 
 
 
<s><div style="font-family:camingodos-web;">
<div style="float:right;margin-left:2.0em; padding:10px; font-family:camingodos-web; font-size:110%; ">__TOC__</div>
<div style="float:right;margin-left:2.0em; padding:10px; font-family:camingodos-web; font-size:110%; ">__TOC__</div>


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and now... the scripts!
and now... the scripts!
</div>
</div>
==Denizen Basics==
<div style="margin-right:2.0em; padding:10px; font-family:camingodos-web; font-size:110%;">
Though Denizen can be very advanced, it can perform very simple tasks, as well. Most of the basics can be covered with a QUICK SCRIPT. Check out these examples.
====The Click and Damage Triggers====
Clicking on a Denizen NPC can activates the Click Trigger or Damage Trigger, depending on which buttom was pressed. This is probably the easiest and most straight-forward way to interact with a NPC. Be sure to turn on the Damage Trigger! (Use /denizen trigger toggle damage)
{{codebox|height=250px|Right click to speak, left click hurts!|<syntaxhighlight line='false' lang="yaml">
# A basic QUICK SCRIPT with a click trigger and damage trigger.
# Note: Unless your npc is VULNERABLE (use /npc vulnerable -t),
# the Denizen won't take any automatic damage on a Damage Trigger.
# It must be handled and dealt with by using commands.
#
# ---- Assignments.yml
Denizens:
  'Jeremy':
    Quick Scripts:
      Click Trigger:
        Script:
        - CHAT "Here, have a shovel."
        - DROP STONE_SPADE
      Damage Trigger:
        Script:
        - CHAT "Hey, what was that for?"
</syntaxhighlight>
}}
====The Chat and Proximity Triggers====
The two remaining Quick Script triggers are the Chat and Proximity Triggers. Chat will catch any text said near the Denizen NPC and intercept it. The Player's text is directed towards the NPC and the NPC can respond back. Proximity is triggered when the Player comes into a specified range. (Note: Proximity is not enabled by default, so select the NPC you desire to have the Prox. Trigger and type /denizen trigger toggle proximity)
{{codebox|height=250px|The worst therapist ever.|<syntaxhighlight line='false' lang="yaml">
# A basic QUICK SCRIPT with a click trigger and damage trigger.
# Note: Quick Script Chat triggers will respond to ANY text. If
# you wish to specify a keyword, use an interact script chat trigger.
#
# ---- Assignments.yml
Denizens:
  'Richard':
    Quick Scripts:
      Proximity Trigger:
        Script:
        - CHAT "Hey, welcome to my house!"
        - CHAT "Tell me about your day..."
      Chat Trigger:
        Script:
        - CHAT "Oh my! Sounds very interesting!"
</syntaxhighlight>
}}
</div>




===Simple, random conversations===
==Simple, random conversations==
<div style="margin-right:2.0em; padding:10px; font-family:camingodos-web; font-size:110%;">
<div style="margin-right:2.0em; padding:10px; font-family:camingodos-web; font-size:110%;">
A great way to provide some nice immersion into your world is as simple as a basic interaction with a Denizen NPC outputting a random response. There are a couple different ways this can be done, as provided in the examples below. Since this concept is simple, it can be done with a Quick Script as well as an Interact Script.
A great way to provide some nice immersion into your world is as simple as a basic interaction with a Denizen NPC outputting a random response. There are a couple different ways this can be done, as provided in the examples below. Since this concept is simple, it can be done with a Quick Script as well as an Interact Script.


{{codebox|height=250px|Quick Script conversation with the RANDOM command.|<syntaxhighlight line='true' lang="yaml">
====A conversation with RANDOM====
{{codebox|height=250px|Quick Script conversation with the RANDOM command.|<syntaxhighlight line='false' lang="yaml">
# A quick script conversation with RANDOM
# A quick script conversation with RANDOM
#  
#  
Line 40: Line 118:




{{codebox|height=250px|Interact Script conversation with the ZAP command.|<syntaxhighlight line='true' lang="yaml">
====A conversation with ZAP RANDOM====
{{codebox|height=250px|Interact Script conversation with the ZAP command.|<syntaxhighlight line='false' lang="yaml">
# An interact script for conversation with ZAP
# An interact script for conversation with ZAP
#  
#  
Line 46: Line 125:


