Denizen/0.7/Interact Scripts/Commands: Difference between revisions

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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This wiki is outdated, please view the tutorial videos/guide, meta documentation, or Discord group (all linked above) for up-to-date information!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>
<div style="margin-right:2.0em; padding:10px; font-family:museo-sans; font-size:110%;">
<div style="margin-right:2.0em; padding:10px; font-family:museo-sans; font-size:110%;">
Interact Script Commands are used to make the Denizen perform actions in an Interact Script. They are written in a [[YAML]] sequence under the Script node of an [[Denizen/Interact_Scripts/Triggers|Interact Trigger]]. A single entry in the sequence contains a Command and Modifiers. Some commands have no available modifiers.
Interact Script Commands are used to make the Denizen perform actions in an Interact Script. They are written in a [[YAML]] sequence under the Script node of an [[Denizen/Interact_Scripts/Triggers|Interact Trigger]]. A single entry in the sequence contains a Command and Modifiers. Some commands have no available modifiers.
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====Script Flow====
====Script Flow====
<div style="font-family:museo-sans;">
<div style="font-family:museo-sans;">
These commands have no external affect on the world, but can control the flow of scripts within Denizen. Though not required, and with the exception of <tt>WAIT</tt>, it is generally recommended to run these as <tt>Instant Commands</tt> to ensure smooth Script feedback to players.
These commands have no external effect on the world, but can control the flow of scripts within Denizen. Though not required, and with the exception of <tt>WAIT</tt>, it is generally recommended to run these as <tt>Instant Commands</tt> to ensure smooth Script feedback to players.


{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
ENGAGE
CANCELTASK
|(DURATION:#) (NPCID:#)
|['SCRIPT:Name of Script']
| <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>
|Cancels a task that has been scheduled for the interacting player using RUNTASK DELAY
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- ENGAGE
- CANCELTASK SCRIPT:RaceEnd
- (Other Commands)
</pre>
- DISENGAGE
}}


- ENGAGE DURATION:12
{{Denizen Command Color 2|mintcream|
- ENGAGE NPCID:2</pre>
COOLDOWN
|[# or DURATION:#] (GLOBAL) ('SCRIPT:Name of Script')
|Sets a cooldown period for this script. Defaults to the currently running script and the interacting player. Until the script has cooled down, it will not be selected to run again. Requires a number of seconds to be specified with or without the DURATION: modifier name.
Modifiers:
*GLOBAL makes the script unavailable to everyone, instead of just the interacting player.
*SCRIPT: Sets the cooldown a different script.
'''Example Usages'''
<pre>
- COOLDOWN 60
- COOLDOWN GLOBAL 100
- COOLDOWN 'SCRIPT:A Different Script' 600
- COOLDOWN DURATION:15
</pre>
}}
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
DISENGAGE
DISENGAGE
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</pre>
</pre>
}}
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
ZAP
ENGAGE
|(Step #) ('SCRIPT:Name of Script') (DURATION:#) (RANDOM:#-#)
|(DURATION:#) (NPCID:#)
| <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>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>
<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'''
'''Example Usages'''
<pre>
<pre>
- ZAP
- ENGAGE
- ZAP 5
- (Other Commands)
- ZAP RANOMD:6
- DISENGAGE
- ZAP RANDOM:3-6 DURATION:60
 
- ZAP 6 'SCRIPT:Another Script'
- ENGAGE DURATION:12
</pre>
- ENGAGE NPCID:2</pre>
}}
 
