#Open Denizen Discussion Thread
1 messages · Page 8 of 1
oh that hurts
And my players are bitches who don't like hard mode
just shoot the players in their knees so they can’t walk, then they can’t go and kill themselves, ez pz
I wish I had more than like 5 people on the damn server lol
make it so easy mode is only available after you beat the game in hard mode 😎
Or make it hard mode after you beat the game on easy, and limit elytra access to players who have hard mode unlocked

or just make it so that players who don't have hard mode can't login
which is what i want
but noone else does apparently
minecraft isn't even hard
it's like SMP with a spellbook that lets you teleport home whenever you want I'm pretty sure that's already easy mode
so we should write a new blackjack script and disappoint fullwall together
that’ll bring all the kiddos
gamba
and wahr, unironically
I might make a casino server, where you earn money to start gambling through slave labor. The kids yearn for the mines.
that’s why they passed that new bill allowing 14 year olds to work night shif-
oh wait this isn’t #politizen
See I'm a Canadian and we have problems but child labor isn't typically one of them.
actually, fair game, i can’t even access that channel yet lol
yeah but you export snow
I remember like 12 years ago or something playing the earliest forms of minecraft multiplayer and some server admin had everyone at spawn digging a massive 2000x100 trench for some kind of rail network
this was preenchantment and shit
everyone had stone tools
and a box filled with stone tools at the spawn
it was wild
Dude, I remember when servers added Worldguard for the first time.
That shit was crazy.
nether world railroads are the OG vanilla experience
It was literally game changing. People were charging like 50 bucks for a 100x100 region
this is pre eula
part of bEdit was intentionally for making nether railroads actually
so that everyone had to use the same style lmao
I don't know what bedit is
r/foundtheredditor
r/ihaveihaveihavereddit
the narwhal bacons at midnight
that skroinkly spoingle
ah the old skroinkly do
yes
edit: thanks for the gold kind strager!
edit 2: wow, didnt expect this to blow up so much
edit 3: fixed typo
edit 5: idk why im being downvoted so much but,
your open denizen discussion channel is: damn flooded
And that's what I call a reddit moment
dont ever mess with the reddit nation again
Reddit nationnnnnnn
Yall ever break a script that was working
I'm pretty sure that is what every programmer has experienced.
seriously 😭
i just fixed it and broke it again lmao
Such is life.
in my case its more often than fixing broken program/script
deep
At least you're not writing a hologram script, and wondering why a script won't fire when the server tells you that it doesn't exist, and you realize that the L and M keys are too close together.
Lmao i was making a shooting script and it worked fine until i fiddled with particles and it broke head shots and feet shots
now only headshots work
I need to sit down and write a script that returns the head location so I can check if a projectile has struck an entity in the head. I have a really basic version that I think I nipped from the discord, but it'll only work on humanoid type enemies such as skellies/players.
I'll probably make a post on it when I actually do it.
interestingly enough i have a proc that returns the location of the player's hand
visual location ofc
I'm kind of curious for what purpose that'd serve?
More importantly can you even track it when you move it around? Ex you're walking or mining.
i was doing some particle stuff for spells that'd shoot out of your hand
for walking kinda????? sometimes it gets it right and sometimes it goes to the head lmao, for mining never tested it
Ok i need feedback would you guys play a game where you can only hit headshots
i literally dunno whats wrong with my script
yeah that sounds fun
debugging time yaaay a programmers worst nightmare
Sounds like a fun mini game
Maybe even a game modifier
yeah
Sounds post worthy.
minecraft speedrun but only headshots deal damage
As for headshots only, you'd have to have some skill.
I posted it in my thread because i cant post it here lmao
Oh you have that super long thread, my goodness.
yeah im kinda dumb lmao
don't worry there's been wayyy longer threads lol
everyone starts from somewhere
you'll get the hang of it soon :P
thanks
A longer thread only means more material for others with similar problems
Maybe you'll end up doing things in a way that are considered archaic like I do half of the time, and then have monkey tell you that you produce undiagnosable complicated bugs that only I can find.
¯_(ツ)_/¯
💀
i shouldnt have fooled around with the particles
i fixed it
nice
syntax sucks
the error i like to have but hate to see
fr
Did you mean to search for objecttags?
Ahh.
TIL there is a fish matchable.
LMAO
the most important matcher
much needed
needed by anyone who wants to make fishing not boring as hell
introduces sharks!
introduces proper fish cooking mechanics
fish can now attack you!
I'm pretty sure dolphins can attack you now?
introducing baits, lines, hooks, different materials for rods, fishing spots with incremental difficulty!
if u punch a dolphin they get aggroed
flat 20% chance of the fish eating the bait and going away
flat 5% chance of the fish tearing your hook from the line
1% chance that can be changed through enchantments of the fish pulling you to the water and taking your entire rod with it
ngl dolphins are like the most forgettable mob
i got launched at mach 10 once when swimming next to one
but otherwise completely dead mob to me
.001% chance to be pulled into another dimension: water world
not even dolphins
chunk loads for the first time: modifyblock the whole chunk to water
for that world
the REAL water world
swim down too much and you fall to the void
how nice
💀
throwing an item in water to where a dolphin can't reach it will make them drown
i didn't know dolphins could jump out of the water tho
i didnt know they could drown
they can also suffocate from being on land for too long
yeah dolphins are mammals they need air
well, this is minecraft
and to solve really complex mazes made out of urchins, sharks, and seaweed
Sir this is a wendys
apparently they can do that?
oh that's a static image
they jump from square to square
SENDD
i made a shit version in chaozen
yeah thats why stuff that uses dolhpins for the swim buff effect use bubble elevators to keep them from jumping out
are display entities by default collidable/interable
ie can i swing through them with a sword
gotcha so those would prob be good for like damage numbers and such
naming them and then they wont get in the wayt
way
Interact entities seem pretty useful for vanilla but niche for denizen
i was referring to display myb
be real fuckin neato if they did though
so the move is still armorstands for anything needing collision
i think so, yeah
new interaction entities + display entities will do that perfectly, yes
no need for armor_stands at all on that note
you can completely remove them from the equation entirely
wait interaction entities can handle collision too?
As far as I've seen no you cannot be moved or stand on them.
the things we could make if boats could be invisible 
Are those block display entities?
Interaction entities
I'm just interested in the lines.
That'd be really interesting for representing cuboid selections.
My main complaint with them is that they block all interactions I believe
So if it overlaps with a block you can’t click on the block
Might be misremembering though
That would be a problem.
could you do player.cursor_on instead?
yeah
!t max_uses
(Property) Sets the maximum amount of times that the trade can be used.