Denizens:
Denizens:
   Interact Scripts:
   Notch:
  - 10 Random conversations
    Interact Scripts:
    - 10 Random conversations




Line 60: Line 140:
       Click Trigger:
       Click Trigger:
         Script:
         Script:
         - CHAT 'This is step 1.'
         - CHAT "This is step 1."
         - ZAP RANDOM:2-3
         - ZAP RANDOM:2-3
     2:
     2:
       Click Trigger:
       Click Trigger:
         Script:
         Script:
         - CHAT 'This is step 2. Now, back to step 1!'
         - CHAT "This is step 2. Now, back to step 1!"
         - ZAP 1
         - ZAP 1
     3:
     3:
       Click Trigger:
       Click Trigger:
         Script:
         Script:
         - CHAT 'This is step 3. Now, back to step 1!'
         - CHAT "This is step 3. Now, back to step 1!"
         - ZAP 1
         - ZAP 1
</syntaxhighlight>
</syntaxhighlight>
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==Joe the Builder==
====Notch's Cookies====
{{codebox|height=250px|Notch loves cookies, and RANDOM chat.|<syntaxhighlight line='false' lang="yaml">
# A small script for conversing with Notch, with an easter egg
# if you can figure out the magic word.
#
# ---- Assignments.yml
 
Denizens:
  Notch:
    Interact Scripts:
    - 10 Notch Cookies
 
 
# ---- Random conversations.yml
 
'Notch Cookies':
  Type: Interact
  Requirements:
    Mode: None
  Steps:
    1:
      Click Trigger:
        Script:
        - RANDOM 3
        - CHAT 'I Like Cookies!'
        - CHAT 'MMmm.. cookies are my favorite!'
        - CHAT 'Cocoa and Wheat make me freak!'
      Chat Trigger:
        1:
          Trigger: 'I love /cookie/s!'
          Script:
          - CHAT 'Me too!'
          - EMOTE 'gives <PLAYER> some cookies.'
          - EMOTE 'gives <PLAYER> some cookies.'
          - GIVE COOKIE QTY:6
          - ZAP 2
    2:
      Click Trigger:
        Script:
        - CHAT 'How were the cookies?'
</syntaxhighlight>
}}
</div>
 
 
 
==Multiple Scripts & Requirements==
<div style="margin-right:2.0em; padding:10px; font-family:camingodos-web; font-size:110%;">
Random chat is nice, but controlling the flow of conversation and events is just as important. One of the best features of Denizen's Interact Scripts is the requirements system, which can be used to control multiple scripts. Imagine NPCs greeting players based on weather, or having conversations only when on a quest. For further understanding, you should check out [Denizen/Script Assignments#Multiple Scripts], but take these examples below to get a basic understanding.
 
 
====A Simple Multiple Requirement Script====
 
{{codebox|height=250px|Two scripts are better than one.|<syntaxhighlight line='false' lang="yaml">
# A script that shows the behavior of multiple assignments.
#
# ---- Assignments.yml
 
Denizens:
  Jimmy:
    Interact Scripts:
    - 10 Script 1
    - 20 Script 2
 
 
# ---- Multiple Scripts.yml
 
'Script 1':
  Type: Interact
  Requirements:
    Mode: None
  Steps:
    1:
      Click Trigger:
        Script:
        - NARRATE "You have clicked on script 1."
 
'Script 2':
  Type: Interact
  Requirements:
    Mode: All
    List:
    - TIME Night
  Steps:
    1:
      Click Trigger:
        Script:
        - NARRATE "You have clicked on script 2,
          which only activates when it is night."
 
</syntaxhighlight>
}}
 
 
====Script sequencing with the SCRIPT requirement====
Another good way to control the flow of multiple scripts is by using the SCRIPT requirement, which can check if the player has completed or failed scripts. Since 'Quest, part 2' requires the completion of 'Quest, part 1', the player will be forced to complete the scripts in an order set forth by the arguments in the requirement.
 
