#Open Denizen Discussion Thread

1 messages · Page 8 of 1

spiral yew
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I normally wouldn't just push a single script, but it seemed benign.

old venture
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oh that hurts

spiral yew
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And my players are bitches who don't like hard mode

blissful zephyr
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just shoot the players in their knees so they can’t walk, then they can’t go and kill themselves, ez pz

spiral yew
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I wish I had more than like 5 people on the damn server lol

old venture
spiral yew
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Or make it hard mode after you beat the game on easy, and limit elytra access to players who have hard mode unlocked

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or just make it so that players who don't have hard mode can't login

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which is what i want

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but noone else does apparently

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minecraft isn't even hard

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it's like SMP with a spellbook that lets you teleport home whenever you want I'm pretty sure that's already easy mode

blissful zephyr
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that’ll bring all the kiddos

spiral yew
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gamba

blissful zephyr
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and wahr, unironically

spiral yew
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I might make a casino server, where you earn money to start gambling through slave labor. The kids yearn for the mines.

blissful zephyr
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that’s why they passed that new bill allowing 14 year olds to work night shif-

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oh wait this isn’t #politizen

spiral yew
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See I'm a Canadian and we have problems but child labor isn't typically one of them.

blissful zephyr
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actually, fair game, i can’t even access that channel yet lol

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yeah but you export snow

spiral yew
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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

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this was preenchantment and shit

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everyone had stone tools

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and a box filled with stone tools at the spawn

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it was wild

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Dude, I remember when servers added Worldguard for the first time.

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That shit was crazy.

blissful zephyr
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nether world railroads are the OG vanilla experience

spiral yew
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It was literally game changing. People were charging like 50 bucks for a 100x100 region

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this is pre eula

blissful zephyr
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part of bEdit was intentionally for making nether railroads actually

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so that everyone had to use the same style lmao

spiral yew
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I don't know what bedit is

old venture
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bedditj

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reddit

spiral yew
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r/foundtheredditor

old venture
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r/ihaveihaveihavereddit

spiral yew
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oh yes thats the other one

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ihavereddit

blissful zephyr
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the narwhal bacons at midnight

spiral yew
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is it 3 ihave's now though?

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thank you kind stranger

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this ^

old venture
spiral yew
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ah the old skroinkly do

old venture
spiral yew
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edit 4: I'm not OP

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(But I replied like I was)

blissful zephyr
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edit 5: idk why im being downvoted so much but,

old venture
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your open denizen discussion channel is: damn flooded

spiral yew
#

sunglaWait And that's what I call a reddit moment

rigid idolBOT
old venture
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dont ever mess with the reddit nation again

low night
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Reddit nationnnnnnn

swift dock
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Yall ever break a script that was working

grim quail
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I'm pretty sure that is what every programmer has experienced.

soft pewter
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seriously 😭

swift dock
grim quail
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Such is life.

wild cosmos
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in my case its more often than fixing broken program/script

swift dock
grim quail
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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.

swift dock
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Lmao i was making a shooting script and it worked fine until i fiddled with particles and it broke head shots and feet shots

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now only headshots work

grim quail
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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.

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I'll probably make a post on it when I actually do it.

old venture
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interestingly enough i have a proc that returns the location of the player's hand

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visual location ofc

grim quail
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I'm kind of curious for what purpose that'd serve?

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More importantly can you even track it when you move it around? Ex you're walking or mining.

old venture
old venture
swift dock
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Ok i need feedback would you guys play a game where you can only hit headshots

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i literally dunno whats wrong with my script

old venture
low night
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Maybe even a game modifier

old venture
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yeah

grim quail
old venture
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minecraft speedrun but only headshots deal damage

grim quail
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As for headshots only, you'd have to have some skill.

swift dock
grim quail
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Oh you have that super long thread, my goodness.

swift dock
soft pewter
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don't worry there's been wayyy longer threads lol

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everyone starts from somewhere

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you'll get the hang of it soon :P

swift dock
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thanks

low night
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A longer thread only means more material for others with similar problems

grim quail
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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.