Properties
ElementTag(Number)
TradeTag.max_uses
there is a lil' wrong example in meta
lack of s in max_useS, I wasted 5 minutes trying to figure it out why my trade is not feeling good :D
should I create a thread for that?
i mean yeah its an error in the documentation
Does that mean you can make a player glow when they hold a torch or something? Because I'm curious how it works. Does it light up blocks around the player like a showfake light or is it something else?
iirc the glow command makes it appear that a player has the spectral arrow glow effect
“make your players homeless”
Yep, glow is the effect that applies a glowing outline around entities that can be seen through walls
Oh ok thanks.
glow command let me get rid of this per-player glow hack
after player tracks perma_item_entity:
- if <context.entity.has_flag[linked_player]>:
- if <context.entity.flag[linked_player].uuid> == <player.uuid> or !<context.entity.flag[linked_player].is_online>:
- if <context.entity.is_truthy> and !<context.entity.has_flag[noremove]>:
- remove <context.entity>
- stop
# Event fires multiple times randomly. Check for existing items.
- wait 1t
- if !<context.entity.location.find_entities[perma_item_entity].within[0.1].filter[flag[linked_player].uuid.equals[<player.uuid>]].is_empty>:
- stop
- spawn perma_item_entity[item=<context.entity.item>;flag_map=[linked_player=<player>]] <context.entity.location> save:e
- flag <entry[e].spawned_entity> noremove expire:2t
- adjust <entry[e].spawned_entity> hide_from_players
- adjust <player> show_entity:<entry[e].spawned_entity>
- adjust <context.entity> show_to_players
after player untracks perma_item_entity:
- if <context.entity.is_truthy> and !<context.entity.has_flag[noremove]> and <context.entity.has_flag[linked_player]>:
- if <context.entity.flag[linked_player].uuid> == <player.uuid> or !<context.entity.flag[linked_player].is_online>:
- remove <context.entity>
attach command PRs made this possible https://www.youtube.com/watch?v=VnaKR5T-X3U
per-player npc movement, per-player look
good stuff
context.entity.is_truthy?
Isn't it going to return an entitytag and not a true/false value?
Oh I think I see, I just read the tag.
I love that tag
!t is_truthy
Returns true if the object is 'truthy'. An object is 'truthy' if it exists and is valid, and does not represent a concept like emptiness.
An empty list or an air item will return 'false'. Plaintext "null" or "false", an empty element, or a numeric zero will return 'false' as well.
Some object types may have their own logical implementations, for examples an EntityTag value is 'truthy' only if the entity it represents is spawned.
Errored/broken/invalid tags are also considered 'false' by this log...
ElementTag(Boolean)
Ultimate null check
this is amazing
ikr? I've been wondering how "insert certain RPG focused server name here" implemented this kind of interaction
ooooh
!e tracks entity
Paper
Paper
This event may fire very rapidly.
player tracks|untracks <entity>
when a player starts or stops tracking an entity. An entity is tracked/untracked by a player's client when the player moves in/out of its !mechanism EntityTag.tracking_range.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.entity> returns an EntityTag of the entity being tracked or untracked.
True - this adds switches in:<area> + location_flagged:<flag name>.
# Narrate when the player tracks any entities except for item frames.
on player tracks !item_frame:
- narrate "You are now tracking <context.entity.name> at <context.entity.location.simple>"
on player untracks chicken:
- narrate "CHICKEN: No! Come back! :("
this is by far one of the most useful events for these sorts of interactions ^
i am making heavy use of it
you combine it with tracking_range and invisible marker entities as triggers, and a lot of possibilities open up
proximity triggers without having to fire events and check distances to entities
just automagically works™️ (outside of tracking_range mec resetting on server restart, but you fix that with entity flags pretty easy)
yeah! I saw this event semi-recently and it looks insanely useful
something new i started tonight, plenty more to do but i like the concept
ooh
like old school RPGs
though in most cases it's probably faster to just read the sign normally?
these will fit more text and be multi-page if necessary
to get around uh, let me find a good pic of why normal signs are insufficient
this abomination
another example... hate this
you get basically 3-4 words a line
longer/extendable/multiblock signs would be so nice yeah
whoa, what vanilla mechanics did you use do to these?
Shaders, probably.
That’s awesome!!!
Why not use a book
have you considered the billboard text entities as a replacement to this?
when i drop backsupport for 1.18.x and 1.19-1.19.3, sure
oooo
True but those make me wanna rip out my eyes lol
ayo mojange added support for nearly all unicodes now
newest snaphsot
so many new icons for stats and rpg :OOO
for example this one didnt work before the snapshot
🍆
i can now retract my statement
i mayyyyy steal that lol
btw @quartz wraith #actives-only message
we just need some generous soul to add it and the heavy security limit on it
i do some cooking in denizen to write multiple algorithms
i cook
fuck I have to translate “python” to denizen
That's pretty useful if there is not only one language available on the server, great addition :o
@smoky spoke do you accept feedback on your showcase script
yes, is it about choose instead of else if?
i wondering, could we make a thread in #showcase to provide a feedback?
@foggy ember how about that thing?
yes thats already a thing
no, its for using a data key in the script to make the rewards truly "editable" (no vocab for this, sorry)
if you have no idea what im talking about, create a thread and i'll explain it to you lmao
Yeah I've used data scripts before. Should it randomly pick the rewards?
guys quick question, i forgot the name of a mechanic. it's the one that let me make a choice based on a value instead of using 20 - if
someone remember the name?
do you mean choose/case?
!command choose usage
queue
choose [<option>] [<cases>]
Chooses an option from the list of cases.
- choose 1:
- case 1:
- debug LOG "Success!"
- choose 2:
- case 1:
- debug log "Failure!"
- default:
- debug log "Success!"
- choose <[entity_type]>:
- case zombie:
- narrate "You slayed an undead zombie!"
- case skeleton:
- narrate "You knocked the bones out of a skeleton!"
- case creeper:
- narrate "You didn't give that creeper a chance to explode!"
- case pig cow chicken:
- narrate "You killed an innocent farm animal!"
- default:
- narrate "You killed a <[entity_type].to_titlecase>!"
or did you mean "make a choice based on a value" as in like, a tag that returned a chance?
yes thx very much
always forget the name of some mechanics lol
us 2 u bc no thred
(not really but yeah threads are nice for quicker responses lol)
you'll get aya, icecapade, and i all racing to answer you as quickly as possible when you open a thread haha
ooo we can put more arguments here?!? (im talking about the usage part) are there any else?
oh im dumb, yes there are -> #bot-spam message
that's not the only requirement, just a good base
should let us (and specifically aci) know in that server before inviting anyone
thats what they said thi
tho
yeah, tutz was asking in my server for it, i told him to just ask himself but forgot acikek already had some set requirements: https://hackmd.io/@ZPqYNGC6QTCOhbWCJewHrQ/B1jOGJXFj
no colassal asked too i think
oooh
Me
does acikek know you
Who?
wow
No, seriously who is that?
Doesn't say much to me, never spoke to them
I just want to join the Denizen fanboy club
Me?
I mean, if me I wouldn't mind joining lmao
Sounds like a pretty cool project
It doesn't start until the summer but if you are in the project you can contribute whatever you want in the time being
i have seen colossal around a lot but idk plenjy probably since i havent been active recently
I think the bot agrees with my choice lol
+1 to colossal joining
You probably have to add me as a friend to dm me
is it invite only? it seem interesting
yes
could i join?
this is definitely the biggest case of code malpractice i've ever done
!channel
When you have an issue or question, please create a thread for it in the most relevant channel. Don't use #chatter, it's not a support channel.
