#Open Denizen Discussion Thread
1 messages · Page 12 of 1
Makes sense. I didn't know that was a thing GH does lol.
There were talks about a lesser showcase channel as well
Wait that's not gh XD
i mean, you can post anything there as long as you follow rules, and there are no quality requirements, so the high quality standard is entirely artificial
my scripts made it up there so you know there is no quality standard 
same here kek
Dont be so hard on yourselves, you are both awesome scripters
nobody's as bad as me
i write 3 lines and get distracted and do nothing for the rest of the week
I haven't posted much or anything unless I know I can do it and as best as it can be. The problem is I'll keep adjusting it because I don't feel like it's presentable to it's highest standard.
Listen here.
I didn't ask for a personal attack.
Anything i make is presentable as long as I don't want to stab my eyes from the code
Yeah somehow my spaghetti code tickcore managed to get on there
if your code is spaghetti then mine would be pre-frozen, re-heated, soggy french fries or some other nasty "food"
mud fries
make script that makes bat often decide to go off and bite people for a few ticks or two of poison
thank <3
TIL you can include color codes into tab completion determinations.
when they added that, if you used em, it will instantly kick you for sending illegal characters. Don't know if they've fixed that since
Let's find out.
It still does.
But I'm a little out of date, but I bet it kicks on current paper.
It's useful to display for null entries, so you can go <&c><bold>NO DATA in the determination list.
yeah my command arg manager does that
Pretty sure there is a proper system for that in Brigadier
Displaying hints above args & client-side arg checking (I.e. instantly getting errors instead of having to run the command and get it checked by the server)
i humored doing this with actionbar tbh
lmao
I tried for many many dozens of minutes to wrangle the tab complete suggestor into doing what i wanted and I never managed
where da extension for vscode at?
Just install directly in vs code.
Well now you are going to get me in trouble 😂
oh frick, he helped me instead of annoying me PRISON HIM!!
@fossil steeple warn @tidal cave serious rule 9 - asking questions in discussion channels, ignoring their history about asking support questions in discussion channels
Warning from @unkempt torrent to @tidal cave recorded.
Reason: "rule 9 - asking questions in discussion channels, ignoring their history about asking support questions in discussion channels"
User has 1 previous warnings.
I have to mute you the next time you're ignoring this rule. This happened too many times before.
Why are you even against it lol? we have to handle 100s of support requests in the limited free time we have, the least you could do is put in the bare minimum amount of effort and help keep things organized for us
many of my questions have already been previously answered by a thread so it's much quicker to find your answer as well that way
and if not, you make it quicker for others who will have that question in the future
NAAAA
rare mojang WWW
do you get love from your parents?
@fossil steeple warn @tidal cave instant_mute trying to pull up a fight additional ref: #edit-logs message
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User has 2 previous warnings.
User @tidal cave has been muted automatically by the warning system.
(Attn: @low radish)
This mute was applied by moderator request (INSTANT_MUTE). You may not speak except in the incident handling channel. This mute lasts until an administrator removes it, which may in some cases take a while.
Any user may review warnings against them at any time by typing @ModBot listwarnings.
Whoops* Goodness, I hope to see more actual discussion.
wait they really added a GRAVITY attribute that literally affects acceleration??
that sounds wild
safe fall distance is also wild
YOOO JUMP STRENGTH IS NOW FOR ALL ENTITIES??
goes hand in hand imo if that gravity effects players
block break speed attribute 🤤
my fuckin space/skyblock worlds are going to be lit now
HOLY SHIT HOYL SHIT SHOLY SHIT @graceful laurel
THIS IS LIT
yooo we can also stop jumping entirely now too
We're inching closer to making tools that can speed up mining. 👀
already can do that tho
Well, through better means.
Isn't it a bit complicated like having to do faking the block breaking animation and stuff?
Although this might deserve it's own thread because I know it's been asked a million times before.
By writing my own custom event I'm now able to properly check when the player actually equips an item and even block it as necessary, having full control over things like this pleases me.
or uhh
you could just add the enchantmnet
Oh you know what, I'm thinking of making mining faster per specific materials.
And making mining work on specific ores. Ex: Custom pickaxe mining diamonds, despite the material being stone.
Which would require it's own thread.
You can just
on player breaks *_ore with:stone_pickaxe:
- determine <context.location.drops[diamond_pickaxe]>```
will be very very slow
I mean yeah.
Oh, i assumed your point was to have it be as fast as a tier-appropriate pickaxe
honestly can't wait for the block speed attribute it seems very fun to play around with
yo im new with denizen and idk how to script paper when you right click in air with, it transform into bone meal can someone help me ?
!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!
ok i created it
just realized i can ping my server's widget https://discord.com/api/guilds/901618453356630046/widget.json to get the number of online players in my discy
so now my tablist has online players in-game and the discord's presence lol
looks like it also just has everyone's pfp
eheheh
@dusky dust that stache' was a hilarious add btw
thanks i worked very hard on it
masterpiece
i didnt like it at first, but i guess it....... took some time to grow on me
heh
wtf thats a thing? sick
pun intended?
very.
is this all with animating armor stands or is it citizen npcs?
My guess is a bit of both but now you'd be using display entities instead armor stands aren't the best thing to use anymore
Could definitely do a boss purely in denizen tho
I made one that used citizens for pathfinding and targeting
i keep writing this expecting it to work in denizen
- for item in <[...]>:
honestly i like that syntax better
we def should get an allias for "foreach" as "for"
True.
how do we write when iterating through a map
nono thats way too real code-y
Maybe if in was a prefixed arg? e.g. - for item in:<[list]>
denizen's whole shabang is to be non programmer/coder friendly
is this a joke or do you actually think this
Yeah it's close to lua
maybe for denizen, uh
for k,v in ipairs(player.Getall()) do
print(v)
end
the = looks fat
so does your mo- nevermind jk
lmao
i am not suggesting denizen really needs a new foreach syntax, i just keep on punching in python because of monky brain
- for thing in thing [
- do thing
]
- for thing|thing -> thing <[
- thing thing
]>
honestly how bad of a syntax can we make
this isn't denizeny
commas don't denote anything in yaml
how could it possibly not be the case
people choose denizen over java because its easier
if im gonna be completely honest
i prefer java as a language but i prefer denizen for its workflow and api
agreed
no way, i have emotional validation
my ideal denizen is one that is closer to a C-style language, but i know not everyone likes that
lol c# is cool but a good few parts are confusing to me
not sure about c though, don’t think I’ve ever touched it
those aren't mutually exclusive
denizen being easier to learn than, say, java doesn't mean that somehow who knows java is going to struggle with denizen
I just wished denizen had static typing
real
how would you use display entities to create bosses like that?
modelengine uses display entities now and so does the denizen version of it
mcmonkey submitted a new resource:
Denizen Models - dModels can take BlockBench models and render them in minecraft with animations!