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¯_(ツ)_/¯

swift dock
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i shouldnt have fooled around with the particles

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i fixed it

low night
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nice

swift dock
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syntax sucks

low night
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the error i like to have but hate to see

swift dock
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fr

old venture
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@grim quail

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!o entity

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uuh

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!lang entitytag

weary mothBOT
#
Possible Confusion

Did you mean to search for objecttags?

old venture
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alright fuck it

grim quail
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Ahh.

old venture
grim quail
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TIL there is a fish matchable.

old venture
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LMAO

low night
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the most important matcher

graceful laurel
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much needed

low night
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needed by anyone who wants to make fishing not boring as hell

graceful laurel
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Minecraft: The Fish Update

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introduces more fish api

low night
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can determine the amount of spines a pufferfish has

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and more!

soft pewter
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introduces sharks!

graceful laurel
soft pewter
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fish can now attack you!

foggy ember
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I'm pretty sure dolphins can attack you now?

old venture
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introducing baits, lines, hooks, different materials for rods, fishing spots with incremental difficulty!

low night
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if u punch a dolphin they get aggroed

old venture
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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

low night
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ngl dolphins are like the most forgettable mob

spiral yew
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i got launched at mach 10 once when swimming next to one

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but otherwise completely dead mob to me

old venture
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dDolphins = adds new functionalities to dolphins

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👀

soft pewter
old venture
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LMAOOOO

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and! not even populate it with anything.

low night
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not even dolphins

old venture
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chunk loads for the first time: modifyblock the whole chunk to water

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for that world

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the REAL water world

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swim down too much and you fall to the void

low night
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how nice

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💀

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throwing an item in water to where a dolphin can't reach it will make them drown

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i didn't know dolphins could jump out of the water tho

old venture
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i didnt know they could drown

low night
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they can also suffocate from being on land for too long

spiral yew
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yeah dolphins are mammals they need air

low night
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well, this is minecraft

spiral yew
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and to solve really complex mazes made out of urchins, sharks, and seaweed

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Sir this is a wendys

low night
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apparently they can do that?

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oh that's a static image

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they jump from square to square

fleet kernel
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i made a shit version in chaozen

fleet kernel
summer fable
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are display entities by default collidable/interable

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ie can i swing through them with a sword

old venture
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no those are interact entities iirc

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display are just . there

summer fable
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gotcha so those would prob be good for like damage numbers and such

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naming them and then they wont get in the wayt

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way

low night
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Interact entities seem pretty useful for vanilla but niche for denizen

summer fable
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i was referring to display myb

low night
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o

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None of the new entities have physics collision

spiral yew
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be real fuckin neato if they did though

summer fable
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so the move is still armorstands for anything needing collision

old venture
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i think so, yeah

foggy gorge
foggy gorge
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you can completely remove them from the equation entirely

old venture
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wait interaction entities can handle collision too?

spiral yew
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As far as I've seen no you cannot be moved or stand on them.

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the things we could make if boats could be invisible sadge

grim quail
pastel field
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Interaction entities

grim quail
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I'm just interested in the lines.

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That'd be really interesting for representing cuboid selections.

pastel field
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My main complaint with them is that they block all interactions I believe

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So if it overlaps with a block you can’t click on the block

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Might be misremembering though

grim quail
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That would be a problem.

spiral yew
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could you do player.cursor_on instead?

foggy gorge
bold mortar
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!t max_uses

weary mothBOT
bold mortar
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there is a lil' wrong example in meta

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lack of s in max_useS, I wasted 5 minutes trying to figure it out why my trade is not feeling good :D

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should I create a thread for that?

old venture
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i mean yeah its an error in the documentation

old venture
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re: #changelog message FINALLYYYYYYY

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I'VE BEEN WANTING TO USE GLOW FOR SO MUCH TIME

spiral yew
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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?

soft pewter
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iirc the glow command makes it appear that a player has the spectral arrow glow effect

quartz wraith
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“make your players homeless”

pastel field
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Yep, glow is the effect that applies a glowing outline around entities that can be seen through walls

spiral yew
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Oh ok thanks.

rough lark
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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>
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per-player npc movement, per-player look

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good stuff

grim quail
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Isn't it going to return an entitytag and not a true/false value?

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Oh I think I see, I just read the tag.

low night
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I love that tag

fleet kernel
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!t is_truthy

weary mothBOT
# fleet kernel !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...

Returns

ElementTag(Boolean)

low night
#

Ultimate null check

lament verge
rough lark
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!e tracks entity

weary mothBOT
# rough lark !e tracks entity
Required Plugins or Platforms

Paper

Group

Paper

**WARNING**

This event may fire very rapidly.

Event Lines

player tracks|untracks <entity>

Triggers

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.

Has Player

Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.