{{Denizen Command Color 2|mintcream|
FAIL
|('SCRIPT:Name of Script')
| <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>
}}
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
WAIT
FINISH
|[# of Seconds] (QUEUE:TASK) (QUEUE:TRIGGER)
|('SCRIPT:Name of Script')
| <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>
| <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'''
'''Example Usages'''
<pre>- WAIT 6
<pre>- FINISH
- WAIT 30 QUEUE:TASK</pre>
- FINISH 'SCRIPT:Another Script'</pre>
}}
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
FLAG
FLAG
|['Flag Name' or 'Flag Name:Flag Value' or 'Flag Name:++' or 'Flag Name:--'] (GLOBAL) (DURATION:#)
|['Flag Name' or 'Flag Name:Flag Value' or 'Flag Name:++' or 'Flag Name:--'] (PLAYER or DENIZEN or GLOBAL) (DURATION:#)
| <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. Using the GLOBAL modifier will set a flag independent of a player.</p>
| <p>Requires one of the above arguments. <tt>FLAG</tt> stores variables, or 'flags', by default 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. Using the PLAYER modifier will set the flag on the Player (which is the default behavior). Using the DENIZEN modifier will set a flag on the Denizen instead of the Player. Using the GLOBAL modifier will set a flag independent of a Player or Denizen.</p>
'''Example Usages'''
'''Example Usages'''
<pre>- FLAG 'Sample Boolean Flag'
<pre>- FLAG 'Sample Boolean Flag'
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</pre>
</pre>
}}
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
FINISH
IF
|('SCRIPT:Name of Script')
|(EXACTLY) (PLAYER or DENIZEN or GLOBAL) (-)[FLAG:Name or FLAG:Name:Value] (IS_NUMBER) ['SCRIPT:Script Run When Condition Met'] (QUEUE:TRIGGER or QUEUE:TASK) (APPEND) (ELSE 'SCRIPT:Script Run When Condition Not Met')
| <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>
|Checks the value of a FLAG and runs a TASK script if the condition is met. By default the TASK script will run before the interact script continues.
Modifiers:
*EXACTLY - For integer flags, the IF condition is met only if the value matches exactly. By default, the condition is met if the flag's value is greater than or equal to the value it is checked against, i.e. IF 'FLAG:AGE:13' will pass for any AGE that is at least 13, but IF EXACTLY 'FLAG:AGE:13' will only pass if the AGE is 13.
*PLAYER - Check a flag set on this Player (which is the default behavior)
*DENIZEN - Check a DENIZEN flag set on the Denizen itself instead of a flag on this Player
*GLOBAL - Check a GLOBAL flag instead of a flag on this Player
*IS_NUMBER - The IF condition is met only if the value of the flag is an integer or double.
*APPEND - Runs the TASK after this script completes, instead of before the next command.
*QUEUE - Specify which queue to run the commands in, defaults to the executing queue type.
*ELSE - Choose a TASK script to run when the IF condition is not met.
'''Example Usages'''
'''Example Usages'''
<pre>- FINISH
<pre>
- FINISH 'SCRIPT:Another Script'</pre>
- IF FLAG:BossDead SCRIPT:Reward APPEND
- IF EXACTLY FLAG:Stage:4 SCRIPT:Stage4Instructions
- IF 'FLAG:AGE:13' 'SCRIPT:Meets Minimum Age' ELSE 'SCRIPT:Does Not Meet Minimum Age'
</pre>
}}
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
FAIL
RANDOM
|('SCRIPT:Name of Script')
|[#]
| <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>
|Selects a single command to run from the next # lines in the script and discards the rest.
'''Example Usages'''
'''Example Usages'''
<pre>- FAIL
<pre>
- FAIL 'SCRIPT:Magic Feathers'</pre>
- CHAT "I'm going to say the name of an animal"
- RANDOM 3
- CHAT "Cow"
- CHAT "Zebra"
- CHAT "Elephant"
- CHAT "Wasn't that fun?"
</pre>
}}
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
RESET
RESET
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</pre>
</pre>
}}
}}
{{Denizen Command Color 2|mintcream|
 