Denizen Models, aka dModels, is a tool that can take BlockBench "generic" models and render them in minecraft, including with full animations, by spawning sets...
no way
does this mean that dmodels can finally handle a ton of models hanging around?
does anyone have a video tutorial on that or is it just kind of a read the scripts to learn thing
blockbench is its own program so would want to learn that first if you have trouble on the denizen side you should definitely make a post in #1026104994149171200 though
is it possible to transfer animations made in blockbench into armor stands through dmodels?
should make a post for that one
dmodels has been using display entities for a pretty long time now
Maybe it can expand
Is that a custom ui or is that actually the stone cutter.
its actually the stonecutter, despite our recent talk of black magic in chatter 
i slapped a /ex narrate <element[copy].on_click[<server.material_types.filter[name.contains_text[stairs]].parse[name.to_lowercase].parse_tag[<script.parsed_key[data.scripp].separated_by[<n>]>].separated_by[<n>]>].type[copy_to_clipboard]> copypasta into a script to generate it
so now i just have 56 item scripts of just stairs >.> lol
Despite your directions
So I'm a bit confused.
?
I never used the stone cutter before, how is this different from vanilla?
i was thinking about using it for a UI for a custom one with a scrollbar
my /ex wouldnt have worked i just realized/forgot copying it out of the script i had
Ah.
That'd be smart.
Wait does stonecutter even support inventory script containers? Because that'd probably help.
can someone please short test the following command?
/ex modifyblock <player.cursor_on> SOUL_FIRE
soul_fire is not working on my side
ah okay, it needs soulsand under it... strange
try no_physics
yepp, you are right - my fault
No, you should use VS code for Denizen scripting
hey whats the command for custom achievements?
!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!
i need to make a better demonstration video but there's my new wireless redstone
What does it look like if you put a redstone torch on top of a receiver?
oh my god that's so cool
i love the different block textures and the inventory UI
nothing lol
that's so cool!
OH
i see what you meant inq lol
it doesnt deactivate it but uh
i should make that a thing
what about unloaded chunks?
dunno, they only reach 16 blocks out currently 
oh. they do .blocks_flagged[].within[]?
https://github.com/b-Universe/b-network/compare/5d6ba275f3be...e3da33361de8#diff-db330819556667614ccb00fefffec69ef2b610cdd81a8062f058cbc081aa03ceR225
somethin like that
try to plug tick machine to transmitter
maybe tomorrow 
i hate that message so much
it makes me want to do everything offline localhost
ill let you know what a tick machine does to it lol
I saw mods that can refresh your session from the game
this was odd to see from google
oh god, it gave me the links to Denizen/0.7 lol
evolution did a great job within denizen 
on player jumps:
- fail
lgtm
on player poops:
- if <player.age> > 30:
- fail
epic fail!
Can you flag vanilla items?
Ill do a /ex flag <player.item_in_hand> test:true
then try to show it with /ex narrate <player.item_in_hand.flag_map>
but it returns an empty map.
It seems like I can flag items in a chest but as soon as I take it out of the chest the flag is gone.
!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 so mad
- define newList <list>
- define endLine 0
- foreach <[item].lore> as:term:
- if <[term].equals[<empty>]>:
- define newList:->:<empty>
- define endLine <[loop_index]>
- foreach stop
- narrate <[term]>
- define newList:->:<[term]>
- foreach <[data.stats]> key:key as:stat:
- define newList:->:<[item].lore.get[<[loop_index].add[3]>].replace[<[statData.<[key]>.ss]>].with[<util.random.int[<[stat.min_range]>].to[<[stat.max_range]>]>]>
- narrate <[endLine]>
- foreach <[item].lore.get[<[endLine]>].to[<[newList].size>]> as:term:
- narrate <[term]>
- define newList:->:<[term]>
- define sortedList <[newList].sort_by_value[length]>
- define top <[sortedList].reverse.first.length>
- define listy <list>
- define newItem <item[<[item]>].with[lore=<[newList].deduplicate>]>
- give <[newItem]>
i wrote all this code
FOR IT TO JUST BE THE
!t listtag.set
😭
Returns a new ListTag with the items specified inserted to the specified location, replacing the object already at that location.
Note the index input options described at !objecttype listtag
ListTag
# Narrates a list of "one|potato|three"
- narrate <list[one|two|three].set[potato].at[2]>
# Narrates a list of "one|potato|taco|hotdog|three"
- narrate <list[one|two|three].set[potato|taco|hotdog].at[2]>
LOL
was checking all my old scripts and noticed that i was checking the on player block break event 7 times in 7 different scripts 
horrifying
well unless im misunderstanding its not wrong
nha they where working fine
but i just modified everything like this now
more clean
i think it will just be harder to debug / maintain 🤷♂️
i try to practice making sure if im listening to an event like player does x, i try to make sure it doesn't fire when other things would anyways and only cancel it then
that and cause i prefer them be explicitly all in their relevant files lol
i just have a lot of priority
hm is that really the case? i can just enable and disable debug in the various sub-script if there is a problem related to one of those systems.
and i have already placed various debug strings commented out in various places of the sub-scripts
in the rare case something goes wild and i cant for the life of me believe an event is behaving the way it should, i use /denizen debug -o to see if anything else is happening + make use of a localhost and isolate lol
when it comes to switches, cancelling and wot not yeah
if you do not put everything into a single event you can make use of switches, cancelling events, script priority + bukkit priority
ie your script event currently fires everytime
Consolidating events is not helpful
it doesn't help performance or organization unless something is going very wrong already
i use an on server ping for a random flavorful motd for my server, and i have two server listings to make sure both play.behr.dev is working and have 192.168.1.19 for a 0ms ping connection - interesting to see they ping separately though lol
!event server list ping
Server
server list ping
when the server is pinged for a client's server list.