Context

<context.entity> returns an EntityTag of the entity being tracked or untracked.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Examples
# 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! :("
rough lark
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this is by far one of the most useful events for these sorts of interactions ^

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i am making heavy use of it

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you combine it with tracking_range and invisible marker entities as triggers, and a lot of possibilities open up

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proximity triggers without having to fire events and check distances to entities

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just automagically works™️ (outside of tracking_range mec resetting on server restart, but you fix that with entity flags pretty easy)

pastel field
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yeah! I saw this event semi-recently and it looks insanely useful

rough lark
pastel field
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ooh

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like old school RPGs

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though in most cases it's probably faster to just read the sign normally?

rough lark
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these will fit more text and be multi-page if necessary

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to get around uh, let me find a good pic of why normal signs are insufficient

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this abomination

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another example... hate this

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you get basically 3-4 words a line

low radish
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hate minecraft signs for exactly this reason

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hanging signs are even worse about it

pastel field
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longer/extendable/multiblock signs would be so nice yeah

lament verge
grim quail
low night
rough lark
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because books are not signs

foggy gorge
rough lark
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when i drop backsupport for 1.18.x and 1.19-1.19.3, sure

foggy gorge
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oooo

low night
old venture
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ayo mojange added support for nearly all unicodes now

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newest snaphsot

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so many new icons for stats and rpg :OOO

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for example this one didnt work before the snapshot

old venture
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omg even emojis are added

foggy gorge
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🍆

old venture
low night
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i mayyyyy steal that lol

foggy gorge
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btw @quartz wraith #actives-only message

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we just need some generous soul to add it and the heavy security limit on it

quartz wraith
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fucking bloody fucking fuck

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ok

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ok ok

foggy gorge
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learn java and add it :D

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or bribe nimsy with a twitch follow or something maybe

quartz wraith
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i do some cooking in denizen to write multiple algorithms

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i cook

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fuck I have to translate “python” to denizen

bold mortar
old venture
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@smoky spoke do you accept feedback on your showcase script

smoky spoke
icy dock
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i wondering, could we make a thread in #showcase to provide a feedback?

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@foggy ember how about that thing?

old venture
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if you have no idea what im talking about, create a thread and i'll explain it to you lmao

smoky spoke
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Yeah I've used data scripts before. Should it randomly pick the rewards?

old venture
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great idea! add a data key for that too

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randomized_drops: true/false

dreamy orbit
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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

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someone remember the name?

foggy gorge
#

!command choose usage

weary mothBOT
# foggy gorge !command choose usage
Group

queue

Syntax

choose [<option>] [<cases>]

Short Description

Chooses an option from the list of cases.

Use to choose the only case.
- choose 1:
  - case 1:
    - debug LOG "Success!"
Use to choose the default case.
- choose 2:
  - case 1:
    - debug log "Failure!"
  - default:
    - debug log "Success!"
Use for dynamically choosing a case.
- 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>!"
foggy gorge
#

or did you mean "make a choice based on a value" as in like, a tag that returned a chance?

dreamy orbit
#

yes thx very much

foggy gorge
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oh

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nice, no prob bob

dreamy orbit
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always forget the name of some mechanics lol

foggy gorge
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there's only 573

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:P

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well, mechanisms*

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there's 178 commands

foggy ember
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But also, next time:

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Should make a post for questions

foggy gorge
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us 2 u bc no thred

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(not really but yeah threads are nice for quicker responses lol)

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you'll get aya, icecapade, and i all racing to answer you as quickly as possible when you open a thread haha

wild cosmos
#

oh im dumb, yes there are -> #bot-spam message

fleet kernel
#

who here wanted to join chaozen again?

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only req is to have active-only role

sinful spindle
#

that's not the only requirement, just a good base

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should let us (and specifically aci) know in that server before inviting anyone

foggy gorge
foggy gorge
#

oooh

cosmic tide
fleet kernel
cosmic tide
#

Who?

fleet kernel
cosmic tide
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No, seriously who is that?

fleet kernel
#

the helper..

cosmic tide
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Doesn't say much to me, never spoke to them

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I just want to join the Denizen fanboy club

low night
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I mean, if me I wouldn't mind joining lmao

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Sounds like a pretty cool project

short pier
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It doesn't start until the summer but if you are in the project you can contribute whatever you want in the time being

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i have seen colossal around a lot but idk plenjy probably since i havent been active recently

low night
#

Oh cool

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Well I'm definitely down to join

rigid idolBOT
low night
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I think the bot agrees with my choice lol

old venture
#

+1 to colossal joining

fleet kernel
#

plenjy made sum cool phantoms

cosmic tide
#

Yeah but I can't fix their ai

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Thos dum dums are so slow to target

low night
#

You probably have to add me as a friend to dm me

icy dock
fleet kernel
icy dock
#

could i join?

old venture
#

this is definitely the biggest case of code malpractice i've ever done

weary mothBOT
# foggy ember !channel
Info: 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.