COOLDOWN
|[# or DURATION:#] (GLOBAL) ('SCRIPT:Name of Script')
|Sets a cooldown period for this script. Defaults to the currently running script and the interacting player. Until the script has cooled down, it will not be selected to run again. Requires a number of seconds to be specified with or without the DURATION: modifier name.
Modifiers:
*GLOBAL makes the script unavailable to everyone, instead of just the interacting player.
*SCRIPT: Sets the cooldown a different script.
'''Example Usages'''
<pre>
- COOLDOWN 60
- COOLDOWN GLOBAL 100
- COOLDOWN 'SCRIPT:A Different Script' 600
- COOLDOWN DURATION:15
</pre>
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
RUNTASK
RUNTASK
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</pre>
</pre>
}}
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
CANCELTASK
WAIT
|['SCRIPT:Name of Script']  
|[# of Seconds] (QUEUE:TASK) (QUEUE:TRIGGER)
|Cancels a task that has been scheduled for the interacting player using RUNTASK DELAY
| <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'''
'''Example Usages'''
<pre>
<pre>- WAIT 6
- CANCELTASK SCRIPT:RaceEnd
- WAIT 30 QUEUE:TASK</pre>
</pre>
}}
}}
{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
RANDOM
ZAP
|[#]
|(Step #) ('SCRIPT:Name of Script') (DURATION:#) (RANDOM:#-#)
|Selects a single command to run from the next # lines in the script and discards the rest.
| <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'''
'''Example Usages'''
<pre>
<pre>
- CHAT "I'm going to say the name of an animal"
- ZAP
- RANDOM 3
- ZAP 5
- CHAT "Cow"
- ZAP RANDOM:6
- CHAT "Zebra"
- ZAP RANDOM:3-6 DURATION:60
- CHAT "Elephant"
- ZAP 6 'SCRIPT:Another Script'
- CHAT "Wasn't that fun?"
</pre>
</pre>
}}
{{Denizen Command Color 2|mintcream|
IF
|(EXACTLY) (GLOBAL) (-)[FLAG:Value] [FLAG]  '[SCRIPT:Task Script to Run]' (QUEUETYPE:TRIGGER) (QUEUETYPE:TASK) (APPEND)
|Checks the value of a FLAG and runs a TASK script if it passes. By default the TASK script will run before the interact script continues.
Modifiers:
*EXACTLY - For integer flags only passes if the value matches exactly. By default passes if value is greater than or equal.
*GLOBAL - check a GLOBAL flag instead of a flag on this player
*APPEND - Runs the TASK after this script completes, instead of before the next command.
*QUEUETYPE - Specify which queue to run the commands, defaults to the executing queue type.
'''Example Usages'''
<pre>
- IF FLAG:BossDead SCRIPT:Reward APPEND
- IF EXACTLY FLAG:Stage:4 SCRIPT:Stage4Instructions
</pre>
}}
}}
</div>
</div>
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The commands below require [[http://dev.bukkit.org/server-mods/vault/ Vault]] and a valid permissions system.
The commands below require [[http://dev.bukkit.org/server-mods/vault/ Vault]] and a valid permissions system.
</div>
</div>
{{Denizen Command Color 2| aliceblue|
{{Denizen Command Color 2| aliceblue|
PERMISS
PERMISS
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*All Speech commands '''require quotes''' (single (' ') or double (" ")) around the text. If your text has an apostrophe (') in it, you '''MUST''' use double quotes (" ")!!
*All Speech commands '''require quotes''' (single (' ') or double (" ")) around the text. If your text has an apostrophe (') in it, you '''MUST''' use double quotes (" ")!!


You can use the following placeholders to fill in specific information:
There are various placeholders you can use to fill in specific information. The basic ones are:
*<NPC> - The Denizens's name.
*<NPC> - The Denizens's name.
*<PLAYER> - The interacting Player's name
*<PLAYER> - The interacting Player's name
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If you use the NOPLAYER modifier on a text command the <PLAYER>, <DISPLAYNAME> and <HEALTH> tags are not available.
If you use the NOPLAYER modifier on a text command the <PLAYER>, <DISPLAYNAME> and <HEALTH> tags are not available.
A list of all available placeholders can be found in [[Replaceables]].
{{Denizen Command Color 2|lavender|
ANNOUNCE
|['The text to announce.']
| Sends the text as a sever announcement to all players, regardless of their place in the world. Could be especially useful for any kind of administration script.
'''Example Usages'''
<pre>
- ANNOUNCE "<PLAYER> has found a secret!"
</pre>
}}


{{Denizen Command Color 2|lavender|
{{Denizen Command Color 2|lavender|
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</pre>
</pre>
}}
}}
{{Denizen Command Color 2|lavender|
 