<context.motd> returns the MOTD that will show.
<context.max_players> returns the number of max players that will show.
<context.num_players> returns the number of online players that will show.
<context.address> returns the IP address requesting the list.
<context.hostname> returns an ElementTag of the server address that is being pinged. Available only on MC 1.19+.
<context.protocol_version> returns the protocol ID of the server's version (only on Paper).
<context.version_name> returns the name of the server's version (only on Paper).
<context.client_protocol_version> returns the client's protocol version ID (only on Paper).
"MAX_PLAYERS:<ElementTag(Number)>" to change the max player amount that will show.
"ICON:<ElementTag>" of a file path to an icon image, to change the icon that will display.
"PROTOCOL_VERSION:<ElementTag(Number)>" to change the protocol ID number of the server's version (only on Paper).
"VERSION_NAME:<ElementTag>" to change the server's version name (only on Paper).
"EXCLUDE_PLAYERS:<ListTag(PlayerTag)>" to exclude a set of players from showing in the player count or preview of online players (only on Paper).
"ALTERNATE_PLAYER_TEXT:<ListTag>" to set custom text for the player list section of the server status (only on Paper). (Requires "Allow restricted actions" in Denizen/config.yml). Usage of this to present lines that look like player names (but aren't) is forbidden.
"MOTD:<ElementTag>" to change the MOTD that will show.
"ICON:<ElementTag>" of a file path to an icon image, to change the icon that will display.
time to randomize that next
oh nooo it isnt the same for the proxy lol and i just made eight icons for st patties day
What the hell are those.
happy wizards of b celebrating saint patricks day on b
lol clearly i missed these two legends, man face bird and bird feet man
(yes or no question) Can I make a chat manager with denizen, e.g. /chatcolor, if someone says a word to not send it, prefix, etc etc
Yes
speaking of /chatcolor
Did you know villagers have inventory?
And you can't open it, because it has size 8
Villagers secret inventory
Next time just
!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!
still hasnt answered my feedback in the thread
):<
forgot to answer it but i did fix all of what you said lol
imma go eat then get to it :)
there is no example for teleport with relative_axes :/
It should be explained in the meta itself, but either way we're happy to help if you make a post
Imagine discovering only now procedure scripts 
How... were you returning results before?
i dont blame. i did know what a proc was but just never understood it. only used it more than a year after being introduced to denizen
I can only think of 2 or 3 times i've ever had cause to use one
they're pretty helpful but denizen has almost everything i need with tags lol
Didn't really Needed them for anything as of now but i did everything in task scripts.
But i think i Will implement some in my xp system
i use them for even simple stuff.
<player.flag[root.map.submap.submap.key].to_lowercase> or something? nah, just <player.proc[something]>
When people post overly abstracted scripts like that, i don't even try to read them lol
I guess it's context is important to why you need a procedure.
If you're doing same logic in a lot of scripts then a procedure is probably best.
Or if you want things to look cleaner.
Or maybe even writing a utility procedure that you might be using later.
the former, yes
If you have the same code more than twice in a script, it's generally a good idea to abstract it away into a task or proc
'looking' cleaner is kind of a weird thing to want
It actively makes the script harder to read to no advantage
As soon as i get home from my vacation i Will probably have a look in my scripts if i can simolify something with procedures. But i think i Will really Need them only in my custom profession leveling system.
Good night 🦎
question for ya all, what kind of proxy version do you all use?
simple bungeecord? waterfall? flamecord?
there is no velocity support für depenizen :C
bungee if even
paper ending support for waterfall is an excellent example as to why we should just be using bungeecord
it's a golden standard that really has never had a reason to be gone away from
i was using waterfall all the time since start...
now i checked for velocity, - but without depenizen, i didnt take a step
paper recommends you do not anymore
iiirc waterfall was like bungee but was just created for the sake of having a fork?
xD
yeah here its in their readme
i think velocity will be the new standard in the future...
probably not, just another waterfall
Using forks just for the sake of saying you do is kinda useless
Kinda like compiling an open source plugin except changing the name of it to fit your server's name
I will say that velocity isn't completely useless or anything - it does have certain advantages, but (not that I'm an expert or anything, but from what I've personally seen) generally don't make as much of a difference vs using Bungee for the average server
I.e. unless something drastic happens, if you're not you're running a massive server/have a very specific use-case or anything like that, you're probably fine just using Bungee
I want the better security from velocity, the only problem is depenizen
security?
Its all the same
So, erm .. I started actively making my own now, starting ... 2 weeks ago, and I've been here, how long?
A while ...
holy 6+2/3 years
someone already have bungee chat over denizen?
bo'o of wa'a
Hello, guys! I'm new in Denizen. Can I learn denizen well from the Denizen Beginner's Guide?
View the Denizen Beginner's Guide at https://guide.denizenscript.com/
Yeah, it's meant specifically for that :p, feel free to make a post here if you need any help going through it and we'd love to help you out!
Thanks a lot!
What is define? How to use it?
I didn't quite understand there
!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!
Could you make a post then for your questions please?
at what point does denizen think its a 0
0.000000000000000000000000000000001 like
should make a post
+> YAY!!!
can I speak russian? / можно разговаривать по-русский?
The guide goes over this iirc - there's no "better", it's just 2 separate options, each with it's own advantages
E.g. Denizen is usually easier to learn and use, Java might be easier for integrating with existing plugins if Denizen doesn't have an existing integration for them (although with newer reflection tooling and such you can do that using Denizen pretty well) - overall just use whatever you prefer
Okay, thank you very much!
Personally I far prefer Java as a language itself, but not a big fan of the build-restart-test workflow, or having to make sure your plugin works across versions, nms, and other stuff that make it really inconvenient
Also I forgot to mention but editor language support for Java to me is much better
?
thats a ping
your id is 254628717526122506
if i do <@ 254628717526122506> it'd ping you
Good evening! Does anyone know how to make falling blocks in denizen? For example, a tree fell after you approached it closer than 5 blocks
Should make a post for your question
sorry, please
add picture to the makethread
Anyone have any cool potion concepts? I feel like I'm in a rut trying to come up with more. I'm trying to fill out a brewing system with some more stuff. Rn I have:
Potion of Experience Gain
Potion of Bee Friendship
Potion of Diamond Vision
Potion of Gold Vision
Potion of Neterite Vision
Potion of Diamond Vision
Potion of Smithing (xp back when smithing)
Potion of Iron Vision
Potion of Experience Gain
Potion of Bee Attraction
Plus all the usual longer/stronger/unused effects.
