Denizen/Commands: Difference between revisions

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Revision as of 05:26, 11 February 2013

List of commands

Script flow

assignment

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


Examples

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


random

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


Examples

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

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

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

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

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

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


Messages

announce

announce ["announcement text"]
Displays a message that every player on the server can read.


Examples

- announce "The skeleton invasion has ended."
- announce "<player.name> has joined the blue team!"


Denizen interaction

attack

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


Examples

- attack
- attack stop


chair

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


Examples

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


follow

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


Examples

- follow
- follow stop


shoot

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

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

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

Examples

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


Player interaction

cast

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

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

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


Examples

- cast blindness power:3 duration:7

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

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

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



World interaction

strike

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


Examples

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