#1026104994149171200 is for Denizen questions.
Citizens questions go in #1027028179908558918.
Questions about Sentinel should be put in #1024101613905920052.
Other minecraft/tech topics can go in #1027976885520584814.
Also look in #info for the description of each channel, or at the topic bar (at the top of the screen within each channel). That topic bar also links to the relevant readme file for each project, which contains lots of handy information and links to builds and stuff like that.
#1098024603756015726
oop thought i was there kek
can i request a tag thats easily made with procs, just for the convenience for both me and others?
i be waiting to click on that post button bc of this question
I mean, depends on what
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
im a bit curious what the tag is it
just made the post
Tag parse results for (Spam): https://paste.denizenscript.com/View/109446
Input too long, refused.```
debug good 😃
@quartz wraith what block do you intend to use, redstone is hard to track
note block
@quartz wraith done
wot
added a feature for funky in blockarchitect
ah i see
pog
!channel
When you have an issue or question, please create a thread for it in the most relevant channel. Don't use #chatter, it's not a support channel.
#1026104994149171200 is for Denizen questions.
Citizens questions go in #1027028179908558918.
Questions about Sentinel should be put in #1024101613905920052.
Other minecraft/tech topics can go in #1027976885520584814.
Also look in #info for the description of each channel, or at the topic bar (at the top of the screen within each channel). That topic bar also links to the relevant readme file for each project, which contains lots of handy information and links to builds and stuff like that.
#1023545298640982056 😡
what!!!! doing work for other people... WITHOUT GETTING PAID?????????
wtf
aesthetic treatments and more!!!!!!!!!!!
Open
I don’t remember, is there anything close to getters and setters in Denizen ?
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
wait how long did this guy get banned for
But it's just a yes/no question!
3 months + about one more month to get unbanned
yeah and i have no idea what you want to even use setters and getters for
unmuted*
nothing at all lol
just wondering
i stopped using denizen a few monthes ago cause work n all
now i use JS
and I tend to mix my more-or-less correct souvenirs of Denizen with JS
and now I'm wondering if there was anything close to it in denizen
but let's postify it ig
since when does redstone particle support velocity 😮
i think thats new tho
i mean i would have noticed it before xd since i kinda worked with dust particle too often
also did you know that debugblock supports colors again?
!c debugblock
player
debugblock [<location>|.../clear] (color:<color>) (name:<name>) (players:<player>|...) (d:<duration>{10s})
Shows or clears minecraft debug blocks.
Shows or clears minecraft debug blocks, AKA "Game Test Markers".
These are block-grid-aligned markers that are a perfect cube of a single (specifiable) transparent color, and stay for a specified duration of time or until cleared.
Markers can optionally also have simple text names.
If arguments are unspecified, the default color is white, the default player is the linked player, the default name is none, and the default duration is 10 seconds.
a lot of them do actually
(that's end_rod)
How are those glowing
shaaaders 
Very nice
thanks, its unfortunate it only works with the Fabulous! graphics setting though lol
Lmao
does it work w like shooting actually?
using yk velocity statements
I've never tried shooting a particle before
They do that in particle accelerators all the time!
Well they're nerds
☹️
sadly its like capped at 1 block so velocity:1,0,0 has the same result as velocity:1000,0,0
but u can use <player.location.forward.sub[<player.location>]>
wut
is particle velocity really that janky
this isnt true, but there is a peak velocity that it peaks at
2,0,0 is going to be visibly valid
1,0,0 is a decent velocity, though
<player.location.forward.sub[<player.location>]> can exceed that
you can control it normalizing it and then multiplying or dividing it
!tag locationtag.normalize
Returns a 1-length vector in the same direction as this vector location.
math
LocationTag
and if you need the magnitude to continue to be consistent, you can repeat it over time
velocity fights against gravity's resistance, so you'll have to repeat it if you want it to continue to move at that speed
so 2,0,0 (and above) is more than 1,0,0?
wat
i know it's tehchnically rocket science, but velocity is essentially a measure of how quickly an object is moving in a certain direction; a velocity of 2,0,0 implies that the object is moving in the direction of 2 units, with zero units attributed to the other axes - this means that the object is present is moving faster than it would if it only had a velocity of 1,0,0, which is half as much
i meant that 10,0,0 is still just 1 unit
but you said it moves faster on 2,0,0
did you try it out tho
#changelog the forbidden denizen quaternions
wooo
that's just an overcomplicated version of <player.location.director.vector>
aaaand denizen math just got scarier!
i have tons of things to play with tomorrow, yipee
new core object type: QuaternionTag
holy fuck
i'm excited!
is that new?
I think it’s at least like 5 years old lol
i see the hangar is a thing now
is there a place we should be uploading denizen scripts to there?
Hangars been a thing for a while, but they released their public beta a week or so ago
i expected it probably has been for a whiles, but i assume it's fairly new
unless people have started pasting their skript jars there, im curious if theres a general space we could post scripts
I mean, I don't think you can just upload dsc files - maybe if they're packaged as jars, but would still need to make sure with them
Iirc they wanted to implement jar scanning and stuff so they may not want that
ooh, that's interesting
wouldnt that probably impact denizen or citizens with their op forcing stuff?
It would get flagged, but I don't think they autoblock or anything like that - pretty sure it's to help them review it and such? not sure
safety checks? all the more reason to upload Denizen scripts
those come with safety guarantees out of the box
:D
(relative to java's capacity to install malware on a whim at least)
- ex adjust server run_java:install_malware=<[lasagna_recipes]>
Iiirc I read somewhere on hangar discord that only jar plugins for paper will be allowed
#859516358281396234 message
ah here I found the reference
I feel like if we talked to them about our special situation they'd be cool with allowing denizen scripts to be uploaded naturally instead of shoving them into a jar
but why are we even trying to put our scripts here?
If someone downloaded denizen from hangar knowing nothing about it, they'd instantly have some scripts to play with
I think Hangar is specifically for plugins
The readme links to starting scrips already though
I do use GitHub for source
Denizen forum for releases
PasteSite for scripts I won't provide support for(ie: snippets/code for reference)
If you post your script on a more known website than the denizen resource page, denizen would get more attention
and your script obviously too
so all in all more denizen friends and users who will use your scripty script
Denizen writes to the console that the "special_data:[hit].block_material>" event is invalid. What then is not invalid?
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
hey i completely forgot about the mythicmob matcher for entitytags. is that still in queue to get dev'd or is it already a thing?
this sounds like a makepost situation
#commit-log message 🦀
crab? rust reference @soft pewter 🚀🚀🚀🚀
my god that's like 20 new tags
I'll wait till the announcement.