Potion of Axolotl/Dolohin (makes you swim fast)
Potion of the Baker (when making items like cakes or cookies it gives you a random amount)
Potion of Shulker (attacking another entity will cause it to fly)
Already have dolphin's grace, those other two are chef's kiss
potion of increased weight (makes you fall faster)
Next #1204239476897878036 prompt?
potion of momentum: makes you move like you're walking on ice
absolutely no clue if thats doable or not but its a cool idea
minigame
fakespawn ice on ground maybe probably
or vanilla tags maybe probably
Thanks for all the great ideas all!
Is there a performance difference between using <context.item> in a click event or just using <player.item_in_hand>?
a wonderful post question
sometimes i just think, hey - why open up a thread for just one little question to get a yes or no :/
item click on block event, already wrote it
then use context.item
I think it can fire for main and offhand
I haven't tested with empty mainhand and item in offhand without a switch tho
Without a switch either tag would work, but personally I'd use <context.item>
But yeah open a post next time, not every question has a yes/no answer including this one
!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!
working w sentinel is so wonky, like wdym i have to -execute sentinel commands instead of there being an innate denizen command for it
but also the high level of wonkyness makes it fun lmao
i agree
it should be built in
plis PR sentinel NPC mechs into Depenizen
go dax go
give tutorial
ask the monkey
!guide contributing
View the guide page 'Contributing to Denizen' at: https://guide.denizenscript.com/guides/contributing/index.html
how long until the first 1.20.6 build? im not impatient, just asking
like 1 day or 1 week
The PR is open and being worked on, so should hopefully be soon - it's got a whole bunch of breaking changes from several different places, so it's taking a bit longer than usual
is the latest dev build now 1.20.6? #news message
Yep
yayyyy
+> YAY!!!
it dont 😦
#changelog message
no i meant it completely doesnt work
^ please read that :p
Denizen currently doesn't start on Paper due to some recent changes
Paper made changes to things Denizen used to check the server version, so currently it only works on Spigot until we can update that
oops
did it work on any 1.20.6 paper build before?
sry i forgot to disable ping
1.20.6 is a new version and denizen dev builds were just updated, please have some patience
I am really excited for what will be capable with 1.20.6+ & Denizen :D
yayy i'm so excited to find out what the error in my script is 😑
+> YAY!!!
yay
+> YAY!!!
Wooo
what was the method for doing rpg style healthbars on mobs again? attaching or mounting?
i vaguely remember attach being wonky
and mounting having a considerable delay
mounted text display iirc
It use to be mounted armor stands, but I use mounted text displays.
Out of curiosity, how did you get around Minecraft hiding custom name tags for mounted entities? Or did you only have them applied to mobs that wouldn't have a custom name?
There are mechanics for custom entity names, but this deserves it's own thread.
!update
Latest Denizen stable release builds are at https://ci.citizensnpcs.co/job/Denizen/. Most users should download the stable release build.
Latest Denizen dev builds are at https://ci.citizensnpcs.co/job/Denizen_Developmental/. Dev builds are for usually for test servers only.
Spigot resource page for Denizen is at https://www.spigotmc.org/resources/denizen.21039/ (do NOT download builds from Spigot).
Paper is a higher-performance alternative to Spigot that is 100% compatible with the equivalent Spigot version. It's much easier to update than Spigot itself, and carries a lot of performance and quality-of-life benefits.
Latest Paper builds are at https://papermc.io/downloads/paper.
(If you would prefer to use a Spigot build, refer to !update spigot).
is it possible to make an in-game denizen editor using denizen script or a plugin?
soemone has done that before
was it mergu?
technically no because you can't write .dsc files within scripts
Actually, it appears you can't write any file within the script folder, regardless of the config's security settings
Funnily enough, dsc on its own isn't prohibed https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/utilities/Utilities.java#L165
Actually, you can write any file you want using that simple tweak in your config file:
Commands:
General:
Allow unrestricted file access: true
Confirm allowing unrestricted file access: true
Unrestricted file access is very bad and dangerous are you sure you want that: true
The best part of open source is you get all the keys to be stupid
Anyways, the point is: no, you can't make anything that automates or messes with scripts in any way excepts if you turn off all file system securities as a whole which (based on the config keys) isn't recommended
(considering the fact i.e. Mergu's solution doesn't "edit scripts", but rather "mocks them", which is not a denizen editor as per the question)
damn nice clean 24.000
Is this the time it took to launch paper ?
hi guys, have been searching far and wide on the web, can anyone please recommend any Reliable super newbie latest tutorials on denizen scripting? Ive got everything in place like vscode connected to a server etc just need a tutorial on how to start scripting to kick it off with... any help will be massively appreciated ❤️
!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!
The guide teaches you the start and everything else :D
really appreciate it 🙂 may I jump right into what Im mostly after? I need to create dialogues and set up quests, will those links help me figuring out how to do that? x
Yes, that's also part of the guide. I would recommend you going it through page by page.
So you get all the info you need to write fancy dialogues
thank you 🙂 u r awesome, much appreciated! 😊 🙏
I also really recommend reading it page by page and not skipping parts. Done that, not smart. It takes like 2-4hours to read everything through. At least it did for me, though Im already a bit familiar with programming
please teach me 😄
better yet, come play with us be part of the team 😄
u'll be an appreciated part of the team 😄
Ive started reading but need to take a break
+1 on this, skipping parts is definitely not what you want to do
have also done that
did not go well lol
its a long shot but honestly, anyone who would like to teach me? I'm a good learner, very committed 😄 came this far!
Sorry already working 24/7 for some other folks, charge free lol.