foggy ember
#

#1098024603756015726

old venture
#

oop thought i was there kek

old venture
#

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

foggy ember
#

!makepost

weary mothBOT
# foggy ember !makepost
Info: 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!

old venture
#

far

#

fair

icy dock
old venture
frozen brookBOT
sullen bay
#

damn im fucking stupid

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(who would've thought)

unkempt torrent
#

@quartz wraith what block do you intend to use, redstone is hard to track

quartz wraith
#

note block

unkempt torrent
#

@quartz wraith done

old venture
#

wot

unkempt torrent
#

added a feature for funky in blockarchitect

old venture
#

ah i see

icy dock
#

pog

sullen bay
weary mothBOT
# sullen bay !channel
Info: 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.

sullen bay
#

#1023545298640982056 😡

unkempt torrent
#

that's not hiring

#

see #showcase message

old venture
#

what!!!! doing work for other people... WITHOUT GETTING PAID?????????

quartz wraith
#

thank you

foggy gorge
graceful laurel
#

aesthetic treatments and more!!!!!!!!!!!

unkempt torrent
#

Open

sullen bay
#

I don’t remember, is there anything close to getters and setters in Denizen ?

weary mothBOT
# fleet kernel !makepost
Info: 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!

fleet kernel
#

wait how long did this guy get banned for

sullen bay
sullen bay
fleet kernel
sullen bay
#

unmuted*

fleet kernel
#

text input???

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thats why make a post

sullen bay
#

nothing at all lol

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just wondering

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i stopped using denizen a few monthes ago cause work n all

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now i use JS

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and I tend to mix my more-or-less correct souvenirs of Denizen with JS

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and now I'm wondering if there was anything close to it in denizen

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but let's postify it ig

tidal cave
#

since when does redstone particle support velocity 😮

fleet kernel
#

IT DOES

tidal cave
#

yep but not too much sadly

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its limited to like 1 in this velocity: thing

low night
#

You sure?

#

Also yeah it does support it

#

Very nice

tidal cave
#

i think thats new tho

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i mean i would have noticed it before xd since i kinda worked with dust particle too often

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also did you know that debugblock supports colors again?

#

!c debugblock

weary mothBOT
# tidal cave !c debugblock
Group

player

Syntax

debugblock [<location>|.../clear] (color:<color>) (name:<name>) (players:<player>|...) (d:<duration>{10s})

Short Description

Shows or clears minecraft debug blocks.

Description

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.

tidal cave
#

no longer only green

#

thats also new

foggy gorge
#

(that's end_rod)

low night
#

How are those glowing

foggy gorge
#

shaaaders SCking

low night
#

Very nice

foggy gorge
#

thanks, its unfortunate it only works with the Fabulous! graphics setting though lol

low night
#

Lmao

fleet kernel
#

using yk velocity statements

low night
#

I've never tried shooting a particle before

cosmic tide
#

They do that in particle accelerators all the time!

low night
#

Well they're nerds

soft pewter
#

☹️

tidal cave
#

but u can use <player.location.forward.sub[<player.location>]>

old venture
#

is particle velocity really that janky

foggy gorge
#

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

weary mothBOT
foggy gorge
#

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

tidal cave
#

so 2,0,0 (and above) is more than 1,0,0?

foggy gorge
#

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

tidal cave
#

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

quartz wraith
#

#changelog the forbidden denizen quaternions

pastel field
#

wooo

low radish
old venture
#

aaaand denizen math just got scarier!

#

i have tons of things to play with tomorrow, yipee

foggy gorge
#

new core object type: QuaternionTag
holy fuck

pastel field
#

i'm excited!

graceful laurel
#

math black magic

#

Dimensional particle manipulation

pastel field
#

I think it’s at least like 5 years old lol

foggy gorge
#

i see the hangar is a thing now

#

is there a place we should be uploading denizen scripts to there?

foggy ember
#

Hangars been a thing for a while, but they released their public beta a week or so ago

foggy gorge
#

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

foggy ember
#

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

foggy gorge
#

ooh, that's interesting

#

wouldnt that probably impact denizen or citizens with their op forcing stuff?

foggy ember
#

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

low radish
#

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)

foggy gorge
#
  • ex adjust server run_java:install_malware=<[lasagna_recipes]>
unkempt torrent
#

Iiirc I read somewhere on hangar discord that only jar plugins for paper will be allowed

#

#859516358281396234 message

#

ah here I found the reference

foggy gorge
#

how dare mare bare share dare to behr

#

where D:

low radish
#

hangar discord

low night
#

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

wild cosmos
#

but why are we even trying to put our scripts here?