{{codebox|height=250px|You must do them in order!|<syntaxhighlight line='false' lang="yaml">
# A script that shows the behavior of multiple assignments.
#
# ---- Assignments.yml
 
Denizens:
  Jimmy:
    Interact Scripts:
    - 10 Quest, part 1
    - 20 Quest, part 2
 
 
# ---- Multiple Scripts.yml
 
'Quest, part 1':
  Type: Interact
  Requirements:
    Mode: None
  Steps:
    1:
      Click Trigger:
        Script:
        - ^FINISH
        - NARRATE 'And with no warning...
        - NARRATE '...you embark on a quest, filled with danger.'
 
 
'Quest, part 2':
  Type: Interact
  Requirements:
    Mode: All
    List:
    - SCRIPT FINISHED 'SCRIPT:Quest, part 1'
  Steps:
    1:
      Click Trigger:
        Script:
        - CHAT AS_PLAYER "Uhh.. can I at least have a sword?"
        - LOOK AT
        - CHAT "Yes, I suppose that would be wise... check the attic.'
 
</syntaxhighlight>
}}
 
 
====Script sequencing with FLAGS====
This script is more of an intermediate script, but shows how flags can be used to control sequence of a script. In this example, multiple NPCs are part of this karma example. Note: Scottie's Script/Jason's Script/etc. are not shown, and aren't necessarily important to this example, but it is assumed that the player collects karma from these characters, somehow, '''one at a time'''.
 
{{codebox|height=250px|A sample 'Karma' reward system.|<syntaxhighlight line='false' lang="yaml">
# A very small example for a 'karma reward system'.
#
# ---- Assignments.yml
 
Denizens:
  Scottie:
    Interact Scripts:
    - 10 Scottie's Script
    - 100 ^Karma Check
  Jason:
    Interact Scripts:
    - 10 Jason's Script
    - 100 ^Karma Check
  Jeb:
    Interact Scripts:
    - 10 Jeb's Script
    - 100 ^Karma Check
 
 
# ---- Multiple Scripts.yml
 
'Karma Check':
  Type: Interact
  Requirements:
    Mode: Any
    List:
    - FLAGGED EXACTLY KARMA:10
    - FLAGGED EXACTLY KARMA:50
    - FLAGGED EXACTLY KARMA:100
  Steps:
    1:
      Click Trigger:
        Script:
        - CHAT "Wow, <PLAYER>, sorry to interrupt, but you've certainly racked up some karma!"
        - RUNTASK 'SCRIPT:Karma reward <FLAG.PLAYER:KARMA>'
 
 
# These 'TASK' scripts are only used when called upon.
 
'Karma reward 10':
  Type: Task
  Script:
  - NARRATE "Alright! You have 10 karma! Here's a reward.."
  - GIVE BREAD QTY:10
 
'Karma reward 50':
  Type: Task
  Script:
  - NARRATE "Whoa! You have 50 karma! Here's a reward.."
  - GIVE GOLD_INGOT QTY:25
 
'Karma reward 100':
  Type: Task
  Script:
  - NARRATE "Holy bejezzus! 100 KARMA?! Here's a reward.."
  - GIVE GOLDEN_APPLE QTY:5
</syntaxhighlight>
}}
 
 
 
 
 


This is the script from the start-up kit. It's 2 interact scripts assigned to 1 Denizen named Steve. He will respond different to a right-click by a player depending on whether or not the player has the modifyworld.* permission.
{| class="wikitable collapsible collapsed"  
{| class="wikitable collapsible collapsed"  
! Joe the Builder Script and Assignment
! Joe the Builder Script and Assignment
Line 295: Line 582:


==The Race==
==The Race==
Coach wants you to RUN, BOY! This script uses a TASK script and a Location trigger to make a timed race for the player. Good example of ZAP and RUNTASK/CANCELTASK command usage. Be sure and define a Location Bookmark called 'theTree' using the <code> /denizen bookmark location </code> command.
Coach wants you to RUN, BOY! This script uses a TASK script and a Location trigger to make a timed race for the player. Good example of ZAP and RUNTASK/CANCELTASK command usage. Be sure and define a Location Bookmark called 'theTree' using the <code> /denizen bookmark location </code> command. Be sure to turn on the Location Trigger for this NPC! (Use /denizen trigger toggle location)
{| class="wikitable collapsible collapsed"  
{| class="wikitable collapsible collapsed"  
! Joe the Builder Script and Assignment
! Joe the Builder Script and Assignment
Line 357: Line 644:
</pre>
</pre>
|}
|}
[[Category:Denizen 0.7]]</s>

Latest revision as of 18:57, 3 September 2021

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 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!