The guide is amazing, start out with that
understandable 🙂
If you then have any questions:
- go to the docs and type in keywords of what you want to do and read it
- found nothing? Go to this discord and search for previous messages that handle the same issue/question (sometimes faster than waiting for a response)
- found nothing? Ask here 🙂
thanks, will do 🙂
not sure where to ask this, would like a dialogue with choices, found this, trying it out but it doesnt work, what is wrong with it pls? I did change the npc ID to the correct one
npc_dialogue_with_choices:
type: interact
steps:
1:
click trigger:
script:
- if <npc.id> == 0:
- narrate "<npc.name> says: 'Hello, Adventurer! Welcome to this area, would you like to hear the story that is tied to this place?'"
- wait 2
- narrate "<&a>Yes<&f> or <&c>No"
- wait 1
- narrate "Click on Yes or No in the chat to respond."
- wait 2
- narrate "<hover:show_text:"Click to say Yes">click:run:yes_responseYes</click></hover> <hover:show_text:"Click to say No">click:run:no_responseNo</click></hover>"
yes_response:
type: task
script:
- narrate "<npc.name> says: 'Great! Here is the story...'"
- narrate "Once upon a time, this land was ruled by..."
no_response:
type: task
script:
- narrate "<npc.name> says: 'Alright, feel free to explore the area on your own.'"
Hi, ideally you make a thread in #1026104994149171200.
!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, I thought it has some form of tutorial, how to.
I wish
Well, click on #1026104994149171200 and then you can create one at the top.
hope thats better. 🙂
Yep :D
Is there generally an issue with storing large amount of data in flags ?
i.e. storing the archive of players' inventories everytime they die
(which can be pretty huge as they keep on dying with complexe items)
in the end there'd be some kind of cache busting, but the question is how frequently it should happen and if the "ok-threshold" is 5, 50 or 500 inentories
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!
But it's just a yes/no question!
minecraft native support for circular momentum when
when you join mojang and add it
Hey @dawn flower thanks for the help with telling me Item_Display scaling actually worked I feel so dumb since I didn't have to go through all that trouble since I was impatient to wait for stuff to be ironed out. <3
Np :D if you're ever unsure about something feel free to make a post and ask!!
That looks super cool by the way
june 13. is releasedate for 1.21
mojingles will surely find a way to make this funny lol
no hole rn
home
remind me in 5 hours
damn lol, paper just got its first 1.20.6 stable release and now mo' junk is already releasing 1.21
lol
pretty
it's been 2 days since last response on one of my posts, if i ping the staff member that was helping me do i get annihilated? 💀
it's a kind of important info i need since it will decide the crafting system of my server.
ping me
it depends; if youre explicitly responding to someone, it's okay. we just ask you not ping people at random for individual support
ie, if i were to ask "whats the tag for x? @ icecapade" - thats not very appropriate, because anyone can attempt to answer
a gray area would be moreso "hey @ icecapade, you and i talked about this before, whats the tag we used again?"
its just about consent, really
ill also mention, your question is hard lol
bdw still not answered my post but i kinda understand why, noticed that my issue got mentioned in the Denizen contrib channel so i assume it's something more complicated that it seems to me at first glance.
ye at first to mee it seemed i was doing something wrong but it seems it's something more complex 😂
yeah its one of those "shit, i have to log in and actually test wtf is going on to figure this out" kinda questions lol
luckly i managed to find a way around that issue it seems. i decided to not use mmoitems anymore for giving items to players. this way all the items will stack since i will use denizen for that.
i created a container and noted it. inside are all my custom items and i will give them calling the itemtag reference from that
and luckly mmoitems seems not to bother since all the nbt tags are the same
items will not stack this way too since it's how denizen parse the item but not an issue anymore i hope this way.
Why are some denizen commands named the most confusing things lol
I wanted to summon lightning so I thought "hmm maybe there's a -smite nope, what about -thunder, nope... what about -lightning, nope..." turns out it's - strike
who the heck came up with strike
Same for giving someone the nausea effect. Why is it called confusion lmao
To be fair, the strike command does show up when searching for "lightning" - it has a search synonym configured for it.
And is nausea not just nausea for the effect?
[Partial Name Match] !Event lightning strikes,
[Perfect Synonym Match] !Command strike,
[Semi-Strong Match] !Event pig zapped, !Event creeper powered because cause,
[Semi-Decent Match] !Language enchantment script containers.
That's just Spigot weirdly renaming stuff, although they changed some naming to match vanilla in 1.20.6 iirc
"zapped"... fr?
nausea is confusion when using - cast
!e pig zapped
Entity
pig zapped
when a pig is zapped by lightning and turned into a pig zombie.
<context.pig> returns the EntityTag of the pig.
<context.pig_zombie> returns the EntityTag of the pig zombie.
<context.lightning> returns the EntityTag of the lightning.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
I wouldnt be surprised if they also used an "electrocuted" tag somewhere instead of any of the other million different synonyms for lightning
just to purposefully confuse players
We're not trying to purposefully confuse people lol - these still have synonyms for searching, and most newer features have much better naming; stuff like the strike command have slightly weird naming just because they were added a while ago at a time where everyone was much less experienced & and features usually just matched whatever Bukkit/Spigot called them
Also wow, just noticed when looking at these old commits - it's going to be 11 years since monkey's first commit in 2 months https://github.com/search?q=repo%3ADenizenScript%2FDenizen+author%3Amcmonkey4eva&type=commits&s=committer-date&o=asc
i love how he went from 0 commit at all to 10 commits a day in a single day
real
me irl trying to read light theme
oh yeah ftr back in the day there were basically no "official names" for most minecraft features
minecraft's internals were obfuscated, so people just made shit up
in modern Denizen we try to add @Synonyms to stuff with confusing names to make it easier to find in a search
i'll go add some for those
awesome
it's nausea
confusion is supported as the legacy bukkit name
oooh
VS Code ext is probably using the wrong enum for it
could you please open a thread and /bugthread it to track that
Took me too long to make this. Here's my block levitation
Could be cool for parkour
I think the not being lifted up part when it's moving is more realistic because I doubt it's easy trying to stand on a 1m³ rock thats being magically lifted up
also I was too lazy to add the feature
and yes getting the right sounds for this took me about 3 lifetimes
and yes it deals like 4-5 hearts if it falls on your head
effect is actually pretty cool
too bad you didn't make it walkable
isn't there a way to add it "easily" ? a shulker box maybe or else ? there's definitely a solid entity you can move around to provide a movable walkable hitbox
wdym walkable?