soft pewter
#

you can just use GitHub or the paste site thonk

#

or the denizen forum

low night
#

If someone downloaded denizen from hangar knowing nothing about it, they'd instantly have some scripts to play with

soft pewter
#

I think Hangar is specifically for plugins

soft pewter
unkempt torrent
#

I do use GitHub for source
Denizen forum for releases
PasteSite for scripts I won't provide support for(ie: snippets/code for reference)

unkempt torrent
#

and your script obviously too

#

so all in all more denizen friends and users who will use your scripty script

jade sandal
#

Denizen writes to the console that the "special_data:[hit].block_material>" event is invalid. What then is not invalid?

weary mothBOT
# wild cosmos !makepost
Info: 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!

old venture
#

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?

severe hornet
#

this sounds like a makepost situation

grim quail
#

#commit-log message 🦀

pastel field
#

rad

#

converting over all my existing stuff, slightly less rad

quartz wraith
old venture
#

my god that's like 20 new tags

grim quail
#

I'll wait till the announcement.

tidal cave
#

still no support for background color?

#

text displays

foggy ember
#

Tell that to Spigot

tidal cave
#

why is spigot so damn stupid?

#

sad

foggy ember
#

Well, they added API, it just doesn't work

#

So they marked it as deprecated and subject to change

tidal cave
#

subject to change means.. they 2ill change it right?

tidal cave
#

indeed

foggy gorge
#

replying to funky while he's a sponsor makes him look cracked kek

sullen bay
#

@quartz wraith are you consuming crack on a daily basis

#

this question is definitely somehow related to denizen

severe hornet
fleet kernel
#

mot lid

#

kidn

#

kind

old venture
# quartz wraith

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

pulsar cloak
#

LMAO

unkempt thorn
#

will denizen drop support for 1.19.4 after 1.20 came out?

fossil steepleBOT
foggy gorge
#

in the future it's good to make a thread for questions though minecraft_heart

wild cosmos
#

oh sorry

#

didnt notice behrs answer

#

discord being funky again

unkempt torrent
quartz wraith
old venture
#

your demands are quite funky

low night
#

bouncy ball 😄

wild cosmos
#

what a jumpscare

low night
#

lol

quartz wraith
low night
#

little too buggy when it interacts with corners and walls at really weird angles

quartz wraith
#

I mean. It’s minecraft

low night
#

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

old venture
foggy gorge
# low night

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

low night
#

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

foggy gorge
#

ooo, good idea

low night
#

I'm still trying to weed out the weird bug of it getting inside blocks but I can post it here rn

foggy gorge
#

yeee lemme see whatchya did

low night
foggy gorge
#

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

low night
#

i should comment it all

#

let me do that lol

foggy gorge
#

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

low night
#

sure

tepid hull
#

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>

old venture
#

<list> is valid iirc, empty list

#

@frozen brook <list>

frozen brookBOT
old venture
#

yeah

tepid hull
#

... Mindblown ...

grim quail
#

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.

sinful spindle
#

most such tags can be used without it

#

that's what <player> is lol

#

<player[]> without input

#

actually i wonder

#

@frozen brook <player[]>

frozen brookBOT
sinful spindle
#

sad

low night
#

Maybe cuz it's empty

#

I guess you'd put the uuid there huh lmao

old venture
#

@frozen brook <player>

frozen brookBOT
old venture
#

i thought it was because it was a playerless queue but nah

frozen brookBOT
#

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
grim quail
#

I figured it'd show up as a local ip instead of error'ing.

old venture
#

those tags are for playertags

grim quail
#

I mean it's returning a player.

old venture
#

he was trying it with the server object before kek

sinful spindle
#

no such thing, but yes

old venture
#

server tag or whatever yes yes

#

idk what to call it

grim quail
#

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.

quartz wraith
#

@unkempt torrent can we open a discussion channel for BlockArchitect?

unkempt torrent
#

sure

neat shuttle
#

Hello i'm just trying to write my first script so people can easily verify, can someone give some advice or help please?

weary mothBOT
foggy gorge
#

when you have questions while following along the guide, you can clarify them by creating threads in #1026104994149171200

neat shuttle
#

okay thanks!

neat shuttle
#

yay!

raven barnBOT
#

+> YAY!!!

neat shuttle
#

first things that i made work

#

no help needed (did a bit experimental chatgpt study beforehand lmfao)

low night
#

congrats

graceful laurel
#

now recreate google in denizen

#

you’ve got two minutes

neat shuttle
#

i find this denizen fun unlike programming :]

