Commands | Denizen Meta Documentation
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Category: core
| Name | Adjust |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/mechanisms.html |
| Syntax | adjust [<ObjectTag>/def:<name>|...] [<mechanism>](:<value>) |
| Short Description | Adjusts an object's mechanism. |
| Full Description | Many object tag types contains options and properties that need to be adjusted.
Denizen employs a mechanism interface to deal with those adjustments. To easily accomplish this, use this command with a valid object mechanism, and sometimes accompanying value. Specify "def:<name>" as an input to adjust a definition and automatically save the result back to the definition. You can optionally adjust a MapTag of mechanisms to values.
To adjust an item in an inventory, use Command:inventory, as '- inventory adjust slot:<#> <mechanism>:<value>'.
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| Related Tags | <entry[saveName].result> returns the adjusted object.
<entry[saveName].result_list> returns a ListTag of adjusted objects.
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| Synonyms (Search Aid) | mechanism |
| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/AdjustCommand.java#L31 |
| Name | AdjustBlock |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/mechanisms.html |
| Syntax | adjustblock [<location>|...] [<mechanism>](:<value>) (no_physics) |
| Short Description | Adjusts a mechanism on the material of a block at the location. |
| Full Description | Adjusts a mechanism on the material of a block at the location.
That is, an equivalent to Command:adjust, but that directly applies a "MaterialTag" mechanism onto a block. Input a location or list of locations, and the mechanism to apply.
Use the "no_physics" argument to indicate that the change should not apply a physics update.
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| Related Tags | <LocationTag.material> Returns the material of the block at the location.
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/AdjustBlockCommand.java#L30 |
| Name | Cooldown |
| Syntax | cooldown [<duration>] (global) (script:<script>) |
| Short Description | Temporarily disables an interact script for the linked player. |
| Full Description | Temporarily disables an interact script for the linked player.
Cooldown requires a type (player or global), a script, and a duration.
To cooldown non-interact scripts automatically, consider Command:ratelimit. Cooldown periods are persistent through a server restart as they are saved in the 'saves.yml'. |
| Related Tags | <ScriptTag.cooled_down[player]> Returns whether the script is currently cooled down for the player. Any global (...)
<ScriptTag.cooldown> Returns the time left for the player to cooldown for the script.
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/core/CooldownCommand.java#L25 |
| Name | CustomEvent |
| Syntax | customevent [id:<id>] (context:<map>) |
| Short Description | Fires a custom world script event. |
| Full Description | Fires a custom world script event.
Input is an ID (the name of your custom event, choose a constant name to use), and an optional MapTag of context data. Linked data (player, npc, ...) is automatically sent across to the event. Use with Event:custom event |
| Related Tags | <entry[saveName].any_ran> returns a boolean indicating whether any events ran as a result of this command.
<entry[saveName].was_cancelled> returns a boolean indicating whether the event was cancelled.
<entry[saveName].determination_list> returns a ListTag of determinations to this event. Will be an empty list if 'determine output:' is never used.
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/CustomEventCommand.java#L23 |
| Name | Debug |
| Related Guide Page | https://guide.denizenscript.com/guides/first-steps/problem-solving.html |
| Syntax | debug (<type>) [<message>] (name:<name>) (format:<format>) |
| Short Description | Shows a debug message. |
| Full Description | Use to quickly output debug information to console.
Outputs plain text debug to the console by default, supporting the 'debug' format type (see Language:Script Formats).
Alternatively, specify one of the following debug types:
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| Related Tags | <entry[saveName].submitted> returns the submit link (if any).
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/DebugCommand.java#L30 |
| Name | Flag |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/flags.html |
| Syntax | flag [<object>|...] [<name>([<#>])](:<action>)[:<value>] (expire:<time>) |
| Short Description | Sets or modifies a flag on any flaggable object. |
| Full Description | The flag command sets or modifies custom data values stored on any flaggable object (the server, a player/NPC/entity, a block location, ...).
See also Language:flag system. This command supports data actions, see Language:data actions.
Flags by default are added permanently (or for the lifetime of the object they're attached to).
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| Related Tags | <FlaggableObject.flag[<flag_name>]> Returns the specified flag from the flaggable object. (...)
<FlaggableObject.has_flag[<flag_name>]> Returns true if the flaggable object has the specified flag, otherwise returns false. (...)
<FlaggableObject.flag_expiration[<flag_name>]> Returns a TimeTag indicating when the specified flag will expire. (...)
<FlaggableObject.list_flags> Returns a list of the flaggable object's flags. (...)
<server.online_players_flagged[<flag_name>]> Returns a list of all online players with a specified flag set. (...)
<server.players_flagged[<flag_name>]> Returns a list of all players (online or offline) with a specified flag set. (...)
<server.spawned_npcs_flagged[<flag_name>]> Returns a list of all spawned NPCs with a specified flag set. (...)
<server.npcs_flagged[<flag_name>]> Returns a list of all NPCs with a specified flag set. (...)
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/FlagCommand.java#L77 |
| Name | Mongo |
| Syntax | mongo [id:<ID>] [connect:<uri> database:<database> collection:<collection>/disconnect/command:<map>/find:<map> (by_id:<id>)/insert:<map>/update:<update> new:<new> (upsert:true/{false})/use_database:<database>/use_collection:<collection>] |
| Short Description | Interacts with a MongoDB server. |
| Full Description | This command is used to interact with a MongoDB server.
MongoDB is a NoSQL database which uses concepts such as Documents and Collections to store data. MongoDB uses a form of JSON to represent its data.
Mongo works as a document-oriented database, where data is stored in Documents. Documents are stored inside Collections. Collections can contain many Documents. Collections are then stored inside Databases. Usage of the mongo command should almost always be used as ~waitable (see Language:~waitable), as large queries and insertions can take a while to retrieve or send.
You can open a mongo connection with connect:<uri>. You must specify a database and collection to connect to with the database:<database> and collection:<collection> options.
To insert Documents, use insert:<map>.
To update a Document's data, use update:<update> with the old data, and new:<new> for the new data being updated. This will update every Document matched with the provided data.
As MongoDB offers a variety of commands, to run a command not wrapped here you can use command:<map>. TODO: When opening a connection, Mongo will output a lot of data to the console. There currently is not a way to turn this off.
The mongo command is merely a wrapper, and further usage details should be gathered from an official MongoDB command reference rather than from Denizen command help.
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| Related Tags | <util.mongo_connections> returns a ListTag of all the current Mongo connections.
<entry[saveName].result> returns the text result sent back from Mongo in a JSON format. JSON can be in an ElementTag or a ListTag depending on the action run.
<entry[saveName].inserted_id> returns the ID of the item that has been inserted via the `insert` action.
<entry[saveName].ok> returns the 'ok' value from the result. Used with the `command` action.
<entry[saveName].upserted_id> returns the ID the upserted item. Returned if the `upsert` bool is true when updating.
<entry[saveName].updated_count> returns the amount of Documents updated via the `update` action.
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/MongoCommand.java#L36 |
| Name | Note |
| Related Guide Page | https://guide.denizenscript.com/guides/advanced/notables.html |
| Syntax | note [<object>/remove] [as:<name>] |
| Short Description | Adds or removes a named note of an object to the server. |
| Full Description | Add or remove a 'note' to the server, persistently naming an object that can be referenced in events or scripts.
Only works for object types that are 'notable'. Noted objects are "permanent" versions of other (usually non-unique) ObjectTags. Noted objects keep their properties when added. Notable object types: CuboidTag, EllipsoidTag, PolygonTag, LocationTag, InventoryTag |
| Related Tags | <server.notes[<type>]> Deprecated in favor of Tag:util.notes
<CuboidTag.note_name> Gets the name of a noted CuboidTag. If the cuboid isn't noted, this is null.
<EllipsoidTag.note_name> Gets the name of a noted EllipsoidTag. If the ellipsoid isn't noted, this is null.
<PolygonTag.note_name> Gets the name of a noted PolygonTag. If the polygon isn't noted, this is null.
<InventoryTag.note_name> Gets the name of a noted InventoryTag. If the inventory isn't noted, this is null.
<LocationTag.note_name> Gets the name of a noted LocationTag. If the location isn't noted, this is null.
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| Synonyms (Search Aid) | notable |
| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/NoteCommand.java#L26 |
| Name | Redis |
| Syntax | redis [id:<ID>] [connect:<host> (auth:<secret>) (port:<port>/{6379}) (ssl:true/{false})/disconnect/subscribe:<channel>|.../unsubscribe/publish:<channel> message:<message>/command:<command> (args:<arg>|...)] |
| Short Description | Interacts with a Redis server. |
| Full Description | This command is used to interact with a redis server. It can run any standard redis commands as well as subscribe for pub/sub redis channel notifications.
Redis is a simple key/value data store that is typically used for caching and sending data between servers.
When running commands, make sure to escape unpredictable values such as player input.
This command supports subscribing to pub/sub redis channels. This allows you to listen to published messages to redis from any source, including other servers.
Note: Make sure there are at least a few ticks between opening a subscription and closing it, otherwise strange behavior will occur.
You can publish messages to listening subscribers via publish:<channel> message:<message>.
The redis command is merely a wrapper, and further usage details should be gathered from an official redis command reference rather than from Denizen command help.
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| Related Tags | <entry[saveName].result> returns an ElementTag or ListTag of the results of your command, depending on the redis command you ran.
<util.redis_connections> Returns a list of all Redis connections opened by Command:redis.
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/RedisCommand.java#L25 |
| Name | ReflectionSet |
| Syntax | reflectionset [object:<object>] [field:<name>] (value:<value>) |
| Short Description | Sets a field on an object to a given value, or null. |
| Full Description | Give a ObjectType:JavaReflectedObjectTag as the object, a field name, and a value (or leave off for null) to set the value of a field on that object.
Uses reflection to set, and so can bypass 'private' or 'final' field limits if permitted by config.
If the value is fed as a general ObjectTag, automatic conversion will be attempted.
Requires config setting "Reflection.Allow set command". |
| Related Tags | <ObjectTag.reflected_internal_object> Returns the reflected internal Java object for a given ObjectTag.
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/ReflectionSetCommand.java#L30 |
| Name | Reload |
| Syntax | reload ({scripts}/scripts_now/config/saves/notes) |
| Short Description | Reloads all Denizen scripts. Primarily for use as an in-game command. |
| Full Description | Reloads all Denizen scripts.
Primarily for use as an in-game command, like "/ex reload". By default, reloads scripts in a way that may delay a few ticks to avoid interrupting the server on large reloads. Optionally, specify "scripts_now" to force a locked reload (server freezes until reloaded). You can specify "config", "saves", or "notes" to reload that data instead of scripts. When using 'scripts' (default), the reload command is ~waitable. Refer to Language:~waitable. |
| Related Tags | None
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/ReloadCommand.java#L25 |
| Name | Reset |
| Syntax | reset (<player>|...) [cooldown/global_cooldown] (<script>) |
| Short Description | Resets various parts of Denizen's interact save data, including a script's cooldowns. |
| Full Description | This command can reset save data for a player, or globally.
The "cooldown" argument removes the player's cooldown for a specific script,
The "global_cooldown" argument removes all cooldowns for the specified script (not player-specific). |
| Related Tags | None
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/core/ResetCommand.java#L23 |
| Name | SQL |
| Syntax | sql [id:<ID>] [disconnect/connect:<server> (username:<username>) (password:<secret>) (ssl:true/{false})/query:<query>/update:<update>] |
| Short Description | Interacts with a MySQL server. |
| Full Description | This command is used to interact with a MySQL server. It can update the database or query it for information.
This commands exists primarily for interoperability with pre-existing databases and external services.
The general usage order is connect -> update/query -> disconnect.
When connecting, the server format is IP:Port/Database, EG 'localhost:3306/test'.
You can switch whether SSL is used for the connection (defaults to false). Note that when using tag, it is recommended you escape unusual inputs to avoid SQL injection. The SQL command is merely a wrapper for SQL queries, and further usage details should be gathered from an official MySQL query reference rather than from Denizen command help.
SQL connections are not instant - they can take several seconds, or just never connect at all.
If you have an SQL database server other than MySQL, be sure to include the driver prefix (defaults to "mysql://" when unspecified). |
| Related Tags | <entry[saveName].result_list> returns a ListTag with (for each row retrieved) another ListTag. So if you would want to get the second column of the first row, you'd use <entry[saveName].result_list.get[1].get[2]>.
<entry[saveName].result_map> returns a ListTag with (for each row retrieved) a MapTag. So for example <entry[saveName].result_map.get[1].get[UUID]> for the UUID column of the first row.
<entry[saveName].affected_rows> returns how many rows were affected by an update command.
<util.sql_connections> Returns a list of all SQL connections opened by Command:sql.
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/SQLCommand.java#L35 |
| Name | Webget |
| Syntax | webget [<url>] (data:<data>) (method:<method>) (headers:<map>) (timeout:<duration>/{10s}) (savefile:<path>) (hide_failure) |
| Short Description | Gets the contents of a web page or API response. |
| Full Description | Connects to a webpage or API and downloads its contents, to be used via the save argument and corresponding entry tags.
This should almost always be ~waited for. Refer to Language:~waitable.
Note that while this will replace URL spaces to %20, you are responsible for any other necessary URL encoding.
Optionally, use "data:<data>" to specify a set of data to send to the server (changes the default method from GET to POST).
Optionally, use "method:<method>" to specify the HTTP method to use in your request.
Optionally, use "headers:" to specify a MapTag of headers.
Optionally, use "savefile:" to specify a path to save the retrieved file to.
Optionally, specify the "timeout:" to set how long the command should wait for a webpage to load before giving up. Defaults to 10 seconds. Optionally, specify 'hide_failure' to indicate that connection errors are acceptable and shouldn't display in logs.
This command accepts secret inputs via ObjectType:SecretTag as the URL or as the value of any header.
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| Related Tags | <entry[saveName].failed> returns whether the webget failed. A failure occurs when the status is not 2XX/3XX or webget failed to connect.
<entry[saveName].result> returns the text of the result of the webget. This is null only if webget failed to connect to the url.
<entry[saveName].result_binary> returns the raw binary data of the result of the webget. This is null only if webget failed to connect to the url.
<entry[saveName].result_headers> returns a MapTag of the headers returned from the webserver. Every value in the result is a list.
<entry[saveName].status> returns the HTTP status code of the webget. This is null only if webget failed to connect to the url.
<entry[saveName].time_ran> returns a DurationTag indicating how long the web connection processing took.
<ElementTag.url_encode> Encodes the element using URL encoding.
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| Synonyms (Search Aid) | wget |
| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/WebGetCommand.java#L39 |
| Name | WebServer |
| Syntax | webserver [start/stop] (port:<#>) (ignore_errors) |
| Short Description | Creates a local HTTP web-server within your minecraft server. |
| Full Description | Creates a local HTTP web-server within your minecraft server.
The server does not provide SSL (HTTPS) security or functionality.
If your webserver is meant for public connection, it is very strongly recommended you put the webserver behind a reverse-proxy server, such as Nginx or Apache2. The port, if unspecified, defaults to 8080. You should usually manually specify a port. The "ignore_errors" option can be enabled to silence basic connection errors that might otherwise spam your console logs.
You can only exactly one webserver per port.
When using the stop instruction, you must specify the same port you used when starting. The webserver only does anything if you properly handle Event:webserver web request
Most webserver processing is done in the event, and thus is synchronous with the minecraft thread, and thus may induce lag if not done with care.
This command must be enabled in the Denizen/config.yml before it can be used. |
| Related Tags | None
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| Group | core |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/WebServerCommand.java#L29 |
| Name | Zap |
| Related Guide Page | https://guide.denizenscript.com/guides/npcs/interact-scripts.html |
| Syntax | zap (<script>) [<step>] (<duration>) |
| Short Description | Changes the current interact script step. |
| Full Description | Changes the current interact script step for the linked player.
The step name input should match the name of a step in the interact script.
If used inside an interact script, will default to the current interact script.
Optionally specify a duration. When the duration is up, the script will zap back to the step it was previously on.