Tell that to Spigot
Well, they added API, it just doesn't work
So they marked it as deprecated and subject to change
subject to change means.. they 2ill change it right?
indeed
replying to funky while he's a sponsor makes him look cracked kek
@quartz wraith are you consuming crack on a daily basis
this question is definitely somehow related to denizen
is there any part of your brain that thought "this is a kind and productive thing to contribute to the conversation"
we need a !think command
before you speak: CRACK
C = is it Considerate?
R = is it Real?
A = is it worth Attention?
C = is it Crack?
K = is it Kool?
wait this isnt actives only, oop
LMAO
will denizen drop support for 1.19.4 after 1.20 came out?
Non-ASCII username for @unkempt thorn has been overriden with a placeholder nickname. Please change to a readable+typable US-English ASCII nickname or username.
no
in the future it's good to make a thread for questions though 
sure, thanks
nah
oh sorry
didnt notice behrs answer
discord being funky again
denizen usually supports the last patch version of the 3 recent major releases, so 1.17.1, 1.18.2, 1.19.4
stop. saying. that. word.
your demands are quite funky
what a jumpscare
lol
little too buggy when it interacts with corners and walls at really weird angles
I mean. It’s minecraft
i guess
i wanted to compare it someone elses bouncy code to see if i could do it better
i think nimsy had one
well, i know exactly why it bugs but im not sure if it's fixable since minecraft is dumb with block edges
i got the perfect idea on the showcade video though
it's gonna be even better
yes he did
i now want to make this :0 it'd also help me with getting my guns that i planned recoil for on the roll, what entity did you use? im wondering if the display entities can ever return true with .is_on_ground
I used a snowball and reskinning it makes the particles when it hits a block the same material of the item
I also added particle effects though
ooo, good idea
I'm still trying to weed out the weird bug of it getting inside blocks but I can post it here rn
yeee lemme see whatchya did
Content of Denizen Script Paste #109851: bounce bomb script... pasted 2023/05/16 08:19:09 UTC-07:00, Paste length: 3139 characters across 70 lines, Content: item_bounce_bomb: type: item
i was gonna guess at first how you made the snowball entity cause i was going to do something like
ball_entity:
type: entity
entity_type: snowball
mechanisms:
item: ball_item```
if <[velocity].vector_length> < 0.6 good idea also lol
ill try and think about how this works again in a few
oh, commenting might help that
we could make a thread about it too
sure
The first example for listtag.any seems off; - if <list.any>:. It does not list it as a generated example.
I'd either expect <listtag.any>, or an actual valid listtag, <list[].any>, or <list[LiterallyAnythingHere].any>
Tag parse results for <list>: https://paste.denizenscript.com/View/109859
li@
yeah
... Mindblown ...
It's necessary sometimes for some scripts.
Ex: I'm for looping a bunch of information and putting them into a list to display on items inside of an inventory, but if I don't define this information as an empty list prior to doing this then every item consecutively will have the previous information plastered on it and just be this giant ladder of information, lol.
Lot of use cases for empty lists, usually fallbacks.
[] is redundant here
most such tags can be used without it
that's what <player> is lol
<player[]> without input
actually i wonder
@frozen brook <player[]>
Tag parse results for <player[]>: https://paste.denizenscript.com/View/109897
player[]
Had error: Tag-base 'player' returned null.
Had error: Tag <player[]> is invalid!
Had error: Unfilled or unrecognized sub-tag(s) 'player[]' for tag <player[]>!
sad
@frozen brook <player>
Tag parse results for <player>: https://paste.denizenscript.com/View/109898
p@460e96b9-7a0e-416d-b2c3-4508164b8b1b
i thought it was because it was a playerless queue but nah
Tag parse results for <server.address>: https://paste.denizenscript.com/View/109899
server.address
Had error: Tag-base 'server' returned null.
Had error: Tag <server.address> is invalid!
Had error: Unfilled or unrecognized sub-tag(s) 'address' for tag <server.address>!
Tag parse results for <server.ip_address>: https://paste.denizenscript.com/View/109900
server.ip_address
Had error: Tag-base 'server' returned null.
Had error: Tag <server.ip_address> is invalid!
Had error: Unfilled or unrecognized sub-tag(s) 'ip_address' for tag <server.ip_address>!
Tag parse results for <player.ip_address>: https://paste.denizenscript.com/View/109901
player.ip_address
Had error: Player is not online, but tag 'ip_address' requires the player be online, for player: p@460e96b9-7a0e-416d-b2c3-4508164b8b1b (mcmonkey4eva)
Had error: Tag <player.ip_address> is invalid!
Had error: Unfilled or unrecognized sub-tag(s) 'ip_address' for tag <player.ip_address>!
Had error: The returned value from initial tag fragment 'player' was: 'p@460e96b9-7a0e-416d-b2c3-4508164b8b1b (mcmonkey4eva)'.
Had error: Almost matched but failed (possibly bad input?): ip_address
I figured it'd show up as a local ip instead of error'ing.
those tags are for playertags
I mean it's returning a player.
he was trying it with the server object before kek
no such thing, but yes
Reminder to always double check your tasks/code when you're done writing it up, and not just assume you did a good job because it looks like it works.
Then you start to wonder how your server flag became an accident, and your entire module for whatever you were working on suddenly doesn't work because it can't properly read information because you did - flag SERVER my_key::->:my_value
Because VSC can't actually detect a problem with that because it looks valid.
@unkempt torrent can we open a discussion channel for BlockArchitect?
sure
Hello i'm just trying to write my first script so people can easily verify, can someone give some advice or help please?
sure, start here:
!getstarted
Hey there! Welcome to Denizen!
To get started learning Denizen, we recommend you follow the beginner's guide: https://guide.denizenscript.com/
Also, feel free to browse scripts or view discussions on the forum: https://forum.denizenscript.com/
And of course... don't be afraid to ask questions here on this Discord!
when you have questions while following along the guide, you can clarify them by creating threads in #1026104994149171200
okay thanks!
+> YAY!!!
first things that i made work
no help needed (did a bit experimental chatgpt study beforehand lmfao)
congrats
i find this denizen fun unlike programming :]
it is a lot simpler
atleast to understand
congrats! really nice to grasp the basics with commands, its also what i did
though i would definitely recommend reading more on the guide and documentation regarding commands, there are tons of stuff to improve
i recommend checking and trying out things in the meta
tahst how i learned
Command List
i know right this is only what i learned today without much hassle
I'm gonna read through more scripts to try to understand them, thanks for having them so open :]
speaking of https://one.denizenscript.com
Home - D1 Meta-Docs - Denizen Script
If you'd like to share your Denizen script, or view scripts shared by others, you can use the Denizen resources page: https://forum.denizenscript.com/resources/.