WHISPER
|["The text to whisper."] (NPCID:#) (NOPLAYER)
| Whispers the text to the player. Really just an alternative to CHAT. By default, bystanders can't hear what the NPC whispers to the interacting Player. As with the <tt>CHAT</tt> command, NPCID can be specified. Using NOPLAYER is possible too, since it may be of use in some circumstances. But remember: by default, no bystanders can see the actual text the NPC Denizen whispers. This can be changed in the [[config.yml]].
'''Example Usages'''
<pre>
- WHISPER "The password is.. 42."
- WHISPER NPCID:2 "Hey, I didn't want to blurt this out so everyone could hear, but..."
</pre>
}}
{{Denizen Command Color 2|lavender|
SHOUT
|["The text to chat."] (NPCID:#) (NOPLAYER)
| Shouts the text to players nearby. The range that a bystander can hear an NPC Denizen shout is larger then that of a standard <tt>CHAT</tt>, so it also has some technical advantages. <tt>NPCID</tt> can be specified. Using <tt>NOPLAYER</tt> will drop reference to the Player when talking. You can still reference <PLAYER>, however, if need be. See the example below for an idea for usage.
'''Example Usages'''
<pre>
- SHOUT "EEEK! a spider!"
- SHOUT NOPLAYER "<PLAYER> is a thief! Get him!"
</pre>
}}
{{Denizen Command Color 2|lavender|
{{Denizen Command Color 2|lavender|
EMOTE  
EMOTE  
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</pre>
</pre>
}}
}}
{{Denizen Command Color 2|lavender|
HINT
|(SHORT)
| If called from an Interact Script Step with a Chat Trigger, this will output a list of all possible things the player can say to activate a chat trigger.
Modifiers:
*SHORT
::The Denizen will only say the list of trigger words, instead of the full sentence.
'''Example Usages'''
<pre>
- HINT
- HINT SHORT
</pre>
}}
{{Denizen Command Color 2|lavender|
{{Denizen Command Color 2|lavender|
NARRATE
NARRATE
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</pre>
</pre>
}}
}}
{{Denizen Command Color 2|lavender|
{{Denizen Command Color 2|lavender|
ANNOUNCE
SHOUT
|['The text to announce.']
|["The text to chat."] (NPCID:#) (NOPLAYER)
| Sends the text as a sever announcement to all players, regardless of their place in the world. Could be especially useful for any kind of administration script.
| Shouts the text to players nearby. The range that a bystander can hear an NPC Denizen shout is larger then that of a standard <tt>CHAT</tt>, so it also has some technical advantages. <tt>NPCID</tt> can be specified. Using <tt>NOPLAYER</tt> will drop reference to the Player when talking. You can still reference <PLAYER>, however, if need be. See the example below for an idea for usage.
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- ANNOUNCE "<PLAYER> has found a secret!"
- SHOUT "EEEK! a spider!"
- SHOUT NOPLAYER "<PLAYER> is a thief! Get him!"
</pre>
</pre>
}}
}}
{{Denizen Command Color 2|lavender|
{{Denizen Command Color 2|lavender|
HINT
WHISPER
|(SHORT)
|["The text to whisper."] (NPCID:#) (NOPLAYER)
| If called from an Interact Script Step with a Chat Trigger, this will output a list of all possible things the player can say to activate a chat trigger.
| Whispers the text to the player. Really just an alternative to CHAT. By default, bystanders can't hear what the NPC whispers to the interacting Player. As with the <tt>CHAT</tt> command, NPCID can be specified. Using NOPLAYER is possible too, since it may be of use in some circumstances. But remember: by default, no bystanders can see the actual text the NPC Denizen whispers. This can be changed in the [[config.yml]].
Modifiers:
*SHORT
::The Denizen will only say the list of trigger words, instead of the full sentence.
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- HINT
- WHISPER "The password is.. 42."
- HINT SHORT
- WHISPER NPCID:2 "Hey, I didn't want to blurt this out so everyone could hear, but..."
</pre>
</pre>
}}
}}
</div>
</div>


====Movement====
====Denizen Interaction====
Movement commands are meant to help bring your Denizen to life by allowing fine control of movement during scripts. These are not meant for making the Denizen do continuous movement, that should instead be done via [[Denizen/Activity_Scripts/Activities|Activities]].
Denizen interaction commands are meant to help bring your Denizen to life by allowing fine control of movement and actions during scripts. These are not meant for making the Denizen do continuous movement and actions, that should instead be done via [[Denizen/Activity_Scripts/Activities|Activities]].
 
{{Denizen Command Color 2|mintcream|
HOLD
| [ID or ID:Data or MATERIAL or MATERIAL:Data]
| Makes the Denizen hold a specific block or item.
'''Example Usages'''
<pre>
- HOLD IRON_PICKAXE
- HOLD 98:3
</pre>
}}