The command's name was inspired by a command in the language "ZZT-OOP", from a 1991 DOS game enjoyed by the original developer of Denizen. |
| Related Tags | <ScriptTag.step[<player>]> Returns the name of a script step that the player is currently on. (...)
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| Synonyms (Search Aid) | step |
| Group | core |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/core/ZapCommand.java#L31 |
Category: entity
| Name | Age |
| Syntax | age [<entity>|...] (adult/baby/<age>) (lock) |
| Short Description | Sets the ages of a list of entities, optionally locking them in those ages. |
| Full Description | Some living entity types are 'ageable' which can affect an entities ability to breed, or whether they appear as a baby or an adult.
Using the 'age' command allows modification of an entity's age. Specify an entity and either 'baby', 'adult', or an integer age to set the age of an entity. Using the 'lock' argument will keep the entity from increasing its age automatically. NPCs which use ageable entity types can also be specified. |
| Related Tags | <EntityTag.age> (Property) Returns the entity's age. (...)
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/AgeCommand.java#L27 |
| Name | attach |
| Syntax | attach [<entity>|...] [to:<entity>/cancel] (offset:<offset>) (relative) (yaw_offset:<#.#>) (pitch_offset:<#.#>) (sync_server) (no_rotate/no_pitch) (for:<player>|...) |
| Short Description | Attaches a list of entities to another entity, for client-visible motion sync. |
| Full Description | Attaches a list of entities to another entity, for client-visible motion sync.
You must specify the entity or list of entities to be attached.
Optionally, specify an offset location vector to be a positional offset. This can include a yaw/pitch to offset those as well.
Optionally, specify 'relative' to indicate that the offset vector should rotate with the target entity.
Optionally, specify 'for' with a player or list of players to only sync motion for those players.
Optionally, specify 'sync_server' to keep the serverside position of the attached entities near the target entity.
Optionally specify 'no_rotate' to retain the attached entity's own rotation and ignore the target rotation.
Note that attaches involving a player will not be properly visible to that player, but will still be visible to *other* players. It may be ideal to change setting "Packets.Auto init" in the Denizen config to "true" to guarantee this command functions as expected. |
| Related Tags | <EntityTag.attached_entities[(<player>)]> Returns the entities attached to this entity by Command:attach. (...)
<EntityTag.attached_to[(<player>)]> Returns the entity that this entity was attached to by Command:attach. (...)
<EntityTag.attached_offset[(<player>)]> Returns the offset of an attachment for this entity to another that was attached by Command:attach. (...)
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/AttachCommand.java#L26 |
| Name | Attack |
| Syntax | attack [<entity>|...] (target:<entity>/cancel) |
| Short Description | Makes an entity, or list of entities, attack a target. |
| Full Description | The attack command causes a mob entity to attack a target mob entity or player.
This technically can be used on an NPC, but it will trigger the Citizens internal punching-pathfinder.
To cancel an attack, use the 'cancel' argument instead of specifying a target. |
| Related Tags | <NPCTag.is_fighting> Returns whether the NPC is currently targeting an entity for the Citizens internal punching pathfinder. (...)
<NPCTag.attack_strategy> Returns the NPC's current navigator attack strategy. (...)
<NPCTag.target_entity> Returns the entity being targeted by the NPC's current navigation (if any).
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/AttackCommand.java#L26 |
| Name | Burn |
| Syntax | burn [<entity>|...] (duration:<value>) |
| Short Description | Sets a list of entities on fire. |
| Full Description | Burn will set a list of entities on fire.
Just specify a list of entities (or a single entity) and optionally, a duration. Normal mobs and players will see damage afflicted, but NPCs will block damage from a burn unless 'vulnerable'. Since this command sets the total time of fire, it can also be used to cancel fire on a burning entity by specifying a duration of 0. Specifying no duration will result in a 5 second burn. |
| Related Tags | <EntityTag.fire_time> Returns the duration for which the entity will remain on fire
<EntityTag.on_fire> Returns whether the entity is currently ablaze or not.
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| Synonyms (Search Aid) | ignite, fire, torch |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/BurnCommand.java#L25 |
| Name | Cast |
| Syntax | cast [<effect>] (remove) (duration:<value>) (amplifier:<#>) (<entity>|...) (no_ambient) (hide_particles) (no_icon) (no_clear) |
| Short Description | Casts a potion effect to a list of entities. |
| Full Description | Casts or removes a potion effect to or from a list of entities.
The effect type must be from 🔗https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html.
If you don't specify a duration, it defaults to 60 seconds.
The amplifier is how many levels to *add* over the normal level 1.
If no entity is specified, the command will target the linked player.
Optionally, specify "no_ambient" to hide some translucent additional particles, while still rendering the main particles.
Optionally, specify "hide_particles" to remove the particle effects entirely. Optionally, specify "no_icon" to hide the effect icon in the corner of your screen. Optionally use "no_clear" to prevent clearing any previous effect instance before adding the new one. |
| Related Tags | <EntityTag.has_effect[<effect>]> Returns whether the entity has a specified effect, or whether an arrow/area effect cloud will apply a certain effect. (...)
<server.potion_effect_types> Returns a list of all potion effects known to the server. (...)
<EntityTag.effects_data> Returns the active potion effects on the entity, or the potion effects an arrow/area effect cloud will apply. (...)
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| Synonyms (Search Aid) | potion, magic |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/CastCommand.java#L34 |
| Name | Equip |
| Syntax | equip (<entity>|...) (hand:<item>) (offhand:<item>) (head:<item>) (chest:<item>) (legs:<item>) (boots:<item>) (saddle:<item>) (body:<item>) |
| Short Description | Equips items and armor on a list of entities. |
| Full Description | This command equips an item or armor to an entity or list of entities to the specified slot(s).
Set the item to 'air' to unequip any slot. |
| Related Tags | <EntityTag.equipment> Deprecated in favor of Tag:EntityTag.equipment_map.
<InventoryTag.equipment> Returns the equipment of an inventory as a list of items. (...)
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/EquipCommand.java#L34 |
| Name | FakeEquip |
| Syntax | fakeequip [<entity>|...] (for:<player>|...) (duration:<duration>/reset) (hand:<item>) (offhand:<item>) (head:<item>) (chest:<item>) (legs:<item>) (boots:<item>) |
| Short Description | Fake-equips items and armor on a list of entities for players to see without real change. |
| Full Description | This command fake-equips items and armor on a list of entities.
The change doesn't happen on-server, and no armor effects will happen from it. The equipment can only be seen by certain players. By default, the linked player is used.
The changes will remain in place for as long as the duration is specified (even if the real equipment is changed).
Set the item to 'air' to unequip any slot. |
| Related Tags | <EntityTag.equipment> Deprecated in favor of Tag:EntityTag.equipment_map.
<InventoryTag.equipment> Returns the equipment of an inventory as a list of items. (...)
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/FakeEquipCommand.java#L34 |
| Name | FakeInternalData |
| Syntax | fakeinternaldata [entity:<entity>] [data:<map>|...] (for:<player>|...) (speed:<duration>) |
| Short Description | Sends fake entity data updates, optionally animating them with sub-tick precision. |
| Full Description | Sends fake internal entity data updates, optionally sending multiple over time.
This supports sub-tick precision, allowing smooth/high FPS animations. The input to 'data:' is a list of ObjectType:MapTags, with each map being a frame to send; see Language:Internal Entity Data for more information. Optionally specify a list of players to fake the data for, defaults to the linked player.
'speed:' is the amount of time between each frame getting sent, supporting sub-tick delays.
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| Related Tags | None
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/FakeInternalDataCommand.java#L46 |
| Name | Feed |
| Syntax | feed (<entity>) (amount:<#>) (saturation:<#.#>) |
| Short Description | Feed the player or npc. |
| Full Description | Feeds the player or npc specified.
By default targets the player attached to the script queue and feeds a full amount.
Accepts the 'amount:' argument, which is in half bar increments, up to a total of 20 food points.
You can optionally also specify an amount to change the saturation by.
Also accepts the 'target:<entity>' argument to specify the entity which will be fed the amount. |
| Related Tags | <PlayerTag.food_level> Returns the current food level (aka hunger) of the player.
<PlayerTag.formatted_food_level> Returns a 'formatted' value of the player's current food level. (...)
<PlayerTag.saturation> Returns the current food saturation of the player. (...)
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/FeedCommand.java#L24 |
| Name | Fly |
| Syntax | fly (cancel) [<entity>|...] (controller:<player>) (origin:<location>) (destinations:<location>|...) (speed:<#.#>) (rotationthreshold:<#.#>) |
| Short Description | Make an entity fly where its controller is looking or fly to waypoints. |
| Full Description | Make an entity fly where its controller is looking or fly to waypoints.
This is particularly useful as a way to make flying entities rideable (or make a non-flying entity start flying). Optionally specify a list of "destinations" to make it move through a series of checkpoints (disabling the "controller" functionality). Optionally specify an "origin" location where the entities should teleport to at the start. Optionally specify the "speed" argument to set how fast the entity should fly. Optionally specify the "rotationthreshold" to set the minimum threshold (in degrees) before the entity should forcibly rotate to the correct direction. Use the "cancel" argument to stop an existing flight. |
| Related Tags | <PlayerTag.can_fly> Returns whether the player is allowed to fly. (...)
<PlayerTag.fly_speed> Returns the speed the player can fly at. (...)
<PlayerTag.is_flying> Returns whether the player is currently flying.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/FlyCommand.java#L36 |
| Name | Follow |
| Syntax | follow (followers:<entity>|...) (stop/target:<entity>) (lead:<#.#>) (max:<#.#>) (speed:<#.#>) (allow_wander) (no_teleport) |
| Short Description | Causes a list of entities to follow a target. |
| Full Description | Causes a list of entities to follow a target.
Specify the list of followers or just one. If no follower is specified, will use the linked NPC. Specify either the target to follow, or 'stop'. If no target is specified, will use the linked player.
Use 'speed' to set the movement speed multiplier.
The 'max' and 'allow_wander' arguments can only be used on non-NPC entities. |
| Related Tags | <NPCTag.navigator.target_entity> returns the entity the npc is following.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/FollowCommand.java#L24 |
| Name | Glow |
| Syntax | glow (<entity>|...) ({true}/false/toggle/reset) (for:<player>|...) |
| Short Description | Sets whether an NPC or entity is glowing. |
| Full Description | Sets whether the specified entities glow, defaults to the linked player/NPC if none were specified.
Optionally specify 'for:' with a list of players to fake the entities' glow state for these players.
When not using 'for:', the glow is global / on the real entity, which will persist in that entity's data until changed.
To reset an entity's fake glow use the 'reset' state.
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| Related Tags | <EntityTag.glowing> Returns whether this entity is glowing.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/GlowCommand.java#L26 |
| Name | Heal |
| Syntax | heal (<#.#>) ({player}/<entity>|...) |
| Short Description | Heals the player or list of entities. |
| Full Description | This command heals a player, list of players, entity or list of entities.
If no amount is specified it will heal the specified player(s)/entity(s) fully. |
| Related Tags | <EntityTag.health> Returns the current health of the entity.
<EntityTag.health_max> Returns the maximum health of the entity.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/HealCommand.java#L26 |
| Name | Health |
| Syntax | health ({npc}/<entity>|...) [<#>] (state:{true}/false/toggle) (heal) |
| Short Description | Changes the target's maximum health. |
| Full Description | Use this command to modify an entity's maximum health.
If the target is an NPC, you can use the 'state' argument to enable, disable, or toggle the Health trait
By default, this command will target the linked NPC but can be set to target any other living entity, such as a player or mob.
Optionally specify the 'heal' argument to automatically heal the entity to the new health value.
Additionally, you may input a list of entities, each one will calculate the effects explained above. |
| Related Tags | <EntityTag.health> Returns the current health of the entity.
<EntityTag.health_max> Returns the maximum health of the entity.
<NPCTag.has_trait[health]> Returns whether the NPC has a specified trait.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/HealthCommand.java#L26 |
| Name | Hurt |
| Syntax | hurt (<#.#>) ({player}/<entity>|...) (cause:<cause>) (source:<entity>/<location>) |
| Short Description | Hurts the player or a list of entities. |
| Full Description | Does damage to a list of entities, or to any single entity.
If no entities are specified: if there is a linked player, the command targets that. If there is no linked
Does a specified amount of damage usually, but, if no damage is specified, does precisely 1HP worth of damage (half a heart).
Optionally, specify (source:<entity>) to make the system treat that entity as the attacker.
You may also specify a damage cause to fire a proper damage event with the given cause, only doing the damage if the event wasn't cancelled.
Using a valid 'cause' value is best when trying to replicate natural damage, excluding it is best when trying to force the raw damage through.
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| Related Tags | <EntityTag.health> Returns the current health of the entity.
<EntityTag.last_damage.amount> Returns the amount of the last damage taken by the entity.
<EntityTag.last_damage.cause> Returns the cause of the last damage taken by the entity.
<EntityTag.last_damage.duration> Returns the duration of the last damage taken by the entity.
<EntityTag.last_damage.max_duration> Returns the maximum duration of the last damage taken by the entity.
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| Synonyms (Search Aid) | damage, injure |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/HurtCommand.java#L31 |
| Name | Invisible |
| Syntax | invisible (<entity>|...) ({true}/false/toggle/reset) (for:<player>|...) |
| Short Description | Sets whether an NPC or entity are invisible. |
| Full Description | Sets whether the specified entities are invisible (equivalent to an invisibility potion), defaults to the linked player/NPC if none were specified.
If an NPC was specified, the 'invisible' trait is applied.
Optionally specify 'for:' with a list of players to fake the entities' visibility state for these players.
When not using 'for:', the effect is global / on the real entity, which will persist in that entity's data until changed.
To reset an entity's fake visibility use the 'reset' state.
NPCs can't be made invisible if not added to the playerlist (the invisible trait adds the NPC to the playerlist when set).
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| Related Tags | None
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/InvisibleCommand.java#L32 |
| Name | Kill |
| Syntax | kill ({player}/<entity>|...) |
| Short Description | Kills the player or a list of entities. |
| Full Description | Kills a list of entities, or a single entity.
If no entities are specified, the command targets the linked player.
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| Related Tags | <EntityTag.is_spawned> Returns whether the entity is spawned.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/KillCommand.java#L25 |
| Name | Leash |
| Syntax | leash (cancel) [<entity>|...] (holder:<entity>/<location>) |
| Short Description | Sticks a leash on target entity, held by a fence or another entity. |
| Full Description | Attaches a leash to the specified entity.
The leash may be attached to a fence, or another entity. Players and Player NPCs may not be leashed. Note that releasing a mob from a fence post may leave the leash attached to that fence post. Non-player NPCs can be leashed if '/npc leashable' is enabled. |
| Related Tags | <EntityTag.is_leashed> Returns whether the entity is leashed.
<EntityTag.leash_holder> Returns the leash holder of entity.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/LeashCommand.java#L27 |
| Name | Look |
| Syntax | look [<entity>|...] [<location>/cancel/yaw:<yaw> pitch:<pitch>] (duration:<duration>) (offthread_repeat:<#>) |
| Short Description | Causes the NPC or other entity to look at a target location. |
| Full Description | Makes the entity look towards the location.
You can specify either a target location, or a yaw and pitch. Can be used on players.
If a duration is set, the entity cannot look away from the location until the duration has expired.
Optionally, you can use the "offthread_repeat:" option alongside "yaw:" and "pitch:"
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| Related Tags | <LocationTag.yaw> Returns the normalized yaw of the object at the location.
<LocationTag.pitch> Returns the pitch of the object at the location.
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| Synonyms (Search Aid) | turn, face |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/LookCommand.java#L48 |
| Name | Mount |
| Syntax | mount (cancel) [<entity>|...] (<location>) |
| Short Description | Mounts one entity onto another. |
| Full Description | Mounts an entity onto another as though in a vehicle.
Can be used to force a player into a vehicle or to mount an entity onto another entity, for example a player onto an NPC. If the entity(s) don't exist they will be spawned. Accepts a location, which the entities will be teleported to on mounting. |
| Related Tags | <EntityTag.vehicle> If the entity is in a vehicle, returns the vehicle as a EntityTag.