^here's the modern one
woo i think i will hang around here more, google's pain
we have itemsadder, can we do a lot with that through denizen or so?
pure curiousity question xD
yes, please open a thread for support though
my work laptop is miserably dark and hard to see dark theme, so i made a high contrast version of my current theme eheh
i forget how to find the settings for it to suggest it to monkey to add as a potential theme, i dont think we have a high contrast one yet lol
lmao thats exactly how my first script looked like 😭
._.
i was only curious not really want to mess with such content yet i know only basics
why did u blur things out lmao
still make a post
lmfao && 1 == 1 looks something you'd see in common mistakes
The screen from behr? That's whitespace
oh.
that hard red blank is the error thing lol
ellipsoids are weird
new message from ellipsoid:
no u
!tias
Try it and see!
If somebody pulled this up for you, you're probably asking a question of the public channel that's easier and faster to figure out by just attempting your idea in-game and looking at the result of that attempt.
you should find out pretty quickly
specifically - I know the answer but I want you to learn how to answer this for yourself
also
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
@fossil steeple warn @tidal cave serious rule 10, 7 ignoring helpers instructions, continues asking in discussion channels for support
Warning from @unkempt torrent to @tidal cave recorded.
Reason: "rule 10, 7 ignoring helpers instructions, continues asking in discussion channels for support"
!nothome
We sometimes see users opening support threads or replying to them while not able able to test things.
This is often revealed in messages like "I'm not home right now and wanted to ask", or "I can't access my server but I think I remember the details", ...
This often leads to one of two problems:
• The user asks questions they could have answered themself if they were at their server. This is a problem because it wastes the limited resource of our expert helper team on simple questions that would never have been asked if it were not for the fact that the user wasn't near their server.
• A helper enters the thread to actively assist but is unable to provide any help because the user is unable to actually act on any responses. Many threads start with requests for basic followup information such as server logs or other demonstrative data from the server, that of course they can only provide when they have access to that data.
In both cases, helper time is wasted and the user don't actually get to act on any responses faster than they would have been able to had they simply waited til they were able to access their server before asking for help.
y’all on him like the avengers were with Thanos
Getting support requires effort from both sides
thanks levelsbot this was a great time
okay so not to be a total nick-pick but
https://meta.denizenscript.com/Docs/Commands/definemap
https://meta.denizenscript.com/Docs/Commands/definemap/
Command search for 'definemap'
Command search for 'definemap/'
what the fuck
is that honestly too bad of a standard to have lol
yes
Is there any way to fake spell player/npc or disguise a fake entity into player/npc?
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
oh, sorry
yeah i'll never mess with quaternions, thanks
lmfao
the actual code is pretty easy
in this case there's a an extra quarternion at the start (-0.7,0,0,0.7) which was the diamond facing straight up or down (I don't remember)
i just don't know how to rotate it without fucking up the sizelol
what's happening here is just to_axis_angle_quaternion
Returns a quaternion that is a rotation around this vector as an axis, by the given angle input (in radians).
So it's rotation on the Z axis by the player's yaw
and -1 to flip the direction, positive 1 has it face towards the player instead of away from them
i need to watch a youtube video or smthn
also doesn't help that lerp is fucked seemingly
interesting tho
and with mul, what's actually happening is it's combining quaternions
i read about it a bit
man, i tried, still cant wrap my brain around it
so there's the starting rotation (diamond facing up) and then it adds it with the Z rotation, which is what makes it point in the way the player is facing
i think it's just like what uh.. apademide,,,? said, that as we get older we grasp imaginary concepts like these easier
i get the conceptish but i didn't fully take the time to understand it
have you seen this yet
https://eszesbalint.github.io/bdstudio/index
yeah because the parts that visualize abstract concepts isn't fully developed yet
doesn't that just use 3d for rotations
Use Monkey's explanation #denizen-contrib message
It actually helped me understand them a bit more lol, I was just thinking about it too much
I don't actually understand every bit of math, but getting the general idea is the main part, and Denizen's tags can cover the math for most usages
that manual quat hurts lol
the denizen implementation of quaternion confused me
why/how?
will make a thready thread later
main thing for the confusion is how I'd replace https://github.com/Hydroxycobalamin/Denizen-Script-Collection/blob/main/external/Item_Display_Editor/item_display_editor.dsc#L388 I tried the new quaterniontags but they dont show the expected result
huh, I was using the procs from there and was able to smoothly switch them over
huh!
like uh
quaternion:
type: task
script:
- define test <list[0|0|1].proc[IDE_quaternion].context[5]>
- define test2 <location[0,0,1].to_axis_angle_quaternion[<element[5].to_radians>]>
- announce <[test]>
- announce <[test2]>
obv had to change over to use a location/vectortag
but the result is identical
!e damaged by entity
Entity
<entity> damaged by <entity> <entity> damaged (by <cause>) <entity> damages <entity>
with:<item> to only process the event when the item used to cause damage (in the damager's hand) is a specified item.
type:<entity> to only run if the entity damaged matches the entity input.
block:<block-matcher> to only run if the damage came from a block that matches the given material or location matcher.
when an entity is damaged.
when the damager or damaged entity is a player. Cannot be both. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
when the damager or damaged entity is an NPC. Cannot be both.
<context.entity> returns the EntityTag that was damaged.
<context.damager> returns the EntityTag damaging the other entity, if any.
<context.damager_block> returns the LocationTag of a block that damaged the entity, if any.
<context.cause> returns an ElementTag of reason the entity was damaged - see !language damage cause for causes.
<context.damage> returns an ElementTag(Decimal) of the amount of damage dealt.
<context.final_damage> returns an ElementTag(Decimal) of the amount of damage dealt, after armor is calculated.
<context.projectile> returns a EntityTag of the projectile, if one caused the event.
<context.damage_type_map> returns a MapTag the damage dealt by a specific damage type with keys: B...
<context.was_critical> returns 'true' if the damage was a critical hit. (Warning: this value is ca...
ElementTag(Decimal) to set the amount of damage the entity receives.
"CLEAR_MODIFIERS" to zero out all damage modifiers other than "BASE", effectively making damage == final_damage.
True - this adds switches in:<area> + location_flagged:<flag name>.
Examples too long to display... Check the website for more examples
that's a nice touch, i havent seen that before
#1111375812952862800 message Regarding this, where is this clarified?
Hi, anyone have any ideea how to find a skin based on signature/texture raw? I lost a skin but i have it on a npc, but i cant seem to find it using those 2 options on google
!makepost
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
we do have an idea, but make a post to keep it all organized please :)
ok, done 🙂
Yo, does anyone know how I would add a list command into this, I can't find out how to list saved flags
!channel
When you have an issue or question, please create a thread for it in the most relevant channel. Don't use #chatter, it's not a support channel.
#1026104994149171200 is for Denizen questions.
Citizens questions go in #1027028179908558918.
Questions about Sentinel should be put in #1024101613905920052.
Other minecraft/tech topics can go in #1027976885520584814.
Also look in #info for the description of each channel, or at the topic bar (at the top of the screen within each channel). That topic bar also links to the relevant readme file for each project, which contains lots of handy information and links to builds and stuff like that.
If you have a support question, please make a forum post for it!
"But it's just a yes/no question!"
We hear this from users quite often, and, frankly, it almost never is just a yes/no question - many seemingly simple questions lead to long answers or complex debugging or interesting discussions or...