{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
LOOK
LOOK
|[DIRECTION or BOOKMARK:BookamrkName or 'BOOKMARK:Denizen Name:BookamrkName' or CLOSE or AWAY] (NPCID:#) (DURATION:#)
|[DIRECTION or BOOKMARK:BookamrkName or 'BOOKMARK:Denizen Name:BookmarkName' or CLOSE or AWAY] (NPCID:#) (DURATION:#)
| <p>This command controls where the NPC Denizen is looking. It requires either a Direction, Bookmark, or look-close trait state. Valid directions: <tt>UP, DOWN, LEFT, RIGHT, NORTH, SOUTH, EAST, WEST, AT, and BACK</tt>. Looking <tt>AT</tt> or <tt>BACK</tt> takes the Player's position for reference. AT will look at the Player, <tt>BACK</tt> will look away from the player. Using <tt>CLOSE|AWAY</tt> will toggle the NPC's <tt>look-close trait</tt>. <tt>CLOSE</tt> will make the NPC's head follow the closest Player to it. You can toggle off this behavior by using <tt>AWAY</tt>, not to be confused with <tt>BACK</tt>. If you specify a Location Bookmark instead of a direction, the NPC will take the pitch and yaw from the information stored in the bookmark. Note: This does not affect the actual position of the NPC Denizen, only the head position. Using a <tt>DURATION</tt> argument will restore the previous head position after that amount of time. Note: The script queue will continue as normal, so if the NPC moves or uses another LOOK command in this duration, it may get glitchy. Either time your commands appropriately, or use a <tt>WAIT</tt> command to compensate. The optional argument <tt>NPCID</tt> will change the Denizen NPC doing the looking.  
| <p>This command controls where the NPC Denizen is looking. It requires either a Direction, Bookmark, or look-close trait state. Valid directions: <tt>UP, DOWN, LEFT, RIGHT, NORTH, SOUTH, EAST, WEST, AT, and BACK</tt>. Looking <tt>AT</tt> or <tt>BACK</tt> takes the Player's position for reference. AT will look at the Player, <tt>BACK</tt> will look away from the player. Using <tt>CLOSE|AWAY</tt> will toggle the NPC's <tt>look-close trait</tt>. <tt>CLOSE</tt> will make the NPC's head follow the closest Player to it. You can toggle off this behavior by using <tt>AWAY</tt>, not to be confused with <tt>BACK</tt>. If you specify a Location Bookmark instead of a direction, the NPC will take the pitch and yaw from the information stored in the bookmark. Note: This does not affect the actual position of the NPC Denizen, only the head position. Using a <tt>DURATION</tt> argument will restore the previous head position after that amount of time. Note: The script queue will continue as normal, so if the NPC moves or uses another LOOK command in this duration, it may get glitchy. Either time your commands appropriately, or use a <tt>WAIT</tt> command to compensate. The optional argument <tt>NPCID</tt> will change the Denizen NPC doing the looking.  
'''Example Usages'''
'''Example Usages'''
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{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
WALKTO
PAUSE
|[BOOKMARK:LocationBookmark or 'BOOKMARK:DenizenName:LocationBookmark' or PLAYER]  (SPEED:#)
|(DURATION:#)
|Makes the denizen walk to the specified location bookmark, or to the interacting player. Interrupts any current movement, and pauses the NPC pathing if active.
|Causes the Denizen to stop any pathing or activities. Useful for keeping it in place during an interaction.
Modifiers:
Modifiers:
* SPEED: is the movement speed, generally should be between 0.1 and 1.5
*DURATION:  
::Automatically RESUME after the specified number of seconds.
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- WALKTO PLAYER
- PAUSE
- WALKTO 'BOOKMARK:Gary:GarysHouse'
- PAUSE DURATION:30
</pre>
</pre>
}}
}}


{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
WALK
RESUME
|(FORWARD:#) (NORTH:#) (SOUTH:#) (EAST:#) (WEST:#) (UP:#) (DOWN:#) (X:#) (Y:#) (Z:#) (SPEED:#)
|
|Makes the denizen walk some distance from its current position.  Interrupts any current movement, and pauses the NPC pathing if active. All provided directions are added into one movement. Decimal and negative values are accepted.
|Cancels a previous PAUSE command.
Modifiers:
* SPEED: is the movement speed, generally should be between 0.1 and 1.5
* FORWARD: makes the Denizen walk in whatever direction it is currently facing. Combine LOOK CLOSE and a negative value to walk directly away from the player.
* +X is the same as EAST
* +Y is the same as UP
* +Z is the same as NORTH
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- WALK NORTH;4 EAST:2.5
- RESUME
- WALK FORWARD:1
</pre>
</pre>
}}
}}
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{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
PAUSE
WALK
|(DURATION:#)
|(FORWARD:#) (NORTH:#) (SOUTH:#) (EAST:#) (WEST:#) (UP:#) (DOWN:#) (X:#) (Y:#) (Z:#) (SPEED:#)
|Causes the Denizen to stop any pathing or activities. Useful for keeping it in place during an interaction.
|Makes the denizen walk some distance from its current position.  Interrupts any current movement, and pauses the NPC pathing if active. All provided directions are added into one movement. Decimal and negative values are accepted.  
Modifiers:
Modifiers:
*DURATION:  
* SPEED: is the movement speed, generally should be between 0.1 and 1.5
::Automatically RESUME after the specified number of seconds.
* FORWARD: makes the Denizen walk in whatever direction it is currently facing. Combine LOOK CLOSE and a negative value to walk directly away from the player.
* +X is the same as EAST
* +Y is the same as UP
* +Z is the same as NORTH
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- PAUSE
- WALK NORTH;4 EAST:2.5
- PAUSE DURATION:30
- WALK FORWARD:1
</pre>
</pre>
}}
}}