Sometimes the best way to learn is by looking at some examples. The following beginner scripts use basic denizen commands and requirements to provide some nice basic functionality for your Denizens.

Example scripts are provided with both the assignments and the scripts in the same box. Be sure and put the text in the correct file in your plugins folder.
  • Assignments should always be appended to plugins\Denizen\assignments.yml
  • Scripts can be placed in any .yml file in the plugins\Denizen\scripts\ directory. Remember: You can have multiple scripts per file!



and now... the scripts!

Denizen Basics

Though Denizen can be very advanced, it can perform very simple tasks, as well. Most of the basics can be covered with a QUICK SCRIPT. Check out these examples.

The Click and Damage Triggers

Clicking on a Denizen NPC can activates the Click Trigger or Damage Trigger, depending on which buttom was pressed. This is probably the easiest and most straight-forward way to interact with a NPC. Be sure to turn on the Damage Trigger! (Use /denizen trigger toggle damage)


Code: Right click to speak, left click hurts!
{{{2}}}


The Chat and Proximity Triggers

The two remaining Quick Script triggers are the Chat and Proximity Triggers. Chat will catch any text said near the Denizen NPC and intercept it. The Player's text is directed towards the NPC and the NPC can respond back. Proximity is triggered when the Player comes into a specified range. (Note: Proximity is not enabled by default, so select the NPC you desire to have the Prox. Trigger and type /denizen trigger toggle proximity)


Code: The worst therapist ever.
{{{2}}}


Simple, random conversations

A great way to provide some nice immersion into your world is as simple as a basic interaction with a Denizen NPC outputting a random response. There are a couple different ways this can be done, as provided in the examples below. Since this concept is simple, it can be done with a Quick Script as well as an Interact Script.

A conversation with RANDOM

Code: Quick Script conversation with the RANDOM command.
{{{2}}}


A conversation with ZAP RANDOM

Code: Interact Script conversation with the ZAP command.
{{{2}}}


Notch's Cookies

Code: Notch loves cookies, and RANDOM chat.
{{{2}}}


Multiple Scripts & Requirements

Random chat is nice, but controlling the flow of conversation and events is just as important. One of the best features of Denizen's Interact Scripts is the requirements system, which can be used to control multiple scripts. Imagine NPCs greeting players based on weather, or having conversations only when on a quest. For further understanding, you should check out [Denizen/Script Assignments#Multiple Scripts], but take these examples below to get a basic understanding.


A Simple Multiple Requirement Script

Code: Two scripts are better than one.
{{{2}}}


Script sequencing with the SCRIPT requirement

Another good way to control the flow of multiple scripts is by using the SCRIPT requirement, which can check if the player has completed or failed scripts. Since 'Quest, part 2' requires the completion of 'Quest, part 1', the player will be forced to complete the scripts in an order set forth by the arguments in the requirement.


Code: You must do them in order!
{{{2}}}


Script sequencing with FLAGS

This script is more of an intermediate script, but shows how flags can be used to control sequence of a script. In this example, multiple NPCs are part of this karma example. Note: Scottie's Script/Jason's Script/etc. are not shown, and aren't necessarily important to this example, but it is assumed that the player collects karma from these characters, somehow, one at a time.


Code: A sample 'Karma' reward system.
{{{2}}}




Basic Repeatable Fetch Quest

Here is the fastest way to do a repeatable 'fetch' quest. Useful for custom crafting-type NPCs. Once the player agrees to help, he can turn in the items as often as he wants to receive the reward.

Basic Unrepeatable Fetch Quest

By adding 3 lines to the script above, it becomes un-repeatable.

The Race

Coach wants you to RUN, BOY! This script uses a TASK script and a Location trigger to make a timed race for the player. Good example of ZAP and RUNTASK/CANCELTASK command usage. Be sure and define a Location Bookmark called 'theTree' using the /denizen bookmark location command. Be sure to turn on the Location Trigger for this NPC! (Use /denizen trigger toggle location)