"But you've probably gotten this question before and have the answer prepared"
All the more reason to use forum posts! When you're typing the title, it auto-searches existing posts, and thus if you're asking a repeat question, you'll instantly find the prior time it was asked, and the answer it had then, before you even press enter on your post!
"But it's not worth bothering"
Good news: it takes almost no more effort to make a post than to type in a channel! It's really really easy!
"But I don't want to annoy the helpers"
A forum post won't annoy us! We prefer it! Most of us don't get pinged or anything, it's fine!
makeadapost
Ano
yo @reef wharf remember that "tile detection" system you helped me make a while back, that detected all connected tiles together? i was trying to use flags before you started to help but it wasn't doing so hot. I've kept your version of it for now, but now that im adding very large buildings, i actually think using flags to almost sort of "predetermine" the tiles that are connected to each other and just remove the tiles based off that list instead of dynamically calculating it every time you break a tile is significantly more performant. what do you think?
Tag parse results for <element[util.parse_yaml[<entry[response].result>].get[choices].last.get[text].replace_text[Champagne<&co> ].replace_text[Champagne<&co>]].is_truthy>: https://paste.denizenscript.com/View/110476
true
Had error: Tag-base 'entry' returned null.
Had error: Tag <entry[response].result> is invalid!
Had error: Unfilled or unrecognized sub-tag(s) 'entry[response].result' for tag <entry[response].result>!
i hate this lmao
(not to derail nimsy for finally using a denizen related channel or anything)
kek did you really think it'd know your save argument
no my issue is that this broken tag is truthy. 
Tag parse results for <element[<lasagna[HURRGPGKEFKJIFURGAFAHANAHAHAARAWRuwu]>].is_truthy>: https://paste.denizenscript.com/View/110504
true
Had error: No tag-base handler for 'lasagna'.
Had error: Tag <lasagna[HURRGPGKEFKJIFURGAFAHANAHAHAARAWRuwu]> is invalid!
Had error: Unfilled or unrecognized sub-tag(s) 'lasagna[HURRGPGKEFKJIFURGAFAHANAHAHAARAWRuwu]' for tag <lasagna[HURRGPGKEFKJIFURGAFAHANAHAHAARAWRuwu]>!
<lasagna[HURRGPGKEFKJIFURGAFAHANAHAHAARAWRuwu]> is truthy, you heard it heere first folks
Closes the server when called
"help my server crashed when trying to parse a lasagna object"
"ur server is taking a nap from a good meal"
So no more happy?
No he is very happy now
you are what you eat?
am... am i that friend that said this
no
i dont believe u
who is this friend and where can i become friends with them
do they speak cable salad english or do i have to learn german
well, yeah, <element[some text here]> is quite truthy yes
<some_broke_tag.is_truthy> however is false
see the difference? broken tag vs text that just so happens to be initialized from a broken tag's output?
but yeah weird behavior in edge cases is one of the main reasons i was hesitant around including truthiness into Denizen
Tag parse results for <lasagna[cottage_cheese_base].is_truthy>: https://paste.denizenscript.com/View/110529
false
huh
user error strikes again
agh, im doing something wrong inbetween the two problems there
- define embed_map.description <util.parse_yaml[<entry[response].result>].get[choices].last.get[text].replace_text[Champagne<&co> ].replace_text[Champagne<&co>]>
- stop if:!<[embed_map.description].is_truthy>
```i ofc dont have a debug yet but this is totally that section of code and the tag definitely failed and returned truthy
Ha, Yeap
[23:56:10 INFO]: +> Executing 'RUN': script='s@truthy_trutherness_test (TASK)' [23:56:10 INFO]: Starting InstantQueue 'TRUTHY_TRUTHERNESS_TEST_6603_ManuallyRanger'... [23:56:10 INFO]: +- Queue 'TRUTHY_TRUTHERNESS_TEST_6603_ManuallyRanger' Executing: (line 163) define broken_tag <lasagna[cottage_cheese_base]> ---------+ [23:56:10 INFO]: ERROR in script 'truthy_trutherness_test' in queue 'TRUTHY_TRUTHERNESS_TEST_6603_ManuallyRanger' while executing command 'DEFINE' in file 'scripts/discord/ai.dsc' on line '163'! Error Message: No tag-base handler for 'lasagna'. [23:56:10 INFO]: Additional Error Info: Tag <lasagna[cottage_cheese_base]> is invalid! [23:56:10 INFO]: Additional Error Info: Unfilled or unrecognized sub-tag(s) 'lasagna[cottage_cheese_base]' for tag <lasagna[cottage_cheese_base]>! [23:56:10 INFO]: +> Executing 'DEFINE': Queue='q@TRUTHY_TRUTHERNESS_TEST_6603_ManuallyRanger' definition='broken_tag' value='lasagna[cottage_cheese_base]' [23:56:10 INFO]: +- Queue 'TRUTHY_TRUTHERNESS_TEST_6603_ManuallyRanger' Executing: (line 164) narrate <[broken_tag].is_truthy> ---------+ [23:56:10 INFO]: Filled tag <[broken_tag].is_truthy> with 'true'. [23:56:10 INFO]: +> Executing 'NARRATE': Narrating='true' [23:56:10 INFO]: true [23:56:10 INFO]: Completing queue 'TRUTHY_TRUTHERNESS_TEST_6603_ManuallyRanger' in 5ms. [23:56:10 INFO]: Completing queue 'EXCOMMAND_6602_RobotsTu' in 8ms.truthy_trutherness_test: type: task script: - define broken_tag <lasagna[cottage_cheese_base]> - narrate <[broken_tag].is_truthy>
a broken tag isn't truthy, but if it's a definition made, then it's truthy as an element
fuck
so i just need a fallback
thanks rubberducky method
better yet just don't use truthiness lol
but the tag name makes me happy :<
but yes fallbacks for errors
@small kernel write a story about Truthy McTrutherson and his Truthy Adventure, his life in a truthy world about all the truths he knows are true!
Once upon a time, there was a man named Truthy McTrutherson who lived in a world where everything was true. He had heard stories of other lands where people believed lies were real, but he knew better. In this land, everyone told the truth and nothing but the truth.
One day, Truthy decided to explore the world beyond his own neighborhood. As he walked through the streets, he noticed something strange happening around him. People seemed to be telling more lies than usual. At first, Truthy thought it must be a mistake, but soon he realized that the whole town was lying about things left and right.
Truthy was shocked by what he saw. He had never seen anything like this before. He wondered how such a thing could happen in a place where everyone was supposed to tell the truth. He decided to investigate further and find out why the townspeople were suddenly being dishonest.
After asking around and gathering information, Truthy discovered that the town had been taken over by a group of liars who wanted to spread falsehoods throughout the land. These liars were determined to make everyone believe their lies, no matter what the cost.
Truthy knew he had to stop them, but he didn't know how. He turned to his friends and family for help, and together they came up with a plan. They would expose the liars and show the townspeople the truth.