{{Denizen Command Color 2|mintcream|
{{Denizen Command Color 2|mintcream|
RESUME
WALKTO
|
|[BOOKMARK:LocationBookmark or 'BOOKMARK:DenizenName:LocationBookmark' or PLAYER]  (SPEED:#)
|Cancels a previous PAUSE command.
|Makes the denizen walk to the specified location bookmark, or to the interacting player. Interrupts any current movement, and pauses the NPC pathing if active.
Modifiers:
* SPEED: is the movement speed, generally should be between 0.1 and 1.5
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- RESUME
- WALKTO PLAYER
- WALKTO 'BOOKMARK:Gary:GarysHouse'
</pre>
</pre>
}}
}}


====World Interaction====
====World Interaction====
{{Denizen Command Color 2|wheat|
 
SWITCH
{{Denizen Command Color 2|lightgoldenrodyellow|
|[BOOKMARK:BlockBookmark] or [BOOKMARK:DenizenName:BlockBookmark] (DURATION:#)
DROP
| This command will activate a button, switch or pressure plate at the designated '''block''' bookmark.
| [ID or ID:Data or MATERIAL or MATERIAL:Data or XP] (QTY:#) (BOOKMARK:LocationBookmark)
Modifiers:
| Drop an item at the Denizen's location, or at a location bookmark if one is specified.
*DURATION:#
'''Example Usages'''
:: Will switch the device again after the specified number of seconds.
<pre>
- DROP DIAMOND QTY:3
- DROP 18:3 QTY:1 BOOKMARK:LargeTree
- DROP XP QTY:10
</pre>
}}
 
{{Denizen Command Color 2|lightgoldenrodyellow|
LISTEN KILL
|[TYPE:GROUP or TYPE:PLAYER or TYPE:ENTITY or TYPE:NPC] [NAME:Name or NPCID:#] (QTY:#) [SCRIPT:Task Script] (ID:Name)
| This command starts the Denizen listening for the player to kill the specified number of specified targets, then runs a task script. Use the NAME:Name modifier when specifying a group name, player name, or [[Types|entity type]] (like 'ZOMBIE'). Use NPCID:# modifier when using TYPE:NPC.
Optional Modifiers:
*QTY: - The number things the player must kill before the script is run.
*ID: - The name of the kill listener; without it, the listener will take on the name of the script run upon completion.
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- SWITCH BOOKMARK:LightSwitch DURATION:30
- LISTEN KILL TYPE:ENTITY NAME:ZOMBIE QTY:5 SCRIPT:ZombieReward
- SWITCH BOOKMARK:Jimbo:JimbosButton
- LISTEN KILL ID:BossListener TYPE:NPC NPCID:12 'SCRIPT:Kill Boss Reward'
</pre>
</pre>
}}
}}
{{Denizen Command Color 2|wheat|
 
{{Denizen Command Color 2|lightgoldenrodyellow|
SPAWN
SPAWN
|[ENTITY_TYPE] (QTY:#) (BOOKMARK:LocationBookmark) ('BOOKMARK:Denizen Name:LocationBookmark') (SPREAD:#) ('EFFECT:[POTION_EFFECT] [LEVEL]') ('OPTION:[OPTIONS]')
|[ENTITY_TYPE] (QTY:#) (BOOKMARK:LocationBookmark) ('BOOKMARK:Denizen Name:LocationBookmark') (SPREAD:#) ('EFFECT:[POTION_EFFECT] [LEVEL]') ('OPTION:[OPTIONS]')
Line 436: Line 508:
</pre>
</pre>
}}
}}
{{Denizen Command Color 2|wheat|
 
WEATHER
{{Denizen Command Color 2|lightgoldenrodyellow|
| [SUNNY or STORMY or PRECIPITATING]
| Changes the Denizen's world's weather to the designated type.
'''Example Usages'''
<pre>
- WEATHER SUNNY
</pre>
}}
{{Denizen Command Color 2|wheat|
STRIKE
STRIKE
|(DENIZEN) (BOOKMARK:LocationBookmark) ('BOOKMARK:Denizen Name:LocationBookmark') (NODAMAGE) (NPCID:#)
|(DENIZEN) (BOOKMARK:LocationBookmark) ('BOOKMARK:Denizen Name:LocationBookmark') (NODAMAGE) (NPCID:#)
Line 465: Line 529:
</pre>
</pre>
}}
}}
{{Denizen Command Color 2|wheat|
 