<EntityTag.is_inside_vehicle> Returns whether the entity is inside a vehicle.
<entry[saveName].mounted_entities> returns a list of entities that were mounted.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/MountCommand.java#L27 |
| Name | Push |
| Syntax | push [<entity>|...] (origin:<entity>/<location>) (destination:<location>) (speed:<#.#>) (duration:<duration>) (script:<name>) (def:<element>|...) (force_along) (precision:<#>) (no_rotate) (no_damage) (ignore_collision) |
| Short Description | Pushes entities through the air in a straight line. |
| Full Description | Pushes entities through the air in a straight line at a certain speed and for a certain duration,
triggering a script when they hit an obstacle or stop flying. You must specify an entity to be pushed. Usually, you should specify the origin and the destination. If unspecified, they will be assumed from contextual data.
You can specify the script to be run with the (script:<name>) argument,
Using the 'no_damage' argument causes the entity to receive no damage when they stop moving. Optionally use the "ignore_collision" argument to ignore block collisions. Optionally use "speed:#" to set how fast it should be pushed. Optionally use "force_along" to cause the entity to teleport through any blockage. Optionally use "no_rotate" to prevent entities being rotated at the start of the push. Optionally use "duration:#" to set the max length of time to continue pushing. The push command is ~waitable. Refer to Language:~waitable. |
| Related Tags | <EntityTag.velocity> Returns the movement velocity of the entity. (...)
<entry[saveName].pushed_entities> returns the list of pushed entities.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/PushCommand.java#L40 |
| Name | Remove |
| Syntax | remove [<entity>|...] (world:<world>) |
| Short Description | Despawns an entity or list of entities, permanently removing any NPCs. |
| Full Description | Removes the selected entity. May also take a list of entities to remove.
Any NPC removed this way is completely removed, as if by '/npc remove'.
If a generic entity name is given (like 'zombie'), this will remove all entities of that type from the given world.
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| Related Tags | <EntityTag.is_spawned> Returns whether the entity is spawned.
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/RemoveCommand.java#L28 |
| Name | Rename |
| Syntax | rename [<name>/cancel] (t:<entity>|...) (per_player) (for:<player>|...) (list_name_only) |
| Short Description | Renames the linked NPC or list of entities. |
| Full Description | Renames the linked NPC or list of entities.
Functions like the '/npc rename' command. Can rename a spawned or unspawned NPC to any name up to 256 characters. Can rename a vanilla entity to any name up to 256 characters, and will automatically make the nameplate visible. Can rename a player to any name up to 16 characters. This will affect only the player's nameplate.
Optionally specify 'per_player' to reprocess the input tags for each player when renaming a vanilla entity
Optionally specify 'list_name_only' to only change the tab list name for a player. Works with 'per_player'. |
| Related Tags | <EntityTag.name> Returns the name of the entity. (...)
<NPCTag.nickname> Returns the NPC's display name, as set by the Nickname trait (or the default NPC name).
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/RenameCommand.java#L41 |
| Name | Rotate |
| Syntax | rotate (cancel) (<entity>|...) (yaw:<#.#>) (pitch:<#.#>) (infinite/duration:<duration>) (frequency:<duration>) |
| Short Description | Rotates a list of entities. |
| Full Description | Induces incremental rotation on a list of entities over a period of time.
The yaw and pitch arguments specify how much the entity will rotate each step. Default to 10 and 0 respectively. The frequency argument specifies how long it takes between each rotation step. Defaults to 1t.
The duration argument specifies how long the whole rotation process will last. Defaults to 1s.
You can use "cancel" to prematurely stop the ongoing rotation (useful when set to infinite) The rotate command is ~waitable. Refer to Language:~waitable. |
| Related Tags | <EntityTag.location> Returns the location of the entity. (...)
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| Synonyms (Search Aid) | spin |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/RotateCommand.java#L30 |
| Name | Shoot |
| Syntax | shoot [<entity>|...] (origin:<entity>/<location>) (destination:<location>) (height:<#.#>) (speed:<#.#>) (script:<name>) (def:<element>|...) (shooter:<entity>) (spread:<#.#>) (lead:<location>) (no_rotate) |
| Short Description | Shoots an entity through the air, useful for things like firing arrows. |
| Full Description | Shoots an entity through the air up to a certain height, optionally triggering a script on impact with a target.
The launch has three modes: arc, lead, and direct.
The "arc" mode calculates a launch arc to exactly hit the target location.
The "lead" mode calculates a modified arc intended to hit a target based on a lead factor (usually the entity's velocity).
Generally, most users should prefer direct mode: it just launches straight in the direction of the destination, at the speed you specify.
If the origin is not an entity, you can specify a "shooter" so the damage handling code knows who to assume shot the projectile.
Normally, a list of entities will spawn mounted on top of each other. To have them instead fire separately and spread out,
Optionally, add "no_rotate" to prevent the shoot command from rotating launched entities.
Use the "script:<name>" argument to run a task script when the projectiles land.
The shoot command is ~waitable. Refer to Language:~waitable. Note that for ~waiting or the "script" arg, tracking is only accurate for projectile entities (such as arrows). This will be inaccurately estimated for other entity types. |
| Related Tags | <entry[saveName].shot_entity> returns the single entity that was shot (as in, the projectile) (if you only shot one).
<entry[saveName].shot_entities> returns a ListTag of entities that were shot (as in, the projectiles).
<entry[saveName].hit_entities> returns a ListTag of entities that were hit (if any). (Only works when you ~wait for the command).
<entry[saveName].location> returns the last known location of the last shot entity. (Only works when you ~wait for the command).
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| Synonyms (Search Aid) | launch |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/ShootCommand.java#L52 |
| Name | Sneak |
| Syntax | sneak [<entity>|...] ({start}/stop) (fake/stopfake) (for:<player>|...) |
| Short Description | Causes the entity to start or stop sneaking. |
| Full Description | Causes an entity to start or stop sneaking.
If the entity is NPC, adds the SneakingTrait to apply the sneak setting persistent.
Can optionally use the 'fake' argument to apply a fake sneak using packets, either globally or for specific players.
Note: using this command on a player will only show to other players. You cannot alter a player in their own view.
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| Related Tags | <EntityTag.is_sneaking> (Property) Whether an entity is sneaking. (...)
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| Synonyms (Search Aid) | crouch, shift |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/SneakCommand.java#L30 |
| Name | Spawn |
| Syntax | spawn [<entity>|...] (<location>) (target:<entity>) (persistent) (reason:<reason>) |
| Short Description | Spawns a list of entities at a certain location. |
| Full Description | Spawn an entity or list of entities at the specified location.
Accepts the 'target:<entity>' argument which will cause all spawned entities to follow and attack the targeted entity. If the persistent argument is present, the entity will not despawn when no players are within range, causing the entity to remain until killed.
Optionally specify 'reason:<reason>' (Paper only) to specify the reason an entity is spawning for the 'entity spawns' event,
If the location isn't specified, will use either the linked NPC's location, or the linked player's location. |
| Related Tags | <EntityTag.is_spawned> Returns whether the entity is spawned.
<server.entity_types> Returns a list of all entity types known to the server. (...)
<entry[saveName].spawned_entities> returns a list of entities that were spawned.
<entry[saveName].spawned_entity> returns the entity that was spawned (if you only spawned one).
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| Synonyms (Search Aid) | summon |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/SpawnCommand.java#L32 |
| Name | Teleport |
| Syntax | teleport (<entity>|...) [<location>] (cause:<cause>) (entity_options:<option>|...) (relative) (relative_axes:<axis>|...) (offthread_repeat:<#>) (offthread_yaw) (offthread_pitch) |
| Short Description | Teleports the entity(s) to a new location. |
| Full Description | Teleports the entity or entities to the new location.
Entities can be teleported between worlds using this command. You may optionally specify a teleport cause for player entities, allowing proper teleport event handling. When not specified, this is "PLUGIN". See Language:teleport cause for causes. Instead of a valid entity, an unspawned NPC or an offline player may also be used.
Optionally specify "relative" to use relative teleportation (Paper only). This is primarily useful only for players, but available for all entities.
Optionally, specify additional teleport options using the 'entity_options:' arguments (Paper only).
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| Related Tags | <EntityTag.location> Returns the location of the entity. (...)
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| Synonyms (Search Aid) | tp |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/TeleportCommand.java#L39 |
| Name | Walk |
| Syntax | walk (<entity>|...) [<location>/stop] (speed:<#.#>) (auto_range) (radius:<#.#>) (lookat:<location>) |
| Short Description | Causes an entity or list of entities to walk to another location. |
| Full Description | Causes an entity or list of entities to walk to another location.
Specify a destination location to walk to, or 'stop' to stop all walking. Optionally, specify a "speed:<#.#>" argument to control the speed of the NPCs.
Optionally, specify "auto_range" to automatically set the path range for the walk instruction
Note that in most cases, the walk command should not be used for paths longer than 100 blocks.
Optionally, specify a list of entities to give them all the same walk instruction at the same time.
Optionally, specify "lookat:<location>" to cause the NPCs to stare at a specific location while walking (as opposed to straight ahead).
The walk command is ~waitable. Refer to Language:~waitable. |
| Related Tags | <NPCTag.is_navigating> Returns whether the NPC is currently navigating.
<NPCTag.speed> Returns the current speed of the NPC.
<NPCTag.range> Returns the NPC's current maximum pathfinding range.
<NPCTag.target_location> Returns the location the NPC is currently navigating towards (if any).
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| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/WalkCommand.java#L35 |
| Name | Animate |
| Syntax | animate [<entity>|...] [animation:<name>] (for:<player>|...) |
| Short Description | Makes a list of entities perform a certain animation. |
| Full Description | Minecraft implements several player and entity animations which the animate command can use, just
specify an entity and an animation.
Player animations require a Player-type entity or NPC. Available player animations include:
All entities also have available Bukkit's entity effect list:
In addition, Denizen adds a few new entity animations:
Note that the above list only applies where logical, EG 'WOLF_' animations only apply to wolves. In versions 1.20+, to specify the direction of damage for the HURT animation, use Mechanism:EntityTag.play_hurt_animation |
| Related Tags | None
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| Group | entity |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/AnimateCommand.java#L29 |
Category: file
| Name | FileCopy |
| Syntax | filecopy [origin:<origin>] [destination:<destination>] (overwrite) |
| Short Description | Copies a file from one location to another. |
| Full Description | Copies a file from one location to another.
The starting directory is server/plugins/Denizen. May overwrite existing copies of files. Note that in most cases this command should be ~waited for (like "- ~filecopy ..."). Refer to Language:~waitable. This command can be disabled by setting Denizen config option "Commands.Filecopy.Allow copying files" to false. |
| Related Tags | <entry[saveName].success> returns whether the copy succeeded (if not, either an error or occurred, or there is an existing file in the destination.)
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| Group | file |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/file/FileCopyCommand.java#L29 |
| Name | FileRead |
| Syntax | fileread [path:<path>] |
| Short Description | Reads the file at the given path. |
| Full Description | Reads the file at the given path.
The starting directory is server/plugins/Denizen. Note that in most cases this command should be ~waited for (like "- ~fileread ..."). Refer to Language:~waitable. This command must be enabled by setting Denizen config option "Commands.File.Allow read" to true. |
| Related Tags | <entry[saveName].data> returns a BinaryTag of the raw file content.
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| Group | file |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/file/FileReadCommand.java#L26 |
| Name | FileWrite |
| Syntax | filewrite [path:<path>] [data:<binary>] |
| Short Description | Writes the given raw data to the file at the given path. |
| Full Description | Writes the given raw data to the file at the given path.
Will overwrite any existing file at the path. The starting directory is server/plugins/Denizen. Directories will automatically be generated as-needed. Note that in most cases this command should be ~waited for (like "- ~filewrite ..."). Refer to Language:~waitable. This command must be enabled by setting Denizen config option "Commands.File.Allow write" to true. |
| Related Tags | None
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| Group | file |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/file/FileWriteCommand.java#L26 |
| Name | Log |
| Syntax | log [<text>] (type:{info}/severe/warning/fine/finer/finest/none/clear) [file:<name>] |
| Short Description | Logs some debugging info to a file. |
| Full Description | This is a quick and simple way to store debugging information for admins to read.
You just input a file name and some text, and it will store that information in the file with a date/time stamp and the chosen type ('INFO' by default).
Regardless of type, each usage of the log command will add a new line to the file, you can't just keep adding to one line.
You might choose to use this to record some important things,
Remember that the file location is inside the server's primary folder. You most likely want to prefix file names with a folder name, For example: 'file:logs/security.log' If the file or folder path you input do not already exist, they will be automatically created.
Warning: Remember that file operations are dangerous! A typo in the filename could ruin your server.
This command can be disabled by setting Denizen config option "Commands.Log.Allow logging" to false. This should almost always be ~waited for. Refer to Language:~waitable. |
| Related Tags | None
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| Synonyms (Search Aid) | textfile |
| Group | file |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/file/LogCommand.java#L26 |
| Name | Yaml |
| Syntax | yaml [create]/[load:<file>]/[loadtext:<text> raw_format]/[unload]/[savefile:<file>]/[copykey:<source_key> <target_key> (to_id:<name>)]/[set <key>([<#>])(:<action>):<value> (data_type:{string}/integer/double/boolean/auto)] [id:<name>] |
| Short Description | Edits YAML data, especially for YAML files. |
| Full Description | Edits YAML configuration data.
This commands exists primarily for interoperability with pre-existing data files and other plugins.
Use waitable syntax ("- ~yaml load:...") with load or savefile actions to avoid locking up the server during file IO.
For loading and saving, the starting path is within 'plugins/Denizen'.
Please note that all usages of the YAML command except for "load" and "savefile" arguments are purely in memory.
When loading, optionally specify 'raw_format' to indicate that this YAML file needs to maintain compatibility with some external system using raw YAML data
In-memory changes to a loaded YAML object will mark that object as having changes. Before saving,
Note that the '.yml' extension is not automatically appended, and you will have to include that in filenames.
All usages of the YAML command must include the "id:" argument. This is any arbitrary name, as plaintext or from a tag,
For ways to use the "set" argument, refer to Language:data actions.
When setting a value directly, you can optionally specify "data_type" as "string", "integer", "double", "boolean", or "auto",
|
| Related Tags | <yaml[<idname>].contains[<path>]> Returns true if the file has the specified path. (...)
<yaml[<idname>].read[<path>]> Returns the value from a data key on the YAML document as an ElementTag, ListTag, or MapTag.
<yaml[<idname>].list_keys[<path>]> Returns a ListTag of all the keys at the path (and not sub-keys). (...)
<yaml[<idname>].has_changes> Returns whether this YAML object has had changes since the last save or load.
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| Group | file |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/file/YamlCommand.java#L44 |
Category: image
| Name | Draw |
| Syntax | draw [id:<id>] [pixel/rectangle/oval/image:<image>] (width:<width>) (height:<height>) (filled) [x:<x>] [y:<y>] (color:<color>) |
| Short Description | Draws on an image. |
| Full Description | Draws a pixel, shape, or image onto an image.
"id:" - the id of the image to draw on, see Command:Image.
For pixels or shapes:
For non-pixel shapes:
And for images:
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| Related Tags | None
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| Group | image |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/DrawCommand.java#L16 |
| Name | Image |
| Syntax | image [id:<id>] [load [image:<image>/path:<path>]]/[save [path:<path>] [format:<format>]]/[unload] |
| Short Description | Loads, saves, and unloads images. |
| Full Description | Loads, saves, and unloads images.
With "load", specify either a file path to read from or an image object to load.
All uses of the image command must include the "id:" argument. This is any arbitrary name, as plaintext or from a tag,
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| Related Tags | None
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| Group | image |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/core/ImageCommand.java#L27 |
Category: item
| Name | DisplayItem |
| Syntax | displayitem [<item>] [<location>] (duration:<value>) |
| Short Description | Makes a non-touchable item spawn for players to view. |
| Full Description | This command drops an item at the specified location which cannot be picked up by players.