With determination and courage, Truthy and his allies set out on a journey to uncover the truth and bring honesty back to their town. Along the way, they encountered obstacles and challenges, but they never gave up. Finally, after weeks of hard work, they succeeded in exposing the liars and restoring truth to the town.
The townspeople were grateful to Truthy and his team for saving them from the lies. From then on, the town was known as a place where truth ruled supreme, and Truthy became a hero among its citizens. His adventures continued, and he went on to fight against lies and deceit wherever he found them.
oh that was much larger than i anticipated
i think some words like falsehoods could be replaced with non-truthyness but i'd still rate this a 8/10 childrens book, an intro to denizen and objecttag.is_truthy
"illegtruthyness"
- flag <player> send:nudes expire:infinite
will expire instantly. is this works as intended?
yes
I hope it goes without saying that an infite duration should just not have an expire at all
!object duration
Durations are a unified and convenient way to get a 'unit of time' throughout Denizen.
Many commands and features that require a duration can be satisfied by specifying a number and unit of time, especially command arguments that are prefixed 'duration:', etc.
The unit of time can be specified by using one of the following:
t=ticks (0.05 seconds), s=seconds, m=minutes (60 seconds), h=hours (60 minutes), d=days (24 hours), w=weeks (7 days), y=years (365 days).
Not using a unit will imply seconds....
d
ElementTag
The identity format for DurationTags is the number of seconds, followed by an 's'.
That "infinite" thing is strange.
Like it works as expected only on cast command
- title stay:infinite will disappear instantly
I understand that infinite doesn't exists in mc. But why is it equals 0? why not a huge number?
big != infinite
is infinite = 0?
No but it usually tells something timed that it should last forever or end in an instant
As I can see, most of the denizen commands treat it as instant
idk but if you flag_expiration a flag that expires in that exact tick it'll say infinite
soo quite literally infinite = 0 in this sense
No, you're wrong
https://paste.denizenscript.com/View/110547
Content of Server Log Paste #110547: Denizen Debug Logs From A Minecraft Server... pasted 2023/05/31 08:50:05 UTC-07:00, Paste length: 2101 characters across 24 lines, Content: Java Version: 17.0.2Up-time: 2m 7s
item flags work differently
titles can't be infinite, they require a set duration afaik
potion effects can be, so the command supports that
i assume u'd have to relog to get rid of an infinite title
we had a problem like that a week ago or so
we would just have the title send again every 15 seconds
if the player was afk
^ the only way to get an "infinite" title is to resend it, they can't be actually infinite
try flag_expiration instead of has_flag
also i didn't know u could put durations for item flags
expirations work for every flag, it's not related to the type
i thought item flags were just a special case
Content of Server Log Paste #110549: Denizen Debug Logs From A Minecraft Server... pasted 2023/05/31 08:56:11 UTC-07:00, Paste length: 2817 characters across 29 lines, Content: Java Version: 17.0.2Up-time: 8m 14s
that's nice to know lol
Tag parse results for <item[stick].with_flag[kek:lol].duration[infinite].flag_expiration[kek].from_now>: https://paste.denizenscript.com/View/110550
d@0s
😡
🫡🫡🫡
they don't work different
guys
Nomegalol
whomegalol
yo @reef wharf , in case you missed my message
angie_chickens:
type: world
events:
after player damages chicken:
- attack <player.location.find_entities[chicken].within[15]> target:<player>```
pretty sure that was simple enough to write and ship
Did you mean to post this in a different thread or something?
honestly i think i did but i forgot which one
Can chickens even attack things..?
I recall making a passive mob attack crashing servers
I had "angry piggies" that I turned off attack on, and gave them other attacks lol
@foggy gorge do you remember my wasps that ran on one version of paper but not newer ones? It was that same error more or less.
I think the idea of angry passive mobs would be neat, I thought I remembered the option to let passive mobs attack players in a pre-release? Or maybe it was an april fools update?
did something ping me?
or uhh
did you just miss this
oh weird, it didn't highlight it. I did miss that
@dusky dust when it comes to optimization, the best way to check is to just tias. that being said, doing work ahead of time, before it affects the player is always good, as long as it makes the amount of work that happens with the player faster,instead of just different
yea, it'd definintely be faster, i just remember i was having so much trouble with it a few months back
i might have to make a thread on it soon
correct!
I think its even in the mythicmobs docs
correct!
I believe I was one of the first people to identify the cause in the mm community lol
yo @foggy ember could you reload the denizen meta by any chance? im trying to see how to use the background_color mech you added :)
But it's just a ColorTag
oh ok, what color should one use for fully transparent?
i feel like that's a really dumb question 😂
transparent
oh okay ty lol
!reload
if a user with the denizen developer role doesn't have permission to run that command, it's extremely unlikely that someone without even an active user role will lmao
i believe it's just hardcoded to monkey tbh
oh :(
( unless you're someone totally memworthy and random like fortifier, Scrippe, or Catherine )
See if you can get monkai to run it lol
Lmao
It probably has input filtering for bots
Someone get auf to run it, that's the only chance
I wanna see monkai try it now
Tag parse results for !reload: https://paste.denizenscript.com/View/110603
!reload
best attempt i could try but i doubt can work:
Tag parse results for <&chr[0060].repeat[3]><n>!reload: https://paste.denizenscript.com/View/110604
'''
!reload
nope, it scrapes the very last result that ` occurs in lol
oh it wouldnt be the beginning of the message either anyways
Tag parse results for <&chr[0060]>: https://paste.denizenscript.com/View/110608
'
this isnt the right character though
thats just an apostrophe
it looks like Hangar has a set of API functions, im wondering if Denizen could use it to automagically upload developmental builds?
that'd be cool if so
Hangar has a publishing plugin made for Gradle and one in the works for Maven, it's in generally a lot more well-designed and all than Spigot
But uh, I don't know if we'll want to publish all dev builds there? probably just release ones would be a better idea
Yes, boss. Reloading meta documentation now...
Mechanism 'EntityTag.default_background' contains text link 'property EntityTag.background_color', which refers to an unknown meta type.
Tag '<EntityTag.default_background>' contains text link 'property EntityTag.background_color', which refers to an unknown meta type.
Property 'EntityTag.default_background' contains text link 'property EntityTag.background_color', which refers to an unknown meta type.
Object EntityTag.display has synonyms 'entitytag.display_transform,entitytag.text_alignment' that match other objects existing synonyms and will be invalid for searches.
Object EntityTag.pivot has synonyms 'entitytag.billboard' that match other objects existing synonyms and will be invalid for searches.
Documentation reloaded successfully.