Im currently using shulkers
you can walk over it, did you see the vid lol
just not stand when it's moving up or down
able to walk on
Do you guys prefer splitting a script into multiple scripts (talking about .dsc files when I say scripts), or do you prefer to keep everything together? My script file just reached 1600 lines of code and it's getting kinda long
It varies on how big the system is.
I try to keep them segregated by types. Procedures. Scripts. Events. Data script containers. Commands.
However, my event file for my custom claim system is pretty long.
Oh it turns out my claim commands file is very long too.
oh damn
It's because I got a lot of sub commands.
I feel like I should maybe throw all my variable handling stuff into another script because thats like 600 lines of repetitive code. But then again, don't fix something that isn't broken
If I see the same code being repeated more than 3 times I usually try to make it's own script/proc.
yeah but it's all custom items
the layout is the same but the text is different
not easy to make a proc for that afaik. Would be less clear to see what's what imo
Somewhat understandable.
I got tired of copy pasting emojis into my item descriptions so I made procedures to return them for my click actions.
I did try simplifying my gui inventory from 5 different inventory scripts into 1 proc script, and see how that's going 😂 still trying to make it work and I started with that 2 days ago
I had to make injectable scripts just for building chat based clickables too for multiple pages of information.
After all this coding I still dont know what injections are lol
It's just scripts that can access all previous definitions and context.
splitting up
big scripts are yuck
https://cdn.discordapp.com/attachments/635304225219411988/1128824353887367198/image.png?ex=665e4c1a&is=665cfa9a&hm=063252a428b7d288817fcdcd6013e61a5ee65f2b8ffb5311814887a2aaa3d32f& Said chat menu. I don't use it much anymore, but it's there when I try to. Two separate injections for the header and the footer.
it's just a task script you dont have to pass defs to
seems useful
in some cases yea
But whats wrong with passing defs?
I put a lot of my scripts for entering custom GUI as subscripts that I inject into, because I felt it cluttered up the inventory click events that I had.
But that might be my personal style.
nothing
i use inject when i want to cut down code
or at least make the script more readable ig
i prefer passing defs tho
much easier to construct the code around values you pass
at least imo
yeah I get that
Id probably be confused where I got the definitions from lol (for the injections)
If it's a subscript it may not be that confusing, but I guess it's dependant on what you're making really.
yeh you also have to write it in a way where you always have the defs you need available in the queue before you run it
i think its just preference tbh
Usually I only make subscripts if it's relative to only that script and I find it better to keep as a subscript instead of cluttering up the main script I'm working on.
both do the same thing in a slightly different way
I obviously can't do this with my 150+ line script to replicate player death.
i do dis too
im a sucker for readibility
( If you need to know why I have a script to simulate player death, the bed message for it being missing/obstructured is client only and cannot be suppressed )
Who needs readability when you have Ctrl+F
only way to find anything in my code is by using ctrl f

i just scroll
crazy
ahh I do that too, sometimes
crazy how much ive come to use comments tbh
mainly because 90% of the code i write is for other people but still
i used to just forget they exist
i have a subset of scripts i call 'bedit' (my server is named b, it's kind of like a world-edit) and i keep each command for that and all my essentials-esque commands in their own file
hmm I see
yeah I might spread everything over a few seperate files when im done with my abomination
i know this isnt a place for support but i have just a quick question that i dont think requires a thread, can i ask it here? its just like one tag probably
!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!
okay understood ill remember it 👍
should i learn denizen
Denizen > Java
im just wondering if knowing denizen and being able to help people using it is worth it
Ehhhhhhhhhhhh
The amount of people using Denizen is way smaller than Java so idk if it's best if you purely want to help a lot of people out. But tbh, if you already know Java and have made multiple plugins with it, it really won't take long to learn Denizen
Not sure what you're asking here lol. Maybe someone else should answer that's more experienced with Denizen
i just need denizen docs
help shows help output
hello shows a source code link
update [project ...] shows an update link for the named project(s)
github [project ...] shows a GitHub link for the named project(s)
issues [project ...] shows an issue posting link for the named project(s)
info <name ...> shows a prewritten informational notice reply
rule [rule ...] shows the identified rule
quote [quote] shows a random quote that matches the search (if any)
logcheck <link> gathers information from a server log paste
versioncheck <version text> checks whether a project version is current
script <link> checks a linked script for basic syntax validity
command [name] [usage/tags] to search commands
mechanism [name] to search mechanisms
tag [name] to search tags
objecttype [name] to search object types
event [name] to search world script events
action [name] to search NPC assignment actions
language [name] to search language docs
guide [name] to search the beginner's guide pages
search [keyword] to search all meta docs
anything that comes up here has a link to it that takes you the meta website too
also
!guide
View the Denizen Beginner's Guide at https://guide.denizenscript.com/
hi :)
personally i have no issue w it
you get used to it after a while
you can also setup vsc script editor for highlights and stuff
Bukkit doesn't have an event for messages sent to a player i mean it does let you get all recipients from a chat event
unless it means denizen has an event that will fire whenever any message is sent to a player's chat
which u can do with packets
bukkit does not, incorrect
spigot however does
depends
thats uh, why im responding lol
i mean it does let you get all recipients from a chat event
youre stating it does
it does not
Ofcourse it's different for everyone. For me it's better than Java.
yeah sorry brain was a little backwards
bukkit does not
no worries
If you want to react to what players say, you can use the AsyncPlayerChatEvent
but its not recommended
There's a packet event and a normal chat event
mhm
One is for any message being sent to a player, one is for a player chatting
well i mean im bored and ik the logic so theres no real reason not to learn denizen
and then surely next i hop on KubeJS
if you see issues, you can always pr directly to denizen :D

does denizen have api for denizen addons, like skript does, or does a user have to PR to suggest new syntax?
somewhat; reference dDiscord and Depenizen
!github depenizen
Depenizen can be found on GitHub at: https://github.com/DenizenScript/Depenizen
!github ddiscordbot
dDiscordBot can be found on GitHub at: https://github.com/DenizenScript/dDiscordBot
wdym by somewhat
i assume depenizen is an addon allowing for citizen syntax with denizen?
the answer is yes not somewhat
full addon support
cool beans
we just try to centralize things more vs skript leaves a spread out mess
idk what "citizen syntax" is, if you mean Citizens that's natively supported in Denizen
Depenizen is a bulk addon for a variety of other plugins
essentials, mythicmobs, etc. etc. bunch of random plugins, Depenizen adds script features for them
PlaceholderAPI, yes, through Depenizen https://meta.denizenscript.com/Docs/Search/placeholder
so it can interact with, use, and create placeholers?
yes
ok that sgood just needed to know that so i can comminucate between it and my skripts
hmm
alright ty
i'll probably get around to it
@next magnet I love your profile picture, hollow knight is an amazing game
TRUE
i comissioned this from someone they're great
Awesome!