It accepts a duration which determines how long the item will stay for until disappearing.
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| Related Tags | <EntityTag.item> (Property) An entity's item, which can be: (...)
<entry[saveName].dropped> returns a EntityTag of the spawned item.
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| Group | item |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/item/DisplayItemCommand.java#L38 |
| Name | FakeItem |
| Syntax | fakeitem [<item>|...] [slot:<slot>] (duration:<duration>) (players:<player>|...) (raw) |
| Short Description | Show a fake item in a player's inventory. |
| Full Description | This command allows you to display an item in an inventory that is not really there.
To make it automatically disappear at a specific time, use the 'duration:' argument.
By default, it will use any inventory the player currently has open.
Slots function as follows:
For modifying equipment, consider Mechanism:PlayerTag.fake_equipment instead. The slot argument can be any valid slot, see Language:Slot Inputs. Optionally specify 'raw' to indicate that the slow is a raw network slot ID. |
| Related Tags | None
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| Usage Example | |
| Group | item |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/item/FakeItemCommand.java#L39 |
| Name | Give |
| Syntax | give [<item>|...] (quantity:<#>) (unlimit_stack_size) (to:<inventory>) (slot:<slot>) (allowed_slots:<slot-matcher>) (ignore_leftovers) |
| Short Description | Gives the player an item or xp. |
| Full Description | Gives the linked player items.
Optionally specify a slot to put the items into. If the slot is already filled, the next available slot will be used.
Specifying "unlimit_stack_size" will allow an item to stack up to 64. This is useful for stacking items
When giving an item, you can specify any valid inventory as a target. If unspecified, the linked player's inventory will be used.
To give xp to a player, use Command:experience.
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| Related Tags | <PlayerTag.inventory> Returns a InventoryTag of the player's current inventory. (...)
<entry[saveName].leftover_items> returns a ListTag of any item(s) that didn't fit into the inventory.
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| Group | item |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/item/GiveCommand.java#L31 |
| Name | Inventory |
| Syntax | inventory [open/close/copy/move/swap/set/keep/exclude/fill/clear/update/adjust <mechanism>:<value>/flag <name>(:<action>)[:<value>] (expire:<time>)] (destination:<inventory>) (origin:<inventory>/<item>|...) (slot:<slot>) |
| Short Description | Edits the inventory of a player, NPC, or chest. |
| Full Description | Use this command to edit the state of inventories.
By default, the destination inventory is the current attached player's inventory.
If you are copying, swapping, removing from (including via "keep" and "exclude"), adding to, moving, or filling inventories,
Origin inventories may be specified as a list of ItemTags, but destinations must be actual InventoryTags.
Using "open", "clear", or "update" only require a destination.
Using "close" closes any inventory that the currently attached player has opened.
The "adjust" option adjusts mechanisms on an item within a specific slot of an inventory (the "slot" parameter is required).
The "flag" option sets a flag on items, similar to Command:flag.
The "update" option will refresh the client's view of an inventory to match the server's view, which is useful to workaround some sync bugs.
Note that to add items to an inventory, you should usually use Command:give,
The slot argument can be any valid slot, see Language:Slot Inputs. |
| Related Tags | <PlayerTag.inventory> Returns a InventoryTag of the player's current inventory. (...)
<PlayerTag.enderchest> Gets the player's enderchest inventory. (...)
<PlayerTag.open_inventory> Gets the inventory the player currently has open. If the player has no open (...)
<NPCTag.inventory> Returns the InventoryTag of the NPC.
<LocationTag.inventory> Returns the InventoryTag of the block at the location. If the (...)
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| Group | item |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/item/InventoryCommand.java#L105 |
| Name | Map |
| Syntax | map [<#>/new:<world>] (reset:<location>/reset_to_blank) (scale:<value>) (tracking) (image:<file>) (resize) (script:<script>) (dot:<color>) (radius:<#>) (x:<#>) (y:<#>) (text:<text>) (width:<#>) (height:<#>) |
| Short Description | Modifies a new or existing map by adding images or text. |
| Full Description | This command modifies an existing map, or creates a new one. Using this will override existing non-Denizen map renderers with Denizen's custom map renderer.
You must specify at least one of 'reset', 'reset_to_blank', 'script', 'image', 'dot', 'text'. You can specify multiple at once if you prefer.
When using 'reset' or 'reset_to_blank', you can specify optionally 'scale' and/or 'tracking'.
You can reset this at any time by using the 'reset:<location>' argument, which will remove all
The 'scale' argument takes input of one of the values listed here:
The 'tracking' argument determines if the map will track its location on the map it displays.
Note that all maps have a size of 128x128.
The file path is relative to the 'plugins/Denizen/images/' folder.
Use escaping to let the image and text arguments have tags based on the player viewing the map. Custom maps will persist over restarts using the 'maps.yml' save file in the Denizen plugins folder. |
| Related Tags | <entry[saveName].created_map> returns the map created by the 'new:' argument if used.
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| Group | item |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/item/MapCommand.java#L30 |
| Name | Take |
| Syntax | take [iteminhand/cursoritem/bydisplay:<name>/bycover:<title>|<author>/slot:<slot>/flagged:<flag>/item:<matcher>] (quantity:<#>) (from:<inventory>) |
| Short Description | Takes an item from the player. |
| Full Description | Takes items from a player or inventory.
If the player or inventory does not have the item being taken, nothing happens. Using 'slot:' will take the items from that specific slot. Using 'flagged:' with a flag name will take items with the specified flag name, see Language:flag system. Using 'iteminhand' will take from the player's held item slot. Using 'cursoritem' will take from the player's held cursor item (as in, one that's actively being picked up and moved in an inventory screen). Using 'bydisplay:' will take items with the specified display name. Using 'bycover:' will take a written book by the specified book title + author pair. Using 'raw_exact:' (Intentionally undocumented) will compare all raw details of an item exactly. This is almost always a bad idea to use. DO NOT USE. Using 'item:' will take items that match an advanced item matcher, using the system behind Language:Advanced Object Matching. Flagged, Slot, ByDisplay, and Raw_Exact, all take a list as input to take multiple different item types at once. If no quantity is specified, exactly 1 item will be taken. Specifying a raw item without any matching method is considered unreliable and should be avoided. Optionally using 'from:' to specify a specific inventory to take from. If not specified, the linked player's inventory will be used. The options 'iteminhand' and 'cursoritem' require a linked player and will ignore the 'from:' inventory.
To take xp from a player, use Command:experience.
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| Related Tags | <PlayerTag.item_in_hand> Returns the item the entity is holding, or air if none.
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| Group | item |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/item/TakeCommand.java#L41 |
Category: npc
| Name | npcbossbar |
| Syntax | npcbossbar (remove) (color:<color>) (options:<option>|...) (range:<#>) (style:<style>) (title:<title>) (progress:<progress>) (view_permission:<permission>) (visible:<true/false>) |
| Short Description | Controls or removes the linked NPC's bossbar. |
| Full Description | Controls or removes the linked NPC's bossbar.
Progress can be a number between 1 and 100 or 'health' to make it track the NPC's health.
Optionally specify a range around the NPC where the bossbar is visible, and/or a permission required to view it.
Valid colors: 🔗https://hub.spigotmc.org/javadocs/spigot/org/bukkit/boss/BarColor.html.
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| Group | npc |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/NPCBossBarCommand.java#L29 |
| Name | Action |
| Syntax | action [<action name>|...] (<npc>|...) (context:<name>|<object>|...) |
| Short Description | Manually fires an NPC action. |
| Full Description | This command will trigger an NPC action (an action within an 'assignment' type script attached to the NPC) exactly the same
as if an actual serverside event had caused it. You can specify as many action names as you want in the list, they will all be fired. You may also specify as many NPCs as you would like to run the action on, in a list. If no NPCs are specified, the NPC linked to the script will be assumed. The script's linked player and the specified NPC will automatically be sent through to the action. To add context information (tags like <context.location>) to the action, simply specify all context values in a list. Note that there are some inherent limitations... EG, you can't directly add a list to the context currently. To do this, the best way is to just escape the list value (see Language:Escaping System). |
| Related Tags | None
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/ActionCommand.java#L23 |
| Name | Anchor |
| Syntax | anchor [id:<name>] [remove/add <location>] |
| Short Description | Controls an NPC's Anchor Trait. |
| Full Description | The anchor system inside Citizens allows locations to be 'bound' to an NPC, saved by an 'id'.
The anchor command can add and remove new anchors. The Anchors Trait can also be used as a sort of 'waypoints' system. As the Anchor command is an NPC specific command, a valid npc object must be referenced in the script entry. If none is provided by default, use the 'npc:<npc>' argument. |
| Related Tags | <NPCTag.anchor[anchor_name]> Returns the location associated with the specified anchor, or null if it doesn't exist.
<NPCTag.list_anchors> Returns a list of anchor names currently assigned to the NPC.
<NPCTag.has_anchors> Returns whether the NPC has anchors assigned.
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/AnchorCommand.java#L26 |
| Name | Assignment |
| Related Guide Page | https://guide.denizenscript.com/guides/npcs/assignment-scripts.html |
| Syntax | assignment [set/add/remove/clear] (script:<name>) (to:<npc>|...) |
| Short Description | Changes an NPC's assignment. |
| Full Description | Changes an NPC's assignment as though you used the '/npc assignment' command.
Uses the script: argument, which accepts an assignment-type script. Optionally, specify a list of NPCs to apply the trait to. If unspecified, the linked NPC will be used. 'Set' is equivalent to 'clear' + 'add'. |
| Related Tags | <NPCTag.script> Deprecated variant of Tag:NPCTag.scripts.
<server.npcs_assigned[<assignment_script>]> Returns a list of all NPCs assigned to a specified script.
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/AssignmentCommand.java#L27 |
| Name | Break |
| Syntax | break [<location>] (<npc>) (radius:<#.#>) |
| Short Description | Makes an NPC walk over and break a block. |
| Full Description | By itself, the 'break' command will act as an NPC command in the sense that an attached
NPC will navigate to and break the block at the attached location. It can also accept a specified npc, to fulfill the command, just specify a 'fetchable' npc object. It can also accept a radius to start breaking the block from within. To specify the radius, prefix the radius with 'radius:'. The break command is ~waitable. Refer to Language:~waitable. |
| Related Tags | <NPCTag.is_navigating> Returns whether the NPC is currently navigating.
<NPCTag.target_location> Returns the location the NPC is currently navigating towards (if any).
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/BreakCommand.java#L31 |
| Name | Create |
| Syntax | create [<entity>] [<name>] (<location>) (traits:<trait>|...) (registry:<name>) |
| Short Description | Creates a new NPC, and optionally spawns it at a location. |
| Full Description | Creates an npc which the entity type specified, or specify an existing npc to create a copy.
If no location is specified the npc is created despawned. Use the 'save:<savename>' argument to return the npc for later use in a script. Optionally specify a list of traits to immediately apply when creating the NPC.
Optionally specify a custom registry to create the NPC into. (Most users, leave this option off).
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| Related Tags | <server.npcs> Returns a list of all NPCs.
<entry[saveName].created_npc> returns the NPC that was created.
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/CreateCommand.java#L29 |
| Name | Despawn |
| Syntax | despawn (<npc>|...) |
| Short Description | Temporarily despawns the linked NPC or a list of NPCs. |
| Full Description | This command will temporarily despawn either the linked NPC or a list of other NPCs.
Despawning means they are no longer visible or interactable, but they still exist and can be respawned. |
| Related Tags | <NPCTag.is_spawned> Returns whether the NPC is spawned.
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/DespawnCommand.java#L26 |
| Name | Disengage |
| Syntax | disengage (player) |
| Short Description | Enables an NPCs triggers that have been temporarily disabled by the engage command. |
| Full Description | Re-enables any toggled triggers that have been disabled by disengage.
Using disengage inside scripts must have an NPC to reference, or one may be specified by supplying a valid NPCTag object with the npc argument.
Engaging an NPC by default affects all players attempting to interact with the NPC.
This is mostly regarded as an 'interact script command', though it may be used inside other script types.
NPCs that are interacted with while engaged will fire an 'on unavailable' assignment script-container action. See Command:Engage |
| Related Tags | <NPCTag.engaged> Returns whether the NPC is currently engaged. (...)
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/DisengageCommand.java#L19 |
| Name | Engage |
| Syntax | engage (<duration>) (player) |
| Short Description | Temporarily disables an NPCs toggled interact script-container triggers. |
| Full Description | Engaging an NPC will temporarily disable any interact script-container triggers.
To reverse this behavior, use either the disengage command, or specify a duration in which the engage should timeout. Specifying an engage without a duration will render the NPC engaged until a disengage is used on the NPC.
Engaging an NPC by default affects all players attempting to interact with the NPC.
While engaged, all triggers and actions associated with triggers will not 'fire',
Engage can be useful when NPCs are carrying out a task that shouldn't be interrupted, or to provide a good way to avoid accidental 'retrigger'. See Command:Disengage |
| Related Tags | <NPCTag.engaged> Returns whether the NPC is currently engaged. (...)
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/EngageCommand.java#L30 |
| Name | Fish |
| Syntax | fish [<location>/stop] (catch:{none}/default/junk/treasure/fish) (chance:<#>) |
| Short Description | Causes an NPC to begin fishing around a specified location. |
| Full Description | Causes an NPC to begin fishing at the specified location.
Setting catch determines what items the NPC may fish up, and the chance is the odds of the NPC fishing up an item. |
| Related Tags | None
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| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/FishCommand.java#L27 |
| Name | LookClose |
| Syntax | lookclose (<npc>) (state:<true/false>) (range:<#>) (realistic) |
| Short Description | Interacts with an NPCs 'lookclose' trait as provided by Citizens. |
| Full Description | Use this command with any NPC to alter the state and options of its 'lookclose' trait.
When an NPC's 'lookclose' trait is toggled to true, the NPC's head will follow nearby players. Specifying realistic will enable a higher precision and detection of players, while taking into account 'line-of-sight', however can use more CPU cycles. You may also specify a range integer to specify the number of blocks that will trigger the NPC's attention. |
| Related Tags | <NPCTag.lookclose> Returns whether the NPC has lookclose enabled.
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/LookcloseCommand.java#L23 |
| Name | Pause |
| Syntax | pause [waypoints/activity] (<duration>) |
| Short Description | Pauses an NPC's waypoint navigation or goal activity temporarily or indefinitely. |
| Full Description | The pause command pauses an NPC's waypoint navigation or goal activity temporarily or indefinitely.
This works along side Command:resume. "Waypoints" refers to the NPC's path navigation, usually set via "/npc path". "Activity" refers to the Citizens AI Goal system, which may be used by some plugins but usually is not. If no duration is specified, the resume command must be used to unpause it. |
| Related Tags | <NPCTag.is_navigating> Returns whether the NPC is currently navigating.
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/PauseCommand.java#L35 |
| Name | Pose |
| Syntax | pose (add/remove/{assume}) [id:<name>] (player/{npc}) (<location>) |
| Short Description | Rotates the player or NPC to match a pose, or adds/removes an NPC's poses. |
| Full Description | Makes a player or NPC assume the position of a pose saved on an NPC, removes a
pose with a specified ID from the current linked NPC, or adds a pose to the NPC with an ID and a location, although the only thing that matters in the location is the pitch and yaw. |
| Related Tags | <NPCTag.has_pose[<name>]> Returns true if the NPC has the specified pose, otherwise returns false.
<NPCTag.pose[<name>]> Returns the pose as a LocationTag with x, y, and z set to 0, and the world set to the first (...)
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/PoseCommand.java#L25 |
| Name | Pushable |
| Syntax | pushable (state:true/false/{toggle}) (delay:<duration>) (returnable:true/false) |
| Short Description | Edits the pushable trait for NPCs. |
| Full Description | Enables, disables, toggles, or edits the Pushable trait on the attached NPC. |
| Related Tags | None
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| Usage Example | |
| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/PushableCommand.java#L23 |
| Name | Resume |
| Syntax | resume [waypoints/activity] (<duration>) |
| Short Description | Resumes an NPC's waypoint navigation or goal activity temporarily or indefinitely. |
| Full Description | The resume command resumes an NPC's waypoint navigation or goal activity temporarily or indefinitely.