#

it is a lot simpler

#

atleast to understand

old venture
# neat shuttle

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

tidal cave
#

tahst how i learned

neat shuttle
#

I'm gonna read through more scripts to try to understand them, thanks for having them so open :]

sinful spindle
#

wow that's a throwback

#

!resources

weary mothBOT
sinful spindle
#

^here's the modern one

neat shuttle
#

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

quartz wraith
foggy gorge
#

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

wild cosmos
#

lmao thats exactly how my first script looked like 😭

graceful laurel
#

._.

neat shuttle
fleet kernel
#

why did u blur things out lmao

old venture
unkempt torrent
fleet kernel
#

oh.

foggy gorge
#

that hard red blank is the error thing lol

old venture
#

ellipsoids are weird

foggy gorge
#

new message from ellipsoid:
no u

old venture
#

me when i get no u'd by the ellipsoid

tidal cave
#

is this possible? just asking

#

so that maps can be diffrent if blabla

severe hornet
#

!tias

weary mothBOT
# severe hornet !tias
Info: 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.

severe hornet
#

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

weary mothBOT
# severe hornet !makepost
Info: 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!

tidal cave
#

just tell me

#

i cant test it rn

unkempt torrent
#

@fossil steeple warn @tidal cave serious rule 10, 7 ignoring helpers instructions, continues asking in discussion channels for support

rigid idolBOT
fossil steepleBOT
#
Warning Recorded

Warning from @unkempt torrent to @tidal cave recorded.
Reason: "rule 10, 7 ignoring helpers instructions, continues asking in discussion channels for support"

severe hornet
#

!nothome

weary mothBOT
# severe hornet !nothome
Info: 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.

graceful laurel
#

y’all on him like the avengers were with Thanos

low night
#

Getting support requires effort from both sides

quartz wraith
foggy gorge
#

okay so not to be a total nick-pick but

#

what the fuck

#

is that honestly too bad of a standard to have lol

tidal cave
#

yes

shut sedge
#

Is there any way to fake spell player/npc or disguise a fake entity into player/npc?

weary mothBOT
# foggy ember !makepost
Info: 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!

shut sedge
#

oh, sorry

old venture
#

yeah i'll never mess with quaternions, thanks

pastel field
#

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)

low night
#

i just don't know how to rotate it without fucking up the sizelol

pastel field
#

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

low night
#

i need to watch a youtube video or smthn

#

also doesn't help that lerp is fucked seemingly

#

interesting tho

pastel field
#

and with mul, what's actually happening is it's combining quaternions

low night
#

i read about it a bit

old venture
pastel field
#

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

old venture
#

i think it's just like what uh.. apademide,,,? said, that as we get older we grasp imaginary concepts like these easier

low night
#

i get the conceptish but i didn't fully take the time to understand it

pastel field
low night
low night
pastel field
#

ah

foggy ember
#

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

low radish
unkempt torrent
#

the denizen implementation of quaternion confused me

unkempt torrent
pastel field
#

huh, I was using the procs from there and was able to smoothly switch them over

unkempt torrent
#

huh!

pastel field
#

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

foggy gorge
#

!e damaged by entity

weary mothBOT
# foggy gorge !e damaged by entity
Group

Entity

Event Lines

<entity> damaged by <entity> <entity> damaged (by <cause>) <entity> damages <entity>

Switches

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.

Triggers

when an entity is damaged.

Has Player

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.

Has NPC

when the damager or damaged entity is an NPC. Cannot be both.

Context

<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...

Determine

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.

Has Known Location

True - this adds switches in:<area> + location_flagged:<flag name>.

Examples

Examples too long to display... Check the website for more examples

foggy gorge
#

that's a nice touch, i havent seen that before

grim quail
#

#1111375812952862800 message Regarding this, where is this clarified?

proper salmon
#

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

weary mothBOT
# old venture !makepost
Info: 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!

old venture
#

we do have an idea, but make a post to keep it all organized please :)

solemn plaza
#

Yo, does anyone know how I would add a list command into this, I can't find out how to list saved flags

graceful laurel
#

!channel

weary mothBOT
# graceful laurel !channel
Info: 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.

graceful laurel
#

oh wait no

#

uh

#

!makepost

weary mothBOT
# graceful laurel !makepost
Info: 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!

graceful laurel
#

makeadapost

cosmic tide
#

Ano

dusky dust
#

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?