If I notice certain effect or particle names not working in Denizen, (such as MCJava sound poof being called explosion in denizen, which is the same as in bedrock), should I mention that in a bugthread/featurethread or is that usually intentional or cant that be fixed?
Or not worth fixing
Ive been confused multiple times with denizen bcs sound effects or particles are named differently than when using the in game /playsound or /particle commands
can't go wrong with making a thread imo
if it's intentional/can't be fixed someone will let you know
bug or feature thread in that case?
uhhh
good question
id mark it as bug i guess, helpers n devs can change to what they see fit
usually a spigot thing
✨ spigot names ✨
Ever find yourself on an ice sheet with 50 zombies surrounding you? Don't worry! Just make 3 identical copies of yourself and let the monsters follow them instead.
(About 25% will still follow you, it's divided over the 4 you's)
I know someone who watched Naruto
My effect is cooler
!rule 2
not my cleanest script but it gets the job done in 53 lines, featuring:
-a -bc -defg -h-format flags ->li@a|b|c|d|e|f|g|h--foo=barand/or--baz qux-format options ->map@[foo=bar;baz=qux]- positional arguments
- optional description for each option, flag and positional argument provided to the user if they type
? - parsing of the command into a maptag of its components
also, simple validation while typing
and tells you to shut up when there are no longer arguments
not gonna lie, shit's good
:O
Since when can you color the autofill?!
since the dawn of time
been doing this since 2021
are you proud of my proc monkey ?
Looks very yummy
just added a setting so you can allow an option to be set multiple times
the option will continuously be tab completed if true
now make sexy jutsu
im not posting the gifs available 
it absolutely is lol he was supposed to perform like, a shadow clone jitsu, but instead did a sexy jitsu
it definitely worked 
...
@small kernel when does naruto perform sexy jitsu first
In the anime series of Naruto, you'll find that Sakura performs a sexier jutsu first. It's called Sexy No Jutsu, and it appears in episode 107, which is part of the Chuunin Exam arc.
how is this even close lol
he uses it in battle once and makes like twenty of them KEK
...
excuse me that's the harem jutsu
which comes with it's counterpart, the reverse harem jutsu (yep you guessed it, bunch of handsome naked men)
Would love to but I'm making this for another server, along with the other things I've (and all of you through the threads lol) been working on in the past 2 weeks
And they don't allow me to share the plugin which is reasonable imo
Do they pay you ?
no
To be fair, I offered to do it for them
so I didn't expect payment
also didn't expect this to take MORE THAN 200* FUCKINGS HOURS (the todo list kept getting bigger and bigger lol.)
*estimated number that's probably very accurate
id agree, i see you a lot lol
but... to be fair, again, I simultaneously made this plugin and learnt denizen
wouldve probably gone way faster if I knew denizen
True haha. The days of having 6 threads open at the same time have gone now though. Apparently I'm slowly getting better... or I'm just doing less complicated things
script yeah
but we call it a plugin
Because all you have to do is plug it in the plugin
so plugin makes sense for plugging plugins in plugins
Most plugins aren't plugin
But mine is and that makes me proud
You should be too
"Keep it simple stupid" is a good motto
drop in ready i believe ye ?
keeping things drop in ready is limitating tho
there are many things in my scripts that make them not plug and play-able, but makes life so much easier
do you think denizen will support velocity instead of just bungee?
papermc discontinued waterfall
yooo that's epic
looks neat
Use Frenetic Game Engine instead. 
what do you guys prefer:```
-
define items <context.args.get[2].split[|]> #returns li@[bolt:20|microprocessor:5|...]
-
foreach <[items]> as:item:
- define amount <[item].split[:].get[2]>
- define item <[item].split[:].get[1]>
- define items:->:<[item].mul[<[amount]>]
-
foreach <[items]> as:item:
- define items:->:<[item].split[:].get[1].mul[<[item].split[:].get[2]>]>```
being the crazy dumbass that I am, I prefer the latter
- define items:->:<[item].split[:].get[1].mul[<[item].split[:].get[2]>]>```
confusion
specifically at .mul[]
the second one just merges everything together that's in the first one
yes i get that
but you can't multiply something that isn't an integer
or am i too sleep deprived
#actives-only message
whats that
right, you can't... but you get what I mean. Basically add y to the list x times
so like bolt|bolt|bolt|bolt...?
yes
But also, <context.args.get[2].split[|].parse_tag[<[parse_value].contains_text[:].if_true[<[parse_value].before[:].repeat_as_list[<[parse_value].after[:]>]>].if_false[Invalid input!]>].merge> easy
If that somehow works without syntax errors, I'll uh
Tag parse results for <list[bolt:7|microprocessor:5].parse_tag[<[parse_value].before[:].repeat_as_list[<[parse_value].after[:]>]>].combine>: https://paste.denizenscript.com/View/123694
li@bolt|bolt|bolt|bolt|bolt|bolt|bolt|microprocessor|microprocessor|microprocessor|microprocessor|microprocessor|
I was thinking about parsing it but gave up lmao
hippity hoppity that code is now my property
Oh, it's .combine
Wrong answers are worse than no answers!
AKA: Know what you know! Short version: Don't answer questions from users if you don't absolutely know the answer for sure. It's much worse than simply waiting for somebody else to answer.