This works along side Command:pause. See the documentation of the pause command for more details. |
| Related Tags | <NPCTag.is_navigating> Returns whether the NPC is currently navigating.
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| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/PauseCommand.java#L71 |
| Name | Sit |
| Syntax | sit (<location>) |
| Short Description | Causes the NPC to sit. To make them stand, see Command:Stand. |
| Full Description | Makes the linked NPC sit at the specified location.
Use Command:Stand to make the NPC stand up again. |
| Related Tags | <NPCTag.is_sitting> Returns true if the NPC is sitting. Relates to Command:sit.
|
| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/SitCommand.java#L23 |
| Name | sleep |
| Syntax | sleep (<location>) |
| Short Description | Causes the NPC to sleep. To make them wake up, see Command:Stand. |
| Full Description | Makes the linked NPC sleep at the specified location.
Use Command:Stand to make the NPC wake back up. |
| Related Tags | <NPCTag.is_sleeping> Returns true if the NPC is sleeping. Relates to Command:sleep.
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| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/SleepCommand.java#L24 |
| Name | Stand |
| Syntax | stand |
| Short Description | Causes the NPC to stand up from sitting or sleeping. |
| Full Description | Makes the linked NPC stop sitting or sleeping.
To make them sit, see Command:Sit. To make them sleep, see Command:Sleep. |
| Related Tags | None
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| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/StandCommand.java#L23 |
| Name | Trait |
| Syntax | trait (state:true/false/{toggle}) [<trait>] (to:<npc>|...) |
| Short Description | Adds or removes a trait from an NPC. |
| Full Description | This command adds or removes a trait from an NPC.
Use "state:true" to add or "state:false" to remove.
Note that a redundant instruction, like adding a trait that the NPC already has, will give an error message. The trait input is simply the name of the trait, like "sentinel". Optionally, specify a list of NPCs to apply the trait to. If unspecified, the linked NPC will be used. |
| Related Tags | <NPCTag.has_trait[<trait>]> Returns whether the NPC has a specified trait.
<NPCTag.traits> Returns a list of all of the NPC's traits.
<server.traits> Returns a list of all available NPC traits on the server.
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| Usage Example | |
| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/TraitCommand.java#L29 |
| Name | Trigger |
| Related Guide Page | https://guide.denizenscript.com/guides/npcs/interact-scripts.html |
| Syntax | trigger [name:<trigger>] (state:{toggle}/true/false) (cooldown:<duration>) (radius:<#>) |
| Short Description | Enables or disables a trigger. |
| Full Description | This command enables or disables an interact script trigger for the linked NPC.
This is generally meant to be used within the 'on assignment' action in an assignment script. This might also be useful on timed activations or other special events (such as an NPC that "goes to bed" at the end of the day, you might disable the proximity trigger that would otherwise normally show a greeting message).
The "name" argument is required, and can have any supported trigger name.
The "state" argument can be 'true' (to enable it), 'false' (to disable it),
You can specify the "cooldown" argument to set how long the trigger must wait
You can specify the "radius" argument to set how far away a player can be when activating it.
|
| Related Tags | <NPCTag.has_trigger[<trigger>]> Returns whether the NPC has a specified trigger.
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/TriggerCommand.java#L24 |
| Name | Vulnerable |
| Syntax | vulnerable (state:{true}/false/toggle) |
| Short Description | Sets whether an NPC is vulnerable. |
| Full Description | Toggles whether an NPC can be hurt or not. |
| Related Tags | <NPCTag.invulnerable> Returns whether the NPC is currently invulnerable. (...)
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| Usage Example | |
| Usage Example | |
| Group | npc |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/npc/VulnerableCommand.java#L21 |
Category: player
| Name | ActionBar |
| Syntax | actionbar [<text>] (targets:<player>|...) (format:<script>) (per_player) |
| Short Description | Sends a message to a player's action bar. |
| Full Description | Sends a message to the target's action bar area.
If no target is specified it will default to the attached player. Accepts the 'format:<name>' argument, which will reformat the text according to the specified format script. See Language:Format Script Containers.
Optionally use 'per_player' with a list of player targets, to have the tags in the text input be reparsed for each and every player.
|
| Related Tags | None
|
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ActionBarCommand.java#L35 |
| Name | Advancement |
| Syntax | advancement [id:<name>] (delete/grant:<players>/revoke:<players>/{create}) (parent:<name>) (icon:<item>) (title:<text>) (description:<text>) (background:<key>) (frame:<type>) (toast:<boolean>) (announce:<boolean>) (hidden:<boolean>) (x:<offset>) (y:<offset>) (progress_length:<#>) |
| Short Description | Controls a custom advancement. |
| Full Description | Controls custom Minecraft player advancements. You should generally create advancements manually on server start.
Currently, the ID argument may only refer to advancements added through this command. The default action is to create and register a new advancement. You may also delete an existing advancement, in which case do not provide any further arguments. You may grant or revoke an advancement for a list of players, in which case do not provide any further arguments. The parent argument sets the root advancement in the advancements menu, in the format "namespace:key". If no namespace is specified, the parent is assumed to have been created through this command. The icon argument sets the icon displayed in toasts and the advancements menu. As of MC 1.20, an icon is required. Dirt will be used if it is missing. The title argument sets the title that will show on toasts and in the advancements menu. The description argument sets the information that will show when scrolling over a chat announcement or in the advancements menu. The background argument sets the image to use if the advancement goes to a new tab. If the background is unspecified, defaults to "minecraft:gui/advancements/backgrounds/stone". The frame argument sets the type of advancement - valid arguments are CHALLENGE, GOAL, and TASK. The toast argument sets whether the advancement should display a toast message when a player completes it. Default is true. The announce argument sets whether the advancement should display a chat message to the server when a player completes it. Default is true. The hidden argument sets whether the advancement should be hidden until it is completed. The x and y arguments are offsets based on the size of an advancement icon in the menu. They are required for custom tabs to look reasonable.
When creating an advancement, optionally specify 'progress_length' to make it require multiple parts.
To award a pre-existing vanilla advancement, instead use Mechanism:PlayerTag.award_advancement WARNING: Failure to re-create advancements on every server start may result in loss of data - use Event:server prestart. If you mess with datapacks, you will also need to re-create advancements during Event:server resources reloaded |
| Related Tags | <PlayerTag.has_advancement[<advancement>]> Returns whether the player has completed the specified advancement.
<PlayerTag.advancements> Returns a list of the names of all advancements the player has completed.
<server.advancement_types> Returns a list of all registered advancement names. (...)
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/AdvancementCommand.java#L36 |
| Name | BlockCrack |
| Syntax | blockcrack [<location>] [progress:<#>] (stack) (players:<player>|...) (duration:<duration>) |
| Short Description | Shows the player(s) a block cracking animation. |
| Full Description | You must specify a progress number between 1 and 10, where 1 is the first stage and 10 is the last.
To remove the animation, you must specify any number outside of that range. For example, 0. Optionally, you can stack multiple effects or set a duration for how long the effect should be shown. |
| Related Tags | None
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/BlockCrackCommand.java#L32 |
| Name | Clickable |
| Syntax | clickable (<script>/cancel:<id>) (def:<element>|.../defmap:<map>/def.<name>:<value>) (usages:<#>) (for:<player>|...) (until:<duration>) |
| Short Description | Generates a clickable command for players. |
| Full Description | Generates a clickable command for players.
Generally, prefer to write a command script and simply "on_click[/yourcommandhere]" rather than using generated clickables.
Specify a task script to run, or put an executable script section as sub-commands. When running a task, optionally any definitions to pass. When using a sub-section, the running commands will be in their own queue, but copy out the original queue's definitions and context source. Optionally specify a maximum number of usages (defaults to unlimited). Optionally specify a maximum duration it can be used for with 'until'.
If no duration is specified, the clickable will remain valid until the server stops or restarts.
Optionally specify what players are allowed to use it. Defaults to unrestricted (any player that sees the click message may use it).
This internally generates a command of the form "/denizenclickable <generated_id>". Players will need the permission "denizen.clickable" to be able to use this. You can cancel a clickable at any time via "cancel:<id>", where ID is the generated ID from saving the initial generated command. |
| Related Tags | <entry[saveName].command> returns the command to use in "on_click".
<entry[saveName].id> returns the generate command's ID.
<ElementTag.on_click[<command>]> Adds a click command to the element, which makes the element execute the input command when clicked. (...)
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ClickableCommand.java#L38 |
| Name | Compass |
| Syntax | compass [<location>/reset] |
| Short Description | Redirects the player's compass to target the given location. |
| Full Description | Redirects the compass of the player, who is attached to the script queue.
This is not the compass item, but the command is controlling the pointer the item should direct at.
To affect an individual compass item, use Mechanism:ItemTag.lodestone_location The y-axis is not used but its fine to be included in the location argument. Reset argument will turn the direction to default (spawn or bed) |
| Related Tags | <PlayerTag.compass_target> Returns the location of the player's compass target.
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/CompassCommand.java#L23 |
| Name | DebugBlock |
| Syntax | debugblock [<location>|.../clear] (color:<color>) (name:<name>) (players:<player>|...) (d:<duration>{10s}) |
| Short Description | Shows or clears minecraft debug blocks. |
| Full 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.
Note that on MC 1.21+ this has limitations (within Minecraft itself), namely:
|
| Related Tags | None
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Synonyms (Search Aid) | gametestmarker |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/DebugBlockCommand.java#L30 |
| Name | disguise |
| Syntax | disguise [<entity>] [cancel/as:<type>] (global/players:<player>|...) (self) |
| Short Description | Makes the player see an entity as though it were a different type of entity. |
| Full Description | Makes the player see an entity as though it were a different type of entity.
The entity won't actually change on the server.
Be warned that the replacement is imperfect, and visual or internal-client errors may arise from using this command. If you disguise a player to themself, they will see a slightly-lagging-behind copy of the disguise entity. The disguise will last until a server restart, or the cancel option is used.
Optionally, specify a list of players to show or cancel the entity to.
To remove a disguise, use the 'cancel' argument. |
| Related Tags | <PlayerTag.disguise_to_self[(<player>)]> Returns the fake entity used to disguise the entity in the player's self-view (only relevant to players), either globally (if no context input given), or to the specified player. (...)
<EntityTag.is_disguised[(<player>)]> Returns whether the entity is currently disguised, either globally (if no context input given), or to the specified player. (...)
<EntityTag.disguised_type[(<player>)]> Returns the entity type the entity is disguised as, either globally (if no context input given), or to the specified player. (...)
<EntityTag.disguise_to_others[(<player>)]> Returns the fake entity used to disguise the entity in other's views, either globally (if no context input given), or to the specified player. (...)
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| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/DisguiseCommand.java#L42 |
| Name | Experience |
| Syntax | experience [set/give/take] (level) [<#>] |
| Short Description | Gives or takes experience points to the player. |
| Full Description | This command allows modification of a players experience points.
Experience can be modified in terms of XP points, or by levels. This command works with offline players, but using it on online players is safer. |
| Related Tags | <PlayerTag.xp> Returns the percentage of experience points to the next level.
<PlayerTag.xp_to_next_level> Returns the amount of XP the player needs to get to the next level. (...)
<PlayerTag.xp_total> Returns the total amount of experience points the player has. (...)
<PlayerTag.xp_level> Returns the number of XP levels the player has. (...)
|
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ExperienceCommand.java#L22 |
| Name | FakeSpawn |
| Syntax | fakespawn [<entity>] [<location>/cancel] (players:<player>|...) (duration:<duration>{10s}) (mount_to:<entity>) |
| Short Description | Makes the player see a fake entity spawn that didn't actually happen. |
| Full Description | Makes the player see a fake entity spawn that didn't actually happen.
This means that the server will not track the entity, and players not included in the command will not see the entity. You must specify an entity to spawn and a location to spawn it at, or to remove a fake entity, specify the fake entity object and 'cancel' instead of a location. Optionally, specify a list of players to show the entity to. If unspecified, will default to the linked player.
Optionally, specify how long the fake entity should remain for. If unspecified, will default to 10 seconds.
Optionally, specify an entity to mount the fake entity to via mount_to:<entity>. |
| Related Tags | <PlayerTag.fake_entities> Returns a list of fake entities the player can see, as set by Command:fakespawn. (...)
<entry[saveName].faked_entity> returns the spawned faked entity.
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| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/FakeSpawnCommand.java#L32 |
| Name | ItemCooldown |
| Syntax | itemcooldown [<material>|...] (duration:<duration>) |
| Short Description | Places a cooldown on a material in a player's inventory. |
| Full Description | Places a cooldown on a material in a player's inventory. |
| Related Tags | <PlayerTag.item_cooldown[<material>]> Returns the cooldown duration remaining on player's material.
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| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ItemCooldownCommand.java#L26 |
| Name | kick |
| Syntax | kick [<player>|...] (reason:<text>) |
| Short Description | Kicks a player from the server. |
| Full Description | Kick a player or a list of players from the server and optionally specify a reason.
If no reason is specified it defaults to "Kicked." |
| Related Tags | None
|
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/KickCommand.java#L20 |
| Name | Narrate |
| Syntax | narrate [<text>] (targets:<player>|...) (format:<script>) (per_player) (from:<uuid>) |
| Short Description | Shows some text to the player. |
| Full Description | Prints some text into the target's chat area. If no target is specified it will default to the attached player or the console.
You can format the text with Language:Format Script Containers using the 'format' argument, or with the "narrate" format type (see Language:Script Formats).
Optionally use 'per_player' with a list of player targets, to have the tags in the text input be reparsed for each and every player.
Optionally, specify 'from:<uuid>' to indicate that message came from a specific UUID (used for things like the vanilla client social interaction block option). |
| Related Tags | None
|
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/NarrateCommand.java#L42 |
| Name | OpenTrades |
| Syntax | opentrades [<entity>/<trade>|...] (title:<title>) (players:<player>|...) |
| Short Description | Opens the specified villager entity's trading inventory or a list of trades. |
| Full Description | Forces a player to open a villager's trading inventory or a virtual trading inventory.
If an entity is specified, only one player can be specified. Otherwise, if a list of trades is specified, more than one player can be specified. If the title is not specified, no title will be applied to the virtual trading inventory. If no player is specified, by default the attached player will be forced to trade. |
| Related Tags | <PlayerTag.selected_trade_index> Returns the index of the trade the player is currently viewing, if any.
<EntityTag.is_trading> Returns whether the villager entity is trading.
<EntityTag.trades> Returns a list of the Villager's trade recipes.
<EntityTag.trading_with> Returns the player who is trading with the villager entity, or null if it is not trading.
|
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/OpenTradesCommand.java#L31 |
| Name | Oxygen |
| Syntax | oxygen [<#>] (type:{remaining}/maximum) (mode:{set}/add/remove) |
| Short Description | Gives or takes breath from the player. |
| Full Description | Used to add to, remove from or set the amount of current oxygen of a player.
Also allows for the changing of the player's maximum oxygen level. Value is in ticks, so 30 equals 1 bubble. |
| Related Tags | <PlayerTag.oxygen> Returns the duration of oxygen the entity has left. (...)
<PlayerTag.max_oxygen> Returns the maximum duration of oxygen the entity can have. (...)
|
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/OxygenCommand.java#L21 |
| Name | ResourcePack |
| Syntax | resourcepack [url:<url>] [hash:<hash>] (forced) (prompt:<text>) (targets:<player>|...) |
| Short Description | Prompts a player to download a server resource pack. |
| Full Description | Sets the current resource pack by specifying a valid URL to a resource pack.
The player will be prompted to download the pack, with the optional prompt text or a default vanilla message.
Use "hash:" to specify a 40-character (20 byte) hexadecimal SHA-1 hash value (without '0x') for the resource pack to prevent redownloading cached data.