LISTEN KILL
{{Denizen Command Color 2|lightgoldenrodyellow|
|[TYPE:GROUP or TYPE:PLAYER or TYPE:ENTITY or TYPE:NPC] [NAME:Name or NPCID:#] (QTY:#) [SCRIPT:Task Script]
SWITCH
| This command starts the Denizen listening for the player to kill the specified number of specified targets, then runs a task script. Use the NAME:Name modifier when specifying a group name, player name, or [[Types|entity type]] (like 'ZOMBIE'). Use NPCID:# modifier when using TYPE:NPC.  
|[BOOKMARK:BlockBookmark] or [BOOKMARK:DenizenName:BlockBookmark] (DURATION:#)
Optional Modifiers:
| This command will activate a button, switch or pressure plate at the designated '''block''' bookmark.
*QTY: - The number things the player must kill before the script is run.
Modifiers:
*DURATION:#
:: Will switch the device again after the specified number of seconds.
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- LISTEN KILL TYPE:ENTITY NAME:ZOMBIE QTY:5 SCRIPT:ZombitReward
- SWITCH BOOKMARK:LightSwitch DURATION:30
- LISTEN KILL TYPE:NPC NPCID:12 'SCRIPT:Kill Boss Reward'
- SWITCH BOOKMARK:Jimbo:JimbosButton
</pre>
</pre>
}}
}}


====Player Interaction====
{{Denizen Command Color 2|lightgoldenrodyellow|
These commands default to affecting the interacting player. Most have modifiers to affect the executing Denizen instead.
WEATHER
{{Denizen Command Color 2|palegreen|
| [SUNNY or STORMY or PRECIPITATING]  
GIVE
| Changes the Denizen's world's weather to the designated type.
|[MONEY or XP or HEROESEXP or MATERIAL:#] (QTY:#)
|
Gives something to the Player. If QTY: is not specified default is 1. You can also give Minecraft XP by using 'XP'.
Using HEROESEXP type will give the Player (or Hero) Questing Experience. Note: This requires HEROES to be installed on your server!
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- GIVE MONEY QTY:10
- WEATHER SUNNY
- GIVE 17:2 QTY:3
- GIVE LEAVES:2
- GIVE HEROESEXP QTY:25
</pre>
</pre>
}}
}}
{{Denizen Command Color 2|palegreen|
TAKE
| [MONEY or ITEMINHAND or ID or ID:Data or MATERIAL:Data or MATERIAL] (QTY:#)
|
Takes something from the Player. If QTY: is not specified default is 1.


'''Example Usages'''
====Player Interaction====
<pre>
These commands default to affecting the interacting player. Most have modifiers to affect the executing Denizen instead.
- TAKE MONEY QTY:1000
- TAKE 17:2 QTY:1
- TAKE LOG:2
- TAKE ITEMINHAND
</pre>
}}


{{Denizen Command Color 2|palegreen|
{{Denizen Command Color 2|palegreen|
Line 528: Line 576:
</pre>
</pre>
}}
}}
{{Denizen Command Color 2|palegreen|
FEED
|(AMOUNT:#)
|Feeds the interacting player. Provides food and saturation.
Modifiers:
AMOUNT: The amount to feed. Default is 20.
'''Example Usages'''
<pre>
- FEED
- FEED 5
</pre>
}}
{{Denizen Command Color 2|palegreen|
{{Denizen Command Color 2|palegreen|
TELEPORT
GIVE
|(DENIZEN) [BOOKMARK:LocationBookmark or 'BOOKMARK:Denizen Name:LocationBookmark']
|[MONEY or XP or HEROESEXP or ID or ID:Data or MATERIAL or MATERIAL:Data] (QTY:#)
|Teleports the interacting to player or denizen to the specified bookmark.
|
Gives something to the Player. If QTY: is not specified, its default value is 1. You can also give Minecraft XP by using 'XP'.
Using HEROESEXP type will give the Player (or Hero) Questing Experience. Note: This requires HEROES to be installed on your server!
'''Example Usages'''
<pre>
- GIVE MONEY QTY:10
- GIVE 17:2 QTY:3
- GIVE LEAVES:2
- GIVE HEROESEXP QTY:25
</pre>
}}
 
{{Denizen Command Color 2|palegreen|
HARM
|(DENIZEN) (AMOUNT:#)
|Hurts the the interacting player.
Modifiers:
Modifiers:
*DENIZEN
*DENIZEN
::Teleport the Denizen instead of the player.
::Hurts the Denizen instead of the player.
*AMOUNT:
::The amount to hurt, if not specified defaults to 1 point.
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- TELEPORT BOOKMARK:FarAwayPlace
- HARM AMOUNT:5
- TELEPORT DENIZEN 'BOOKMARK:Jim:JimsBasement'
- HARM DENIZEN
</pre>
</pre>
}}
}}
{{Denizen Command Color 2|palegreen|
{{Denizen Command Color 2|palegreen|
HEAL
HEAL
Line 556: Line 636:
</pre>
</pre>
}}
}}
{{Denizen Command Color 2|palegreen|
{{Denizen Command Color 2|palegreen|
FEED
TAKE
|(AMOUNT:#)
| [MONEY or ITEMINHAND or ID or ID:Data or MATERIAL or MATERIAL:Data] (QTY:#)
|Feeds the interacting player. Provides food and saturation.
|
Modifiers:
Takes something from the Player. If QTY: is not specified, its default value is 1.
AMOUNT: The amount to feed. Default is 20.
 