Please read the full writeup on the forum explaining this idea: https://forum.denizenscript.com/threads/public-information-writeup-wrong-answers-are-worse-than-no-answers.264/
I'm using 4 different languages at once :(
The amount of times I tried typing if () {/- if in Python today
- define items <context.args.get[2].split[|]> #returns li@[bolt:20|microprocessor:5|...]
uhh
oh
nevermind lol
lmao I know that issue
Had that when switching from C# to python
Tag parse results for (Spam): https://paste.denizenscript.com/View/123695
Input too long, refused.```
Tag parse results for (Spam): https://paste.denizenscript.com/View/123696
Input too long, refused.```
wtf
I inputted 3 items
<context.args.get[2].split[|].parse_tag[<[parse_value].contains_text[:].if_true[<before[:].repeat_as_list[<[parse_value].after[:]>]>]>].if_false[<[parse_value]>].combine>
The source script for dTagParser can be found at https://paste.denizenscript.com/View/90440
I didn't know tag parser was a script :o
tagparser is just a group of people checking every channel 24/7 and processing scripts asap
Ill just combine my entire script into one line using a parsetag
i prefer using - define ARGS <context.raw_args.proc[parse_command_arguments]>
then i can do <[ARGS.OPTIONS].get[bolt]>
oh so you love making procs? Then youll find this interesting https://discord.com/channels/315163488085475337/1250752802389491752
🤭
Why .get, I might be a bit silly but why cant' you just <[args.options.bolt]>?
Also wondering if anyone has tried to replicate essentials in denizen and made a public script for that, I noticed essentialsx wasn't updated and made me consider just porting almost everything.
There are a couple
check this ol' ancient thingy!
That’s what I do just wanted to make the example clearer
No advertising!!!!!!!!!!
im seeing a lot of changes not being mentioned anywhere here yet i feel like, or im not finding it via search
playeffect's redstone effect is now red_dust - that broke so many of my scripts lol
That's part of the 1.20.6 unstableness, Spigot renamed a bunch of stuff - were probably going to have backwards compatibility + a proper deprecation for that
oooof
It is a nice change overall because it makes stuff match the Minecraft names, just a bit annoying to update to (although scripts using the old names will keep working for a while ofc)
why does some of my expired threads appear randomly?
my only guess was: somebody mentioned it
not expired, just haven't been posted in a while
Discord has a 1 month timeout on threads but we have a bot that blocks the timeout and keeps them open
when that timeout bounce hits it temporarily moves back up as if activity happened
oh I see
#changelog message
wind charge entity?? what??
entity
the explosion
pew pew
i have no idea what that is
is minecraft slowly turning into an rpg?? is that an actual wind enemy??
wtf is a wind_charged potion effect 😭
yay armadillo
+> YAY!!!
Yeah it is. This entire update is just rpg related
Maybe the auto crafters not but thats the exception
Oooh we get modifiers to block break speed?? Finally the last part to custom tools
Really a lot of these modifiers are stuff mods have already added, so it'll be nice to finally have it properly in-game
seems that it's applied directly to the player not the tool, so a bit of extra handling in script there, but YEEESS FINALLY
bruh
bring notch back wtf they're turning minecraft into generic pixel rogue-like #3
play the ypdaye
what
its not item nbt??
wait so is there block hardness
I'm pretty sure these are game events lol
Or sounds* I guess
A wind charge is a projectile though
You don't even need the attributes for that, there's a tool item component you can just apply to any item
Data Pack version is now 48 Resource Pack version is now 34
jfc we got high up there pretty fast
yeah but sounds are generally formatted like type_name_sound, such as entity_zombie_death. so seeing entity_wind_charge_throw implies there's a wind charge entity
did this come in 1.21 or have i just never seen that
does it set the item's tool equivalent?
like modifyblock's tool arg?
NBT was entirely removed and replaced with item components in 1.20.5
One of these is the tool component, which lets you set tool stuff about items (e.g. breaking speed, blocks it's good for, etc.)
Someone didn't read every single snapshot changelog in it's entirety
Ooh I didn't realize stuff was changed that much. Excited regardless. Now all my tools don't have to have iron mining speed. Can we manage max durability too?
does denizen have the ability to import java classes with reflection?
!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!
let it groww
omg that's so cool
maaaagic 🪄
super cool
Anyone know if Denizens is on Aternos? I searched it up and didn't find it, but Aternos likes to mess with the names of the plugins
!nos
The name of our project is "Denizen" (there's no "s" on the end, unlike "Citizens").
Denizen just brings up Citizens2
can't mention Aternos messing up names if you mess up names yourself, huh
it's not there regardless
!freeservers
Free server providers (like Aternos, Minehut) usually have limitations that make them difficult to support, and there are usually better options available to most people, such as home-hosting. Refer to the FAQ page: https://wiki.citizensnpcs.co/Frequently_Asked_Questions#I_have_a_free_server_.28Aternos.2C_Minehut.2C_....29_but_there.27s_problems.
it didn't say anything about availability of denizens
two times its mentioned:
"If you really really really need it to get to the exact decimal perfect coordinates, you'll have to write a script using Denizen or similar, that teleports the NPC after pathfinding ends."
"D: You can build your own shop system and directly integrate it with NPCs by writing a Denizen Script."
this only refers the specific part about free servers
tl;dr: you won't get far with Denizen on a free server (especially with Denizen), so you better try and run either a VPS or homehost
Also make a post next time
wasn't sure how significant the question would be
so its maybe available, but not worth it to look for it
no clue
the simple fact you can't just put the jar you need to use is a problem
so you might get it to work, or might not
if you happen to make it work, you might or not be able to edit scripts
also ye, denizen requires file system access since it uses scripts (which are put in files)
so assuming you can't put jars, you likely can't access the filesystem for scripts either
don't know Aternos enough but would be expected
so ye, homehost or just get a server
you can add specific plugins that they have on their site
and you can access folders and stuff but it's weird
aternos is a tyrant so you can't add any jar you want but you can add text files i think
make a threadpost for follow up
Always make a post no matter how insignificant your question may be. Sometimes questions like that lead to long conversations like this one 😅
fair fair
But it's just a yes/no question!
!makepost
But I don't want to annoy the helpers
But you've probably gotten this question before and have the answer prepared
Your questions never annoy us 
But it's not worth bothering
yay
+> YAY!!!
yay
+> YAY!!!
It’s always worth bothering 
where does the +> thing comes from