Specify "forced" to tell the vanilla client they must accept the pack or quit the server. Hacked clients may still bypass this requirement. "Forced" and "prompt" inputs only work on Paper servers. Optionally specify players to send the pack to. If unspecified, will use the linked player. See also Event:resource pack status. |
| Related Tags | None
|
| Usage Example | |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ResourcePackCommand.java#L28 |
| Name | ShowFake |
| Syntax | showfake [<material>|.../cancel] [<location>|...] (players:<player>|...) (d:<duration>{10s}) |
| Short Description | Makes the player see a block change that didn't actually happen. |
| Full Description | Makes the player see a block change that didn't actually happen.
This means that the server will still register the block being what it was before the command, and players not included in the command will still see the original block.
You must specify a location (or list of locations), and a material (or list of materials).
Optionally, specify a list of players to show the change to.
Optionally, specify how long the fake block should remain for.
Note that while the player will see the block as though it were real, the server will have no knowledge of this.
Warning: extremely complex chunks (those with a significant variety of block types in a small area) might not be able to retain fake blocks over time properly. |
| Related Tags | <PlayerTag.fake_block_locations> Returns a list of locations that the player will see a fake block at, as set by Command:showfake or connected commands.
<PlayerTag.fake_block[<location>]> Returns the fake material that the player will see at the input location, as set by Command:showfake or connected commands. (...)
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Synonyms (Search Aid) | fakeblock |
| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ShowFakeCommand.java#L31 |
| Name | Sidebar |
| Syntax | sidebar (add/remove/{set}/set_line) (title:<title>) (scores:<#>|...) (values:<line>|...) (start:<#>/{num_of_lines}) (increment:<#>/{-1}) (players:<player>|...) (per_player) |
| Short Description | Controls clientside-only sidebars. |
| Full Description | This command was created as a simpler replacement for using the Scoreboard command to display per-player sidebars.
By using packets and dummies, it enables you to have non-flickering, fully functional sidebars, without wasting processing speed and memory on creating new Scoreboards for every single player. Using this command, you can add, remove, or set lines on the scoreboard. To set the title of the sidebar, use the 'title:' parameter in any case where the action is 'set'.
By default, the score numbers descend from the total line count to 1.
To instead set entirely custom numbers, use the 'scores:' input with a list of numbers,
You can remove by line value text, or by score number.
The per_player argument is also available, and helps to reduce the number of loops required for updating multiple players' sidebars.
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| Related Tags | <PlayerTag.sidebar_lines> Returns the current lines set on the player's Sidebar via Command:sidebar.
<PlayerTag.sidebar_title> Returns the current title set on the player's Sidebar via Command:sidebar.
<PlayerTag.sidebar_scores> Returns the current scores set on the player's Sidebar via Command:sidebar, (...)
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| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/SidebarCommand.java#L37 |
| Name | Statistic |
| Syntax | statistic [<statistic>] [add/take/set] (<#>) (qualifier:<material>/<entity>) |
| Short Description | Changes the specified statistic value for a player. |
| Full Description | Changes the specified statistic for the player.
For more info on statistics, see 🔗https://minecraft.wiki/w/Statistics For statistic names, see 🔗https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Statistic.html
You can add, take, or set a numeric value to the statistic for the linked player.
Some statistics are unique per a material or entity - for those, use the "qualifier" argument. |
| Related Tags | <PlayerTag.statistic[<statistic>]> Returns the player's current value for the specified statistic. (...)
<PlayerTag.statistic[<statistic>].qualifier[<material>/<entity>]> Returns the player's current value for the specified statistic, with the (...)
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| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/StatisticCommand.java#L27 |
| Name | TabList |
| Syntax | tablist [add/remove/update] (name:<name>) (display:<display>) (uuid:<uuid>) (skin_blob:<blob>) (latency:<#>) (gamemode:creative/survival/adventure/spectator) (listed:true/false) |
| Short Description | Modifies values in the player's tablist. |
| Full Description | Adds, removes, or updates a player profile entry in the player's tab-list view.
Using 'add' will add a new entry to the client's player list.
Using 'remove' will remove an entry from the tab list.
Using 'update' will update an existing entry in the tab list.
Usage of display names that are not empty requires enabling Denizen/config.yml option "Allow restricted actions".
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| Related Tags | None
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| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/TablistCommand.java#L32 |
| Name | Team |
| Syntax | team (id:<scoreboard>/{main}) [name:<team>] (add:<entry>|...) (remove:<entry>|...) (prefix:<prefix>) (suffix:<suffix>) (option:<type> status:<status>) (color:<color>) |
| Short Description | Controls scoreboard teams. |
| Full Description | The Team command allows you to control a scoreboard team.
Use the "prefix" or "suffix" arguments to modify a team's playername prefix and suffix.
The "entry" value can be a player's name to affect that player, or an entity's UUID to affect that entity.
Use the "color" argument to set the team color (for glowing, names, etc). Must be from 🔗https://hub.spigotmc.org/javadocs/spigot/org/bukkit/ChatColor.html. Use the "add" and "remove" arguments to add or remove players by name to/from the team.
Use the "option" and "status" arguments together to set a team option's status.
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| Related Tags | <server.scoreboard[(<board>)].team[<team>].members> Returns a list of all members of a scoreboard team. Generally returns as a list of names or text entries. (...)
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| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/TeamCommand.java#L32 |
| Name | Title |
| Syntax | title (title:<text>) (subtitle:<text>) (fade_in:<duration>/{1s}) (stay:<duration>/{3s}) (fade_out:<duration>/{1s}) (targets:<player>|...) (per_player) |
| Short Description | Displays a title to specified players. |
| Full Description | Shows the players a large, noticeable wall of text in the center of the screen.
You can also show a "subtitle" below that title. You may add timings for fading in, staying there, and fading out. The defaults for these are: 1 second, 3 seconds, and 1 second, respectively.
Optionally use 'per_player' with a list of player targets, to have the tags in the text input be reparsed for each and every player.
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| Related Tags | None
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| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/TitleCommand.java#L28 |
| Name | Toast |
| Syntax | toast [<text>] (targets:<player>|...) (icon:<item>) (frame:{task}/challenge/goal) |
| Short Description | Shows the player a custom advancement toast. |
| Full Description | Displays a client-side custom advancement "toast" notification popup to the player(s).
If no target is specified it will default to the attached player. The icon argument changes the icon displayed in the toast pop-up notification. The frame argument changes the type of advancement. As of MC 1.20, an icon is required. Dirt will be used if it is missing. |
| Related Tags | None
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| Group | player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ToastCommand.java#L34 |
| Name | Chat |
| Syntax | chat [<text>] (no_target/targets:<entity>|...) (talkers:<entity>|...) (range:<#.#>) |
| Short Description | Causes an NPC/NPCs to send a chat message to nearby players. |
| Full Description | Chat uses an NPC's speech controller provided by Denizen, typically inside 'interact' or 'task' script-containers.
Typically there is already player and NPC context inside a queue that is using the 'chat' command. In this case, only a text input is required. Alternatively, target entities can be specified to have any Entity chat to a different target/targets, or specify 'no_target' to not send the message to any specific target.
Chat from an NPC is formatted by the settings present in Denizen's config.yml.
The player being chatted to, by default the attached Player to the script queue, will see a message 'Jack says to you, Hello!', however surrounding entities will see something along the lines of 'Jack says to Bob, Hello!'. The format for this is configurable via the "Denizen/config.yml" file.
If sending messages to the Player without any surrounding entities hearing the message is desirable,
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| Related Tags | None
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| Synonyms (Search Aid) | say, speak |
| Group | player |
| Requires | Citizens |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/ChatCommand.java#L43 |
| Name | Group |
| Syntax | group [add/remove/set] [<group>] (<world>) |
| Short Description | Adds a player to, removes a player from, or sets a player's permissions group. |
| Full Description | Controls a player's permission groups, which the ability to add, remove or set a player's groups.
The 'add' argument adds the player to the group and any parent groups, and the 'remove' command does the opposite, removing the player from the group and any inheriting groups. The set command removes all existing groups and sets the player's group. Note: This requires a permissions plugin and Vault. |
| Related Tags | <PlayerTag.in_group[<group>]> Returns whether the player is in the specified group. (...)
<PlayerTag.in_group[<group>].global> Returns whether the player has the group with no regard to the (...)
<PlayerTag.in_group[<group>].world> Returns whether the player has the group in regards to a specific world. (...)
<PlayerTag.groups[(<world>)]> Returns a list of all groups the player is in. (...)
<server.permission_groups> Returns a list of all permission groups on the server.
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| Group | player |
| Requires | Vault |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/GroupCommand.java#L24 |
| Name | Money |
| Syntax | money [give/take/set] (quantity:<#.#>) (players:<player>|...) |
| Short Description | Manage a player's money. |
| Full Description | Give money to, take money from, and set the balance of a player.
If no quantity is specified it defaults to '1'. You can specify a list of players to give to or take from. If no player(s) are specified, defaults to the attached player. NOTE: This requires an economy plugin or script, and Vault. May work for offline players depending on economy plugin. |
| Related Tags | <PlayerTag.money> Returns the amount of money the player has with the registered Economy system. (...)
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| Group | player |
| Requires | Vault |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/MoneyCommand.java#L28 |
| Name | Permission |
| Syntax | permission [add/remove] [permission] (group:<name>) (<world>) |
| Short Description | Gives or takes a permission node to/from the player or group. |
| Full Description | Adds or removes a permission node from a player or group.
Accepts a world for world-based permissions plugins. By default changes the attached player's permissions. Accepts the 'group:<name>' argument to change a group's permission nodes rather than a player's. Note: This requires a permissions plugin and Vault. |
| Related Tags | <PlayerTag.has_permission[permission.node]> Returns whether the player has the specified node. (...)
<PlayerTag.has_permission[permission.node].global> Returns whether the player has the specified node, regardless of world. (...)
<PlayerTag.has_permission[permission.node].world[<world>]> Returns whether the player has the specified node in regards to the (...)
<server.has_permissions> Returns whether the server has a known permission plugin loaded. (...)
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| Group | player |
| Requires | Vault |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/player/PermissionCommand.java#L24 |
Category: queue
| Name | Choose |
| Syntax | choose [<option>] [<cases>] |
| Short Description | Chooses an option from the list of cases. |
| Full Description | Chooses an option from the list of cases.
Intended to replace a long chain of simplistic if/else if or complicated script path selection systems. Simply input the selected option, and the system will automatically jump to the most relevant case input. Cases are given as a sub-set of commands inside the current command (see Usage for samples). Optionally, specify "default" in place of a case to give a result when all other cases fail to match.
Cases must be static text. They may not contain tags. For multi-tag comparison, consider the IF command.
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| Related Tags | None
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/ChooseCommand.java#L26 |
| Name | Define |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/definitions.html |
| Syntax | define [<id>](:<action>)[:<value>] |
| Short Description | Creates a temporary variable inside a script queue. |
| Full Description | Definitions are queue-level 'variables' that can be used throughout a script, once defined, by using the <[<id>]> tag.
Definitions are only valid on the current queue and are not transferred to any new queues constructed within the script, such as by a 'run' command, without explicitly specifying to do so.
Definitions are lighter and faster than creating a temporary flag.
This command supports data actions, see Language:data actions.
Definitions can be sub-mapped with the '.' character, meaning a def named 'x.y.z' is actually a def 'x' as a MapTag with key 'y' as a MapTag with key 'z' as the final defined value.
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| Related Tags | <[<id>]> to get the value assigned to an ID
<QueueTag.definition[<definition>]> Returns the value of the specified definition. (...)
<QueueTag.definitions> Returns the names of all definitions that were added to the current queue.
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| Synonyms (Search Aid) | definition |
| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/DefineCommand.java#L27 |
| Name | DefineMap |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/definitions.html |
| Syntax | definemap [<name>] [<key>:<value> ...] |
| Short Description | Creates a MapTag definition with key/value pairs constructed from the input arguments. |
| Full Description | Creates a MapTag definition with key/value pairs constructed from the input arguments. |
| Related Tags | <[<id>]> to get the value assigned to an ID
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/DefineMapCommand.java#L26 |
| Name | Determine |
| Related Guide Page | https://guide.denizenscript.com/guides/first-steps/world-script.html |
| Syntax | determine (passively) [<value>] |
| Short Description | Sets the outcome of a script. |
| Full Description | Sets the outcome of a script.
The most common use case is within script events (for example, to cancel the event). This is also required for all procedure scripts. It may be useful in other cases (such as a task script that returns a result, via the save argument).
By default, the determine command will end the queue (similar to Command:stop).
To make multiple determines, simply use the determine command multiple times in a row, with the "passively" argument on each. |
| Related Tags | <QueueTag.determination> Returns the values that have been determined via Command:Determine (...)
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| Synonyms (Search Aid) | return |
| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/DetermineCommand.java#L23 |
| Name | Else |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/if-command.html |
| Syntax | else (if <comparison logic>) |
| Short Description | Helper command for usage with the if command. |
| Full Description | A helper command to use with if commands.
See Command:if command documentation. |
| Related Tags | See IF command documentation.
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/ElseCommand.java#L17 |
| Name | Foreach |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/loops.html |
| Syntax | foreach [stop/next/<object>|...] (as:<name>) (key:<name>) [<commands>] |
| Short Description | Loops through a ListTag, running a set of commands for each item. |
| Full Description | Loops through a ListTag of any type. For each item in the ListTag, the specified commands will be ran for that list entry.
Alternately, specify a map tag to loop over the set of key/value pairs in the map, where the key will be <[key]> and the value will be <[value]>.
Specify "as:<name>" to set the value definition name (if unset, will be "value").
To end a foreach loop, do - foreach stop To jump immediately to the next entry in the loop, do - foreach next Note that many commands and tags in Denizen support inputting a list directly, making foreach redundant for many simpler cases.
Note that if you delay the queue (such as with Command:wait or Language:~waitable) inside a foreach loop,
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| Related Tags | <[value]> to get the current item in the loop
<[loop_index]> to get the current loop iteration number
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/ForeachCommand.java#L31 |
| Name | Goto |
| Syntax | goto [<name>] |
| Short Description | Jump forward to a location marked by Command:mark. |
| Full Description | Jumps forward to a marked location in the script.
For example:
Most scripters should never use this. This is only for certain special cases. |
| Related Tags | None
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/GotoCommand.java#L24 |
| Name | If |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/if-command.html |
| Syntax | if [<value>] (!)(<operator> <value>) (&&/|| ...) [<commands>] |
| Short Description | Compares values, and runs a subset of commands if they match. |
| Full Description | Compares values, and runs a subset of commands if they match.
Works with the else command, which handles alternatives for when the comparison fails. The if command is equivalent to the English phrasing "if something is true, then do the following". Values are compared using the comparable system. See Language:operator for information.
Comparisons may be chained together using the symbols '&&' and '||' or their text equivalents 'and' and 'or'.
The "or" is inclusive, meaning "if <[a]> || <[b]>:" will pass for any of the following:
Sets of comparisons may be grouped using ( parens ) as separate arguments.
Boolean inputs and groups both support negating with the '!' symbol as a prefix.
You can also use keyword "not" as its own argument to negate a boolean or an operator.
When not using a specific comparison operator, true vs false will be determined by Truthiness, see Tag:ObjectTag.is_truthy for details.
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| Related Tags | <ObjectTag.is[<operator>].to[<element>]> Takes an operator, and compares the first object to the given second object. (...)
<ObjectTag.is[<operator>].than[<element>]> Takes an operator, and compares the first object to the given second object. (...)
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/IfCommand.java#L28 |
| Name | Inject |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/run-options.html |
| Syntax | inject [<script>] (path:<name>) (instantly) |
| Short Description | Runs a script in the current queue. |
| Full Description | Injects a script into the current queue.