frozen brookBOT
#

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>!
foggy gorge
#

i hate this lmao

#

(not to derail nimsy for finally using a denizen related channel or anything)

old venture
#

kek did you really think it'd know your save argument

foggy gorge
#

no my issue is that this broken tag is truthy. kekw_dog

frozen brookBOT
#

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]>!
foggy gorge
#

<lasagna[HURRGPGKEFKJIFURGAFAHANAHAHAARAWRuwu]> is truthy, you heard it heere first folks

old venture
#

OH WHAAAT i didnt even see the true

#

lmfao

graceful laurel
#

babe wake up, new denizen object

#

lasagna object

low night
#

Closes the server when called

foggy gorge
#

"help my server crashed when trying to parse a lasagna object"
"ur server is taking a nap from a good meal"

unkempt torrent
#

a friend of mine said "lasagna is happiness"

#

and so he ate happiness

cosmic tide
#

So no more happy?

unkempt torrent
#

No he is very happy now

cursive tide
#

you are what you eat?

foggy gorge
unkempt torrent
#

no

foggy gorge
#

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

unkempt torrent
#

imma will slide into your DMs

#

hehehe

low radish
#

<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

frozen brookBOT
foggy gorge
#

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

low radish
#

better yet just don't use truthiness lol

foggy gorge
#

but the tag name makes me happy :<

low radish
#

but yes fallbacks for errors

foggy gorge
#

@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!

small kernelBOT
# foggy gorge <@1109134469836841091> write a story about Truthy McTrutherson and his Truthy Ad...

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.

foggy gorge
#

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"

thorn bone
#

- flag <player> send:nudes expire:infinite
will expire instantly. is this works as intended?

sinful spindle
#

yes

#

I hope it goes without saying that an infite duration should just not have an expire at all

#

!object duration

weary mothBOT
# sinful spindle !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....

Prefix

d

Base Type

ElementTag

Format

The identity format for DurationTags is the number of seconds, followed by an 's'.

thorn bone
low night
#

A huge number is a huge number

#

Infinite ain't a huge number

graceful laurel
#

big != infinite

thorn bone
#

is infinite = 0?

low night
#

No but it usually tells something timed that it should last forever or end in an instant

thorn bone
#

As I can see, most of the denizen commands treat it as instant

low night
#

usually you don't want something lasting forever anyways lol

#

in that sense

old venture
#

soo quite literally infinite = 0 in this sense

thorn bone
low night
#

item flags work differently

foggy ember
#

potion effects can be, so the command supports that

low night
#

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

foggy ember
#

^ the only way to get an "infinite" title is to resend it, they can't be actually infinite

old venture
low night
#

also i didn't know u could put durations for item flags

foggy ember
#

expirations work for every flag, it's not related to the type

low night
#

i thought item flags were just a special case

thorn bone
low night
#

that's nice to know lol

frozen brookBOT
old venture
#

dang

#

ig item flags work differently than player flags

thorn bone
#

😡

low night
#

it says so on the guide

#

it leads to an unfinished page tho

old venture
low radish
#

they don't work different

sinful spindle
#

guys

sinful spindle
#

click into it and read it

cosmic tide
#

Nomegalol

old venture
#

whomegalol

dusky dust
foggy gorge
#
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
foggy ember
foggy gorge
#

honestly i think i did but i forgot which one

quartz wraith
#

Can chickens even attack things..?

odd geode
#

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.

grim quail
#

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?

reef wharf
#

did something ping me?

sinful spindle
#

check your inbox

#

in the top right

sinful spindle
#

did you just miss this

reef wharf
#

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

dusky dust
#

i might have to make a thread on it soon

severe hornet
odd geode
severe hornet
#

correct!

#

I believe I was one of the first people to identify the cause in the mm community lol

dusky dust
#

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 :)

foggy ember
#

I don't think I can lol

#

!reload

weary mothBOT
foggy ember
#

But it's just a ColorTag

dusky dust
#

i feel like that's a really dumb question 😂

foggy ember
dusky dust
#

oh okay ty lol

tidal cave
#

!reload

weary mothBOT
foggy gorge
# tidal cave !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

tidal cave
#

oh :(

foggy gorge
sinful spindle
#

See if you can get monkai to run it lol

low night
#

Lmao

foggy ember
#

It probably has input filtering for bots

#

Someone get auf to run it, that's the only chance

low night
#

I wanna see monkai try it now

frozen brookBOT
foggy gorge
#

best attempt i could try but i doubt can work:

frozen brookBOT
foggy gorge
#

nope, it scrapes the very last result that ` occurs in lol

#

oh it wouldnt be the beginning of the message either anyways

frozen brookBOT
old venture
#

thats just an apostrophe

foggy gorge
#

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

foggy ember
#

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

low radish
#

i still have it in my todolist to fix that lol

#

!reload

weary mothBOT
#
Error(s) While Reloading

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.

#
Reload Complete

Documentation reloaded successfully.