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dTag replaces ` to ' to block tricks like that
oh, sad
Here's an interesting question, when do you find it appropriate to use custom events? I'm not looking for anything specific, I'm just wondering when other players have used them. I can see them being helpful for a custom event for on player equips and such, since that's a bit unreliable and you may want to slot things in their inventory and count towards this.
in my previous server i had an elaborate delta time event with 6 possible outcomes (now that i think of it, it's easier to think the script was a dice roller), and i had a custom event for each outcome so things didnt get all cramped together
That sounds like you'd want a task for each outcome
It's really useful for making systems, e.g. in Ice's custom block system they have events regarding the custom blocks it adds to let other scripts easily integrate with them
yeah but i wanted to use custom events so bad that i just ignored tasks
Technically, custom events are just tasks with customizable context tags.
am i only one who hate that pseudo space when copying from meta?
player walks
entity picks up item
what is that?
it's right here
Not exactly - for one a custom event could be used in several places, while a task can only exist once
I.e. you can have 50 scripts listening to and modifying your custom event, can't do that with tasks
utf8 encoder tells tat this is tab \x09
9 is a tab
has anyone ever created a good shop gui in denizen? that i might take a look at
or any type of advanced procedual inventory
if there is anything specific you want to try to create yourself you can make a post and we can help ya out
but if you're just looking for inspiration then you should checkout the forum resources or #showcase
im looking for inspiration, but i cant find anything in showcase or resources. maybe i missed some u could tell me
sure
i know that the Denizen Cutscenes resource by Max^ has a pretty neat inventory gui
and my own body guard resource has a procedural inventory gui too
np
do we have any info yet about how clientizen works or how to get started? It kinda piqued my interest.
The readme had a bit of information about building it
But as for scripting-wise, it does say in the readme that it’s not ready for real use just yet
yeah but I'm lookking for like small snips of how to use or how it works and such
yeah it does
If you’re interested you can see how the project is currently moving along in #1024819028918796359
I don’t think you can even really use it just yet, the clientizen bridge pr was just opened so maybe once that’s through you can start playing around with it
yeah I'm just reading on the thread breadcrumbb sent.
this is interesting.
I was actually thinking of using mythic keys by aria and saw clientizen in the DenizenScript repo and thought "hey, they might actually start working on client-server signals and I can finally work on opening chesttt guis or executtte stuff via hotkeys!"
there is already a key press event in there already so it’s just a matter of time before it’s ready for real use :D
Once the Depenizen side is ready we should technically be ready for a beta release - obviously not at all ready for real use, but enough for people to mess with, give feedback, find bugs, etc.
Im actually excited for the custom gui ones. But I guess I'm expecting we'd be scripting them like XML to create layouts
I’m very excited to try out the debug panel because it looks so cool
I mean, it'd likely be some sort of GUI script container where you can define the components of the GUI, behaviour, etc.
damn, then it will be like html
It won't be specifically like anything, it's just a Denizen script container to define GUIs; I guess it's the same general idea, but not directly based on/specifically similar to anything (currently, at least)
#1024819028918796359 message here's one concept acikek made a while ago for example - nothing final/might entirely change ofc, but the general idea of having it in a script container
Also, streaming some Clientizen development in #315163488085475338 👀
denizen community is awesome

I was at work nooooo
uhm is it just me or is <placeholder[<name>].player[<player>]> not working!?
just you; please make a post
I like to use a custom events for when things happen, and tasks for what happens. Since it's a scripting lang, you can make do with one or the other, but I think it helps keep things clarified for me personally. For example, if I have a custom in world crafting process, I might have flags when items drop and so on, but once the conditions are filled for the process to begin, I can use a custom event that says "on custom in world crafting". Later, I can always know that the event will fire when the conditions have been met, and not worry about how or what needs to happen to reach that state.
But maybe I have something like a fancy particle effect/item animation thing. That's more of a what. I want the item to do a thing, so I would make that a task, and give it parameters so I can change the colors of the particles, or the speed of the animation or whatever.
Ultimately, it's up to you to pick a thing that makes the most sense, and then adhear to that process. If you use custom events in one specific scenario, as long as you're ALWAYS doing that, and not just like, half the time, then it doesn't really matter. Consistency is more important.
custom events are wonderful for libraries even though denizen doesn't really have an ecosystem for that
i do it though
I use them as well for events I want to fire despite not it being actually triggered.
denizen package manager 🤔
insert random npm meme here
me importing 10 different libraries for my server with 5 concurrent players
real denizzles know that this was a thing
mate I just removed a single dependency
removed 864 packages, and audited 526 packages in 27s
Today I replicated the /help command, because I have an entire system that'll dictate what commands you're allowed to run at all, because some plugins just let you view them in /help regardless if you have permission or not. Or in the autocomplete. I think it looks generally alright.
Yeah I swiped that from whoever shown me that in their item descriptions.
I've been using it ever since.
I'd make the commands titlecase personally
do aliases show up in there?
looks great
noice.
Had to use a really hacky method of pulling usage/descriptions from other commands, as per my previous threads. Having to use bukkit:help silently and pull information that way because some commands literally cannot be grabbed due to them being generated on-the-fly such as WE/WG
Plugin tags to pull command information for WE/WG returns an empty map because of the way the plugin makes their commands.
Denizen does this too but since they're scripts it's easy enough just to filter for their container_type and read theyr keys.
standard node L
Like, conceptually I think it's cool to have a package system like that where code can rely on other code. But it just devolves into "Oh, I don't want to actually write anything, I'll just find a package that does it for me and then copy-paste the getting started." Like, not everything needs to be a package.

single debug: true can drop you tps to 5
I hate turning debug on for scripts with anything that isn’t player triggered like spawns
I’ll be reading console and then suddenly poof it’s gone
sometimes debugging is easier when you turn debug off lmao
i thought about requesting a "enable / disable debug" arg for the debug command
it's awkward to disable the debug on a script that has a huge mess of rapidfire works-fine and have to inject a test task script with the debug enabled loll
that's how FS works lol
could be handy if you're really struggling to narrow down an issue but
you can turn it on/off at will
FS has no structural format like Denizen has the yaml thing so it's the only way to do it there
so when can i play voxilia 
August 12th 2036
behr for frentic?
yes please
ha- if we made a server together, it has to launch in june
we can call it bi

do you know how many times ive seen you paste that and i thought it was a german word
or for how long, that is
it was at least a very long time until i realized
in the very near future i intend to do a dump money at the problem to get some contributors actually working on it so we can finally push from "pre-alpha just shy of public early-access" to "actually early access"
!bribe
If you want to support mcmonkey, lead developer of Denizen, you can subscribe via GitHub Sponsors at https://github.com/sponsors/mcmonkey4eva or give a one-time donation via https://denizenscript.com/donate. Sponsors of $3 or more get access to private (sponsors-only) text and voice channels, and a
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If you'd like to donate to fullwall, lead developer of Citizens, purchase the plugin on Spigot https://www.spigotmc.org/resources/citizens.13811/ or subscribe to his GitHub sponsor page https://github.com/sponsors/fullwall. You can also directly donate via paypal.
ha
though i guess monkey actually has a high paying job now lmao
it's still good effort to bribe 
#1109898218717847643 message
brb comminiting identity theft to hire developers in monkey's name
i didnt know u can change the size of explosion and sweep attack :OO that will be handy
like the size will also be consistent
oh cool
Are u using command blocks to spawn and change their size?