This means this task will run with all of the original queue's definitions and tags. It will also now be part of the queue, so any delays or definitions used in the injected script will be accessible in the original queue. |
| Related Tags | None
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/InjectCommand.java#L25 |
| Name | Mark |
| Syntax | mark [<name>] |
| Short Description | Marks a location for Command:goto. |
| Full Description | Marks a location for the goto command. See Command:goto for details. |
| Related Tags | None
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/MarkCommand.java#L18 |
| Name | Queue |
| Syntax | queue (<queue>) [clear/stop/pause/resume/delay:<duration>] |
| Short Description | Modifies the current state of a script queue. |
| Full Description | Allows queues to be modified during their run. This can also be used to modify other queues currently running.
Clearing a queue will remove any commands still queued within it, and thus end the queue.
Using the "stop" argument will force the queue to immediately stop running.
Using the "delay:<duration>" argument will cause the queue to wait for a specified duration.
Using the "pause" argument will freeze the queue but keep it listed, waiting for a "resume" instruction.
Generally, the queue is considered a non-ideal way of doing things - that is, there's usually a better/cleaner way to achieve similar results.
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| Related Tags | <queue> Returns a queue object constructed from the input value. (...)
<QueueTag.id> Returns the full textual id of the queue.
<QueueTag.size> Returns the number of script entries in the queue.
<util.queues> Returns a list of all currently running queues on the server.
<ScriptTag.queues> Returns all queues which are running for this script.
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/QueueCommand.java#L22 |
| Name | Random |
| Syntax | random [<commands>] |
| Short Description | Selects a random choice from the following script commands. |
| Full Description | The random command picks one of the following script command and skips all the other script commands that are in its section.
Commands like "repeat 1" or "if true" can be used to group together a sublisting of commands to execute together (as a way to get around the 1-command limit).
If wanting to choose a random long set of commands,
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| Related Tags | <entry[saveName].possibilities> returns an ElementTag of the possibility count.
<entry[saveName].selected> returns an ElementTag of the selected number.
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/RandomCommand.java#L24 |
| Name | RateLimit |
| Syntax | ratelimit [<object>] [<duration>] |
| Short Description | Limits the rate that queues may process a script at. |
| Full Description | Limits the rate that queues may process a script at.
If another queue tries to run the same script faster than the duration, that second queue will be stopped.
Note that the rate limiting is tracked based on two unique factors: the object input, and the specific script line.
Note that this uses game delta tick time, not system realtime. |
| Related Tags | None
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/RateLimitCommand.java#L24 |
| Name | Repeat |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/loops.html |
| Syntax | repeat [stop/next/<amount>] (from:<#>) (as:<name>) [<commands>] |
| Short Description | Runs a series of braced commands several times. |
| Full Description | Loops through a series of braced commands a specified number of times.
To get the number of loops so far, you can use <[value]>. Optionally, specify "as:<name>" to change the definition name to something other than "value".
Optionally, to specify a starting index, use "from:<#>". Note that the "amount" input is how many loops will happen, not an end index.
To stop a repeat loop, do - repeat stop To jump immediately to the next number in the loop, do - repeat next |
| Related Tags | <[value]> to get the number of loops so far
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| Synonyms (Search Aid) | for |
| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/RepeatCommand.java#L28 |
| Name | Run |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/run-options.html |
| Syntax | run [<script>] (path:<name>) (def:<element>|.../defmap:<map>/def.<name>:<value>) (id:<name>) (speed:<value>/instantly) (delay:<value>) |
| Short Description | Runs a script in a new queue. |
| Full Description | Runs a script in a new queue.
You must specify a script object to run. Optionally, use the "path:" argument to choose a specific sub-path within a script.
Optionally, use the "def:" argument to specify definition values to pass to the script,
Alternately, use "defmap:<map>" to specify definitions to pass as a MapTag, where the keys will be definition names and the values will of course be definition values. Alternately, use "def.<name>:<value>" to define one or more named definitions individually.
Optionally, use the "speed:" argument to specify the queue command-speed to run the target script at,
Optionally, use the "delay:" argument to specify a delay time before the script starts running.
Optionally, specify the "id:" argument to choose a custom queue ID to be used.
The run command is ~waitable. Refer to Language:~waitable. |
| Related Tags | <entry[saveName].created_queue> returns the queue that was started by the run command.
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/RunCommand.java#L31 |
| Name | RunLater |
| Syntax | runlater [<script>] (path:<name>) [delay:<duration>] (id:<id>) (def:<element>|.../defmap:<map>/def.<name>:<value>) |
| Short Description | Causes a task to run sometime in the future, even if the server restarts. |
| Full Description | Causes a task to run sometime in the future, even if the server restarts.
Script, path, and definition inputs work the exact same as with Command:run.
This command will store intended script runs to a file, so that even if the server restarts, they will still run.
The delay input is a DurationTag instance, that is relative to system time (not server delta time).
Definitions and queue object links will be preserved, so long as they remain valid at time of execution.
You can optionally specify the "id" argument to provide a unique tracking ID for the intended future run, which can then also be used to cancel it via Mechanism:system.cancel_runlater.
Implementation note: the system that tracks when scripts should be ran is a fair bit more optimized than 'wait' commands or the 'run' command with a delay,
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| Related Tags | <util.runlater_ids> Returns a list of all scheduled task IDs for Command:runlater. (...)
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/RunLaterCommand.java#L36 |
| Name | Stop |
| Syntax | stop |
| Short Description | Stops the current queue. |
| Full Description | This will immediately stop the current queue, preventing it from processing any further. |
| Related Tags | <queue> to get the current queue.
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/StopCommand.java#L16 |
| Name | Wait |
| Syntax | wait (<duration>) (queue:<name>) (system/{delta}) |
| Short Description | Delays a script for a specified amount of time. |
| Full Description | Pauses the script queue for the duration specified. If no duration is specified it defaults to 3 seconds.
Accepts the 'queue:<name>' argument which allows the delay of a different queue.
Accepts a 'system' argument to delay based on system time (real-world time on a clock).
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| Related Tags | <QueueTag.speed> Returns the speed of the queue as a Duration. A return of '0' implies it is 'instant'. (...)
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| Synonyms (Search Aid) | delay |
| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/WaitCommand.java#L22 |
| Name | WaitUntil |
| Syntax | waituntil (rate:<duration>) (max:<duration>) [<comparisons>] |
| Short Description | Delays a script until the If comparisons return true. |
| Full Description | Delays a script until the If comparisons return true. Refer to Command:if for if command syntax information.
Optionally, specify an update rate (if unset, will update at queue speed).
Optionally specify a maximum duration to wait for (delta time). |
| Related Tags | <QueueTag.speed> Returns the speed of the queue as a Duration. A return of '0' implies it is 'instant'. (...)
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/WaitUntilCommand.java#L29 |
| Name | While |
| Related Guide Page | https://guide.denizenscript.com/guides/basics/loops.html |
| Syntax | while [stop/next/[<value>] (!)(<operator> <value>) (&&/|| ...)] [<commands>] |
| Short Description | Runs a series of braced commands until the tag returns false. |
| Full Description | Runs a series of braced commands until the if comparisons returns false. Refer to Command:if for if command syntax information.
To end a while loop, use the 'stop' argument. To jump to the next entry in the loop, use the 'next' argument. |
| Related Tags | <[loop_index]> to get the number of loops so far.
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| Group | queue |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/queue/WhileCommand.java#L26 |
Category: server
| Name | Announce |
| Syntax | announce [<text>] (to_ops/to_console/to_flagged:<flag_name>/to_permission:<node>) (format:<script>) |
| Short Description | Announces a message for everyone online to read. |
| Full Description | Announce sends a raw message to players.
Simply using announce with text will send the message to all online players using the Spigot broadcast system. Specifying the 'to_ops' argument will narrow down the players in which the message is sent to ops only. Alternatively, using the 'to_permission' argument will send the message to only players that have the specified permission node. Or, using the 'to_flagged' argument will send the message to only players that have the specified flag. You can also use the 'to_console' argument to make it so it only shows in the server console. You can format the announcement with Language:Format Script Containers using the 'format' argument, or with the "announce" format type (see Language:Script Formats). Note that the default announce mode (that shows for all players) relies on the Spigot broadcast system, which requires the permission "bukkit.broadcast.user" to see broadcasts. |
| Related Tags | None
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| Group | server |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/server/AnnounceCommand.java#L31 |
| Name | Ban |
| Syntax | ban ({add}/remove) [<player>|.../addresses:<address>|.../names:<name>|...] (reason:<text>) (expire:<time>) (source:<text>) |
| Short Description | Ban or un-ban players or ip addresses. |
| Full Description | Add or remove player or ip address bans from the server. Banning a player will also kick them from the server.
You may specify a list of player names instead of ObjectType:PlayerTags, which should only ever be used for special cases (such as banning players that haven't joined the server yet). You may optionally specify both a list of players and list of addresses.
Additional options are:
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| Related Tags | <PlayerTag.is_banned> Returns whether the player is banned.
<PlayerTag.ban_reason> Returns the reason for the player's ban, if they are banned.
<PlayerTag.ban_expiration_time> Returns the expiration of the player's ban, if they are banned. (...)
<PlayerTag.ban_created_time> Returns when the player's ban was created, if they are banned.
<PlayerTag.ban_source> Returns the source of the player's ban, if they are banned.
<server.is_banned[<address>]> Returns whether the given ip address is banned.
<server.ban_info[<address>].expiration_time> Returns the expiration of the ip address's ban, if it is banned. (...)
<server.ban_info[<address>].reason> Returns the reason for the ip address's ban, if it is banned.
<server.ban_info[<address>].created_time> Returns when the ip address's ban was created, if it is banned.
<server.ban_info[<address>].source> Returns the source of the ip address's ban, if it is banned.
<server.banned_addresses> Returns a list of all banned ip addresses.
<server.banned_players> Returns a list of all banned players.
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| Group | server |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/server/BanCommand.java#L31 |
| Name | BossBar |
| Syntax | bossbar ({auto}/create/update/remove) [<id>] (players:<player>|...) (title:<title>) (progress:<#.#>) (color:<color>) (style:<style>) (options:<option>|...) (uuid:<uuid>) |
| Short Description | Shows players a boss bar. |
| Full Description | Displays a boss bar at the top of the screen of the specified player(s).
You can also update the values and remove the bar.
You can CREATE a new bossbar, UPDATE an existing one, or REMOVE an existing one.
Requires an ID. Progress must be between 0 and 1.
Valid colors: BLUE, GREEN, PINK, PURPLE, RED, WHITE, YELLOW.
The UUID can optionally be specified, and will be sent to the client. Be careful to not overlap multiple bars with the same UUID.
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| Related Tags | <server.current_bossbars> Returns a list of all currently active boss bar IDs from Command:bossbar.
<server.bossbar_viewers[<bossbar_id>]> Returns a list of players that should be able to see the given bossbar ID from Command:bossbar.
<PlayerTag.bossbar_ids> Returns a list of all bossbars from Command:bossbar that this player can see. (...)
<entry[saveName].bar_uuid> returns the bossbar's UUID.
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| Group | server |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/server/BossBarCommand.java#L34 |
| Name | Execute |
| Syntax | execute [as_player/as_op/as_npc/as_server] [<Bukkit-command>] (silent) |
| Short Description | Executes an arbitrary server command as if the player, NPC, or server typed it in. |
| Full Description | Allows the execution of server commands through a Denizen script.
Commands can be executed as the server, as an npc, as an opped player, or as a player, as though it was typed by the respective source. Note that you should generally avoid using 'as_op', which is only meant for very specific special cases. 'as_server' is usually a better option. Note: do not include the slash at the start. A slash at the start will be interpreted equivalent to typing two slashes at the front in-game.
Note that this is a Denizen script command that executes Bukkit commands.
The 'silent' option can be specified with 'as_server' to hide the output. Note that 'silent' might or might not work with different plugins depending on how they operate.
Generally, you should never use this to execute a vanilla command, there is almost always a script command that should be used instead.
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| Related Tags | <entry[saveName].output> returns the output to an as_server sender.
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| Group | server |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/server/ExecuteCommand.java#L36 |
| Name | Scoreboard |
| Syntax | scoreboard ({add}/remove) (viewers:<player>|...) (lines:<player>/<text>|...) (id:<value>/player/{main}) (objective:<value>) (criteria:<criteria>/{dummy}) (score:<#>) (displayslot:<value>/{sidebar}/none) (displayname:<name>) (rendertype:<type>) |
| Short Description | Add or removes viewers, objectives and scores from scoreboards. |
| Full Description | Lets you make players see a certain scoreboard and then a certain objective in that scoreboard.
Please note that a 'scoreboard' is NOT a 'sidebar' - if you want that thing where text is on the right side of the screen, use Command:sidebar. 'Scoreboard' is the underlying internal system that powers sidebars, below_name plates, team prefixing, and a lot of other systems. Generally, you should avoid using this command directly. The ID can be 'main' for the global default scoreboard, 'player' for the attached player's current scoreboard, or any other value for a custom named scoreboard.
There are currently three slots where objectives can be displayed:
Every objective has several lines of scores.
When using the sidebar as the display slot, all the scores set for an objective will be displayed there,
If you do not specify a display slot, the sidebar will be used. You can also use "none" as the
When setting an objective, you can also optionally set the display name by using the "displayname:" argument. "Rendertype" can be "INTEGER" or "HEARTS". Defaults to integer.
You can set scores manually, or you can use different Minecraft criteria that set and update the scores automatically.
You can use the "remove" argument to remove different parts of scoreboards.
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| Related Tags | <server.scoreboard[(<board>)].exists> Returns whether a given scoreboard exists on the server.
<server.scoreboard[(<board>)].team[<team>].members> Returns a list of all members of a scoreboard team. Generally returns as a list of names or text entries. (...)
<PlayerTag.scoreboard_id> Returns the ID of the scoreboard from Command:scoreboard that a player is currently viewing, if any.
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| Group | server |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/server/ScoreboardCommand.java#L34 |
Category: world
| Name | AnimateChest |
| Syntax | animatechest [<location>] ({open}/close) (sound:{true}/false) (<player>|...) |
| Short Description | Makes a chest appear to open or close. |
| Full Description | This command animates a chest at a specified location in the world opening or closing.
By default, the chest will animate opening. Optionally, specify whether to play a sound with the animation. By default this will play. Optionally, specify a player or list of players that the animation should be visible to. By default, only the linked player can see the animation.
Note that this uses a generic 'block action' packet internally,
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| Related Tags | None
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/AnimateChestCommand.java#L30 |
| Name | ChunkLoad |
| Syntax | chunkload ({add}/remove/removeall) [<chunk>|...] (duration:<value>) |
| Short Description | Keeps a chunk actively loaded and allowing activity. |
| Full Description | Forces a chunk to load and stay loaded in the world for the duration specified or until removed.
This will not persist over server restarts. If no duration is specified it defaults to 0 (forever). While a chunk is loaded all normal activity such as crop growth and npc activity continues, other than activity that requires a nearby player. |
| Related Tags | <WorldTag.loaded_chunks> Returns a list of all the currently loaded chunks.
<ChunkTag.is_loaded> Returns true if the chunk is currently loaded into memory.
<ChunkTag.force_loaded> Returns whether the chunk is forced to stay loaded at all times.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/ChunkLoadCommand.java#L41 |
| Name | CopyBlock |
| Syntax | copyblock [<location>] [to:<location>] (remove_original) |
| Short Description | Copies a block to another location, keeping metadata when possible. |
| Full Description | Copies a block to another location.
You may also use the 'remove_original' argument to delete the original block. This effectively moves the block to the target location. |
| Related Tags | <LocationTag.material> Returns the material of the block at the location.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/CopyBlockCommand.java#L29 |
| Name | CreateWorld |
| Syntax | createworld [<name>] (generator:<id>) (worldtype:<type>) (environment:<environment>) (copy_from:<world>) (seed:<seed>) (settings:<json>) (generate_structures:true/false) |
| Short Description | Creates a new world, or loads an existing world. |
| Full Description | This command creates a new minecraft world with the specified name, or loads an existing world by that name.
Optionally specify a plugin-based world generator by its generator ID.
Optionally specify additional generator settings as JSON input.
Optionally specify a world type which can be specified with 'worldtype:' (defaults to NORMAL).