Errors

5

Commands

178

Mechanisms

596

Tags

2361

Object Types

70

Events

366

Actions

39

Languages

78

Guide Pages

87

low radish
old venture
#

oh, sad

grim quail
#

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.

old venture
#

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

foggy ember
foggy ember
old venture
grim quail
#

Technically, custom events are just tasks with customizable context tags.

thorn bone
#

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

foggy ember
#

I.e. you can have 50 scripts listening to and modifying your custom event, can't do that with tasks

thorn bone
low radish
#

9 is a tab

tidal cave
#

has anyone ever created a good shop gui in denizen? that i might take a look at

#

or any type of advanced procedual inventory

soft pewter
#

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

tidal cave
#

im looking for inspiration, but i cant find anything in showcase or resources. maybe i missed some u could tell me

soft pewter
#

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

tidal cave
#

alright ima check both of them#

#

thanks

soft pewter
#

np

lament verge
#

do we have any info yet about how clientizen works or how to get started? It kinda piqued my interest.

soft pewter
#

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

lament verge
#

yeah but I'm lookking for like small snips of how to use or how it works and such

#

yeah it does

soft pewter
#

If you’re interested you can see how the project is currently moving along in #1024819028918796359

graceful laurel
#

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

lament verge
#

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!"

soft pewter
#

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

foggy ember
#

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.

lament verge
#

Im actually excited for the custom gui ones. But I guess I'm expecting we'd be scripting them like XML to create layouts

soft pewter
#

I’m very excited to try out the debug panel because it looks so cool

foggy ember
mossy egret
foggy ember
#

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

foggy ember
#

Also, streaming some Clientizen development in #315163488085475338 👀

fleet kernel
#

denizen community is awesome

soft pewter
low night
#

I was at work nooooo

leaden talon
#

uhm is it just me or is <placeholder[<name>].player[<player>]> not working!?

sinful spindle
#

just you; please make a post

reef wharf
# grim quail Here's an interesting question, when do you find it appropriate to use custom ev...

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.

short pier
#

custom events are wonderful for libraries even though denizen doesn't really have an ecosystem for that

#

i do it though

lament verge
#

I use them as well for events I want to fire despite not it being actually triggered.

mossy egret
#

denizen package manager 🤔

unkempt torrent
#

insert random npm meme here

quartz wraith
#

me importing 10 different libraries for my server with 5 concurrent players

short pier
unkempt torrent
#

mate I just removed a single dependencykekwcry
removed 864 packages, and audited 526 packages in 27s

grim quail
#

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.

soft pewter
#

awesome! looks great

#

i like the line breaks

grim quail
#

Yeah I swiped that from whoever shown me that in their item descriptions.

#

I've been using it ever since.

sinful spindle
#

I'd make the commands titlecase personally

grim quail
#

That's not a bad idea.

#

That does look nicer.

old venture
#

do aliases show up in there?

grim quail
#

Yeah.

#

Gotta specify the command as an argument though.

soft pewter
#

looks great

old venture
#

noice.

grim quail
#

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

old venture
#

oh theyre generated only when pulled up? damn

#

thats something i didnt know

grim quail
#

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.

reef wharf
#

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.

old venture
#

what debug: true does to a mf

soft pewter
thorn bone
#

single debug: true can drop you tps to 5

quartz wraith
#

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

sinful spindle
#

sometimes debugging is easier when you turn debug off lmao

foggy gorge
#

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

low radish
#

that's how FS works lol

sinful spindle
#

could be handy if you're really struggling to narrow down an issue but

low radish
#

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

foggy gorge
#

so when can i play voxilia SCgrin

quartz wraith
#

August 12th 2036

sinful spindle
#

behr for frentic?

unkempt torrent
foggy gorge
#

we can call it bi

foggy gorge
#

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

unkempt torrent
#

probably

#

2 times

foggy gorge
#

it was at least a very long time until i realized

low radish
weary mothBOT
# sinful spindle !bribe
Info: 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 gold_nugget name icon. $10 or more gets that + a gold name.

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.

foggy gorge
#

ha

sinful spindle
#

though i guess monkey actually has a high paying job now lmao

foggy gorge
#

it's still good effort to bribe kekw_dog

foggy ember
sinful spindle
#

brb comminiting identity theft to hire developers in monkey's name

low radish
#

i mean, more money does help

#

more money = more work being paid for = fasterer

low night
#

Time is money

#

Money is time

tidal cave
#

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

soft pewter
#

oh cool

low night
#

Are u using command blocks to spawn and change their size?

tidal cave
#

it works with denizen too

#

i just use command blocks to test

low night
#

Oh

#

Neato