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- FEED
- TAKE MONEY QTY:1000
- FEED 5
- TAKE 17:2 QTY:1
- TAKE LOG:2
- TAKE ITEMINHAND
</pre>
</pre>
}}
}}
{{Denizen Command Color 2|palegreen|
{{Denizen Command Color 2|palegreen|
HARM
TELEPORT
|(DENIZEN) (AMOUNT:#)
|(DENIZEN) [BOOKMARK:LocationBookmark or 'BOOKMARK:Denizen Name:LocationBookmark']
|Hurts the the interacting player.
|Teleports the interacting to player or denizen to the specified bookmark.
Modifiers:
Modifiers:
*DENIZEN
*DENIZEN
::Hurts the Denizen instead of the player.
::Teleport the Denizen instead of the player.
*AMOUNT:
::The amount to hurt, if not specified defaults to 1 point.
'''Example Usages'''
'''Example Usages'''
<pre>
<pre>
- HARM AMOUNT:5
- TELEPORT BOOKMARK:FarAwayPlace
- HARM DENIZEN
- TELEPORT DENIZEN 'BOOKMARK:Jim:JimsBasement'
</pre>
</pre>
}}
}}
[[Category:Denizen 0.7]]

Latest revision as of 19:02, 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!








Interact Script Commands are used to make the Denizen perform actions in an Interact Script. They are written in a YAML sequence under the Script node of an Interact Trigger. A single entry in the sequence contains a Command and Modifiers. Some commands have no available modifiers.

Syntax

Syntax is very important for proper execution.

  • Placing a caret ^ in front of the command name causes that command to ignore the normal 0.5 second delay between commands.
  • The command must be upper-case (i.e CHAT not chat)
  • Modifiers are not case sensitive.
  • Modifiers in [Brackets] are required for the command to execute. [A or B] means either A or B is required.
  • Modifiers in (Parentheses) are optional, and generally change the default behavior of the command.
  • Modifiers that take a value are of the form MODIFIER:VALUE.
    • If the VALUE of the modifier contains a space, such as in the case of a NPC or script name, the whole modifier must be put in quotes.
Example: - TELEPORT BOOKMARK:Bob:Bobshouse is okay, but - TELEPORT 'BOOKMARK:Bob Jones:Bobshouse' requires the quotes to function properly.

Example:

Some Trigger:
  Script:
  - COMMAND1 MODIFIER1 MODIFIER2:VALUE
  - COMMAND2 'MODIFIER1:Value With Spaces'
  - ^COMMAND3 'This will run instantly after COMMAND2'

List of Commands

Script Flow

These commands have no external effect on the world, but can control the flow of scripts within Denizen. Though not required, and with the exception of WAIT, it is generally recommended to run these as Instant Commands to ensure smooth Script feedback to players.

Server

The commands below require [Vault] and a valid permissions system.

Speech

These commands show some text to the player interacting, and usually to bystanders around. Text commands also have some auto-formatting, such as making sure no words will be cut off on long messages, and applying color codes. See: Denizen Color Codes. Formatting for how NPCs and Players talk can be customized in the Denizen/config.yml.

  • All Speech commands require quotes (single (' ') or double (" ")) around the text. If your text has an apostrophe (') in it, you MUST use double quotes (" ")!!

There are various placeholders you can use to fill in specific information. The basic ones are:

  • <NPC> - The Denizens's name.
  • <PLAYER> - The interacting Player's name
  • <DISPLAYNAME> - The interacting Player's display name
  • <HEALTH> - The interacting Player's heath
  • <WORLD> - The name of the Denizen's world

If you use the NOPLAYER modifier on a text command the <PLAYER>, <DISPLAYNAME> and <HEALTH> tags are not available.

A list of all available placeholders can be found in Replaceables.

Denizen Interaction

Denizen interaction commands are meant to help bring your Denizen to life by allowing fine control of movement and actions during scripts. These are not meant for making the Denizen do continuous movement and actions, that should instead be done via Activities.

World Interaction

Player Interaction

These commands default to affecting the interacting player. Most have modifiers to affect the executing Denizen instead.