Optionally specify an environment (defaults to NORMAL, can also be NETHER, THE_END). Optionally choose whether to generate structures in this world.
Optionally specify an existing world to copy files from.
It's often ideal to put this command inside Event:server prestart. |
| Related Tags | <server.world_types> Returns a list of all world types known to the server. (...)
<server.worlds> Returns a list of all worlds.
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| Synonyms (Search Aid) | loadworld |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/CreateWorldCommand.java#L35 |
| Name | Drop |
| Syntax | drop [<entity_type>/xp/<item>|...] (<location>) (quantity:<#>) (speed:<#.#>) (delay:<duration>) |
| Short Description | Drops an item, entity, or experience orb on a location. |
| Full Description | To drop an item, just specify a valid item object. To drop an entity, specify a generic entity object.
Drop can also reward players with experience orbs by using the 'xp' argument. For all three usages, you can optionally specify an integer with 'quantity:' prefix to drop multiple items/entities/xp.
For items, you can add 'speed:' to modify the launch velocity.
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| Related Tags | <entry[saveName].dropped_entities> returns a list of entities that were dropped.
<entry[saveName].dropped_entity> returns a single entity that was dropped (if only one).
<EntityTag.item> (Property) An entity's item, which can be: (...)
<EntityTag.experience> Returns the experience value of this experience orb entity.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/DropCommand.java#L34 |
| Name | Explode |
| Syntax | explode (power:<#.#>) (<location>) (fire) (breakblocks) (source:<entity>) |
| Short Description | Causes an explosion at the location. |
| Full Description | This command causes an explosion at the location specified (or the npc / player location).
By default, this will not destroy blocks or set fire to blocks within the explosion. Specify the 'fire' argument to set blocks on fire within the explosion radius. Specify the 'breakblocks' argument to cause the explosion to break blocks within the power radius. If no power is specified, the default power will be 1.
If no location is given, the default will be the linked NPC or player's location.
Optionally specify a source entity that will be tracked as the damage cause. |
| Related Tags | None
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| Synonyms (Search Aid) | detonate, bomb, tnt |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/ExplodeCommand.java#L22 |
| Name | Firework |
| Syntax | firework (<location>) (power:<#>) (<type>/random) (primary:<color>|...) (fade:<color>|...) (flicker) (trail) (life:<duration>) |
| Short Description | Launches a firework with customizable style. |
| Full Description | This command launches a firework from the specified location.
If no location is given, the linked NPC or player's location will be used by default.
The power option, which defaults to 1 if left empty, specifies the 'power' integer of the firework, which mainly controls how high the firework will go before exploding.
The type option which specifies the shape the firework will explode with. If unspecified, 'ball' will be used.
The primary option specifies what color the firework explosion will start with, as a ColorTag. If unspecified, 'yellow' will be used. The fade option specifies what color the firework explosion will fade into, as a ColorTag. The trail option means the firework will leave a trail behind it. The flicker option means the firework will explode with a flicker effect. |
| Related Tags | <EntityTag.firework_item> If the entity is a firework, returns the firework item used to launch it.
<ItemTag.is_firework> Returns whether the item is a firework. (...)
<ItemTag.firework> Returns the firework's property value as a list, matching the non-MapTag format of the mechanism. (...)
<entry[saveName].launched_firework> returns a EntityTag of the firework that was launched.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/FireworkCommand.java#L38 |
| Name | Gamerule |
| Syntax | gamerule [<world>] [<rule>] [<value>] |
| Short Description | Sets a gamerule on the world. |
| Full Description | Sets a gamerule on the world. A list of valid gamerules can be found here: 🔗https://minecraft.wiki/w/Game_rule |
| Related Tags | <WorldTag.gamerule[<gamerule>]> Returns the current value of the specified gamerule in the world.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/GameRuleCommand.java#L25 |
| Name | Midi |
| Syntax | midi [cancel/<file> (tempo:<#.#>) (volume:<#.#>)] (<location>/<entity>|...) |
| Short Description | Plays a midi file at a given location or to a list of players using note block sounds. |
| Full Description | This will fully load a midi song file stored in the '../plugins/Denizen/midi/' folder.
The file must be a valid midi file with the extension '.mid'. It will continuously play the song as noteblock songs at the given location or group of players until the song ends. If no location or entity is specified, by default this will play for the attached player.
Also, an example Midi song file has been included: "Denizen" by Black Coyote. He made it just for us!
The midi command is ~waitable. Refer to Language:~waitable. |
| Related Tags | None
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| Synonyms (Search Aid) | music |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/MidiCommand.java#L30 |
| Name | ModifyBlock |
| Syntax | modifyblock [<location>|.../<ellipsoid>/<cuboid>] [<material>|...] (no_physics/naturally:<tool>) (delayed) (<script>) (<percent chance>|...) (source:<player>) (max_delay_ms:<#>) |
| Short Description | Modifies blocks. |
| Full Description | Changes blocks in the world based on the criteria given.
Use 'no_physics' to place the blocks without physics taking over the modified blocks.
Specify (<percent chance>|...) to give a chance of each material being placed (in any material at all). Use 'naturally:' when setting a block to air to break it naturally, meaning that it will drop items. Specify the tool item that should be used for calculating drops.
Use 'delayed' to make the modifyblock slowly edit blocks at a time pace roughly equivalent to the server's limits.
Note that specifying a list of locations will take more time in parsing than in the actual block modification. Optionally, specify a script to be ran after the delayed edits finish. (Doesn't fire if delayed is not set.)
Optionally, specify a source player. When set, Bukkit events will fire that identify that player as the source of a change, and potentially cancel the change.
The modifyblock command is ~waitable. Refer to Language:~waitable. |
| Related Tags | <LocationTag.material> Returns the material of the block at the location.
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| Synonyms (Search Aid) | setblock, changeblock, placeblock, breakblock |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/ModifyBlockCommand.java#L62 |
| Name | PlayEffect |
| Syntax | playeffect [effect:<name>] [at:<location>|...] (data:<#.#>) (special_data:<map>) (visibility:<#.#>) (quantity:<#>) (offset:<#.#>,<#.#>,<#.#>) (targets:<player>|...) (velocity:<vector>) |
| Short Description | Plays a visible or audible effect at the location. |
| Full Description | Allows the playing of particle effects anywhere without the need of the source it comes from originally.
The particles you may use, can come from sources such as a potion effect or a portal/Enderman with their particles respectively. Some particles have different data which may include different behavior depending on the data. Default data is 0 Specifying a visibility value changes the sight radius of the effect. For example if visibility is 15; Targeted players won't see it unless they are 15 blocks or closer. You can add a quantity value that allow multiple of the same effect played at the same time. If an offset is set, each particle will be played at a different location in the offset area. Everyone will see the particle effects unless a target has been specified. See Language:Particle Effects for a list of valid effect names.
Version change note: The original PlayEffect command raised all location inputs 1 block-height upward to avoid effects playing underground when played at eg a player's location.
Some particles will require input to the "special_data" argument. The data input is a MapTag with different keys per particle.
Optionally specify a velocity vector for standard particles to move. Note that this ignores the 'data' input if used. |
| Related Tags | <server.effect_types> Returns a list of all 'effect' types known to the server. (...)
<server.particle_types> Returns a list of all particle effect types known to the server. (...)
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| Synonyms (Search Aid) | particle |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/PlayEffectCommand.java#L55 |
| Name | PlaySound |
| Syntax | playsound (<location>|...) (<player>|...) [sound:<name>] (volume:<#.#>) (pitch:<#.#>) (custom) (sound_category:<category_name>) |
| Short Description | Plays a sound at the location or to a list of players. |
| Full Description | Plays a sound to a player or nearby players at a location.
The sound is played through the player's client just like any other sounds in Minecraft. For a list of all sounds, check 🔗https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html
Sounds are by default played under their normal sound type (eg zombie sounds are under the type Mobs/Animals).
Specifying a player or list of players will only play the sound for each player, from their own location (but will not follow them if they move).
Optionally, specify 'custom' to play a custom sound added by a resource pack, changing the sound name to something like 'random.click' Optionally specify a pitch value (defaults to 1.0). A pitch from 0.0 to 1.0 will be deeper (sounds like a demon), and above 1.0 will be higher pitched (sounds like a fairy).
Optionally specify a volume value (defaults to 1.0). A volume from 0.0 to 1.0 will be quieter than normal.
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| Related Tags | <server.sound_types> Deprecated in favor of Tag:server.sound_keys on MC 1.21+.
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| Synonyms (Search Aid) | noise |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/PlaySoundCommand.java#L32 |
| Name | Schematic |
| Syntax | schematic [create/load/unload/rotate/save/flip_x/flip_y/flip_z/paste (fake_to:<player>|... fake_duration:<duration>) (noair) (mask:<material_matcher>)] [name:<name>] (filename:<name>) (angle:<#>) (<location>) (area:<area>) (delayed) (max_delay_ms:<#>) (entities) (flags) |
| Short Description | Creates, loads, pastes, and saves schematics (Sets of blocks). |
| Full Description | Creates, loads, pastes, and saves schematics. Schematics are files containing info about blocks and the order of those blocks.
Denizen offers a number of tools to manipulate and work with schematics.
All schematic command usages must specify the "name" argument, which is a unique global identifier of the schematic in memory.
The 'create' option requires an area and a center location as input.
The "rotate angle:#" and "flip_x/y/z" options will apply the change to the copy of the schematic in memory, to later be pasted or saved.
When using 'paste', you can specify 'angle:#' to have that paste rotated, without rotating the original schematic.
The "delayed" option makes the command non-instant. This is recommended for large schematics.
The "load" option by default will load '.schem' files. If no '.schem' file is available, will attempt to load a legacy '.schematic' file instead.
For load and save, the "filename" option is available to specify the name of the file to look for.
The "noair" option skips air blocks in the pasted schematics- this means those air blocks will not replace any blocks in the target location.
The "mask" option can be specified to limit what block types the schematic will be pasted over.
The "fake_to" option can be specified to cause the schematic paste to be a fake (packet-based, see Command:showfake)
The "create" and "paste" options allow the "entities" argument to be specified - when used, entities will be copied or pasted.
The "create" option allows the "flags" argument to be specified - when used, block location flags will be copied. The schematic command is ~waitable as an alternative to 'delayed' argument. Refer to Language:~waitable. To delete a schematic file, use Mechanism:server.delete_file. |
| Related Tags | <schematic[<name>].height> Returns the height (Y) of the schematic.
<schematic[<name>].length> Returns the length (Z) of the schematic.
<schematic[<name>].width> Returns the width (X) of the schematic.
<schematic[<name>].block[<location>]> Returns the material for the block at the location in the schematic. (...)
<schematic[<name>].origin> Returns the origin location of the schematic.
<schematic[<name>].blocks> Returns the number of blocks in the schematic.
<schematic[<name>].exists> Returns whether the schematic exists.
<schematic[<name>].cuboid[<origin_location>]> Returns a cuboid of where the schematic would be if it was pasted at an origin.
<schematic.list> Returns a list of all loaded schematics.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/SchematicCommand.java#L58 |
| Name | Sign |
| Syntax | sign (type:{automatic}/sign_post/wall_sign) (material:<material>) [<line>|...] [<location>] (direction:north/east/south/west) |
| Short Description | Modifies a sign. |
| Full Description | Modifies a sign that replaces the text shown on it. If no sign is at the location, it replaces the location with the modified sign.
Specify 'automatic' as a type to use whatever sign type and direction is already placed there.
Optionally specify a material to use. If not specified, will use an oak sign (unless the block is already a sign, and 'type' is 'automatic').
The direction argument specifies which direction the sign should face.
|
| Related Tags | <LocationTag.sign_contents> Returns a list of lines on a sign.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/SignCommand.java#L29 |
| Name | Strike |
| Syntax | strike [<location>] (no_damage) (silent) |
| Short Description | Strikes lightning down upon the location. |
| Full Description | Causes lightning to strike at the specified location, which can optionally have damage disabled.
The lightning will still cause fires to start, even without the 'no_damage' argument.
Lightning caused by this command will cause creepers to activate. Using the no_damage argument makes the
Use 'silent' to remove the sound of the lightning strike.
|
| Related Tags | None
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| Synonyms (Search Aid) | lightning, electrocute |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/StrikeCommand.java#L20 |
| Name | Switch |
| Syntax | switch [<location>|...] (state:{toggle}/on/off) (duration:<value>) (no_physics) |
| Short Description | Switches state of the block. |
| Full Description | Changes the state of a block at the given location, or list of blocks at the given locations.
Optionally specify "state:on" to turn a block on (or open it, or whatever as applicable) or "state:off" to turn it off (or close it, etc).
Optionally specify the "duration" argument to set a length of time after which the block will return to the original state.
Works on any interactable blocks, including:
This will generally (but not always) function equivalently to a user right-clicking the block
Optionally specify 'no_physics' to not apply a physics update after switching. |
| Related Tags | <LocationTag.switched> Returns whether the block at the location is considered to be switched on. (...)
<MaterialTag.switched> Returns whether a material is 'switched on', which has different semantic meaning depending on the material type. (...)
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| Synonyms (Search Aid) | toggle, lever, activate, power, redstone |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/SwitchCommand.java#L37 |
| Name | Time |
| Syntax | time ({global}/player) [<time-duration>/reset] (<world>) (reset:<duration>) (freeze) |
| Short Description | Changes the current time in the minecraft world. |
| Full Description | Changes the current time in a world or the time that a player sees the world in.
If no world is specified, defaults to the NPCs world. If no NPC is available, defaults to the player's world. If no player is available, an error will be thrown.
If 'player' is specified, this will change their personal time.
|
| Related Tags | <WorldTag.time> Returns the relative in-game time of this world.
<WorldTag.time.period> Deprecated in favor of Tag:WorldTag.time_period
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/TimeCommand.java#L28 |
| Name | Weather |
| Syntax | weather ({global}/player) [sunny/storm/thunder/reset] (<world>) (reset:<duration>) |
| Short Description | Changes the current weather in the minecraft world. |
| Full Description | By default, changes the weather in the specified world.
If you specify 'player', this will change the weather in that player's view.
|
| Related Tags | <BiomeTag.downfall_type> Deprecated in favor of Tag:BiomeTag.downfall_at on 1.19+, as downfall is block-specific now. (...)
<PlayerTag.weather> Returns the type of weather the player is experiencing. This will be different (...)
<WorldTag.has_storm> Returns whether there is currently a storm in this world. (...)
<WorldTag.weather_duration> Returns the duration of storms.
<WorldTag.thundering> Returns whether it is currently thundering in this world.
<WorldTag.thunder_duration> Returns the duration of thunder.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/WeatherCommand.java#L28 |
| Name | WorldBorder |
| Syntax | worldborder [<world>/<player>|...] (center:<location>) (size:<#.#>) (current_size:<#.#>) (damage:<#.#>) (damagebuffer:<#.#>) (warningdistance:<#>) (warningtime:<duration>) (duration:<duration>) (reset) |
| Short Description | Modifies a world border. |
| Full Description | Modifies the world border of a specified world or a list of players.
NOTE: Modifying player world borders is client-side and will reset on death, relog, or other actions. Options are: center: Sets the center of the world border. size: Sets the new size of the world border. current_size: Sets the initial size of the world border when resizing it over a duration. damage: Sets the amount of damage a player takes when outside the world border buffer radius. damagebuffer: Sets the radius a player may safely be outside the world border before taking damage. warningdistance: Causes the screen to be tinted red when the player is within the specified radius from the world border. warningtime: Causes the screen to be tinted red when a contracting world border will reach the player within the specified time. duration: Causes the world border to grow or shrink from its current size to its new size over the specified duration. reset: Resets the world border to its vanilla defaults for a world, or to the current world border for players. |
| Related Tags | <LocationTag.is_within_border> Returns whether the location is within the world border.
<WorldTag.border_size> Returns the size of the world border in this world.
<WorldTag.border_center> Returns the center of the world border in this world.
<WorldTag.border_damage> Returns the amount of damage caused by crossing the world border in this world.
<WorldTag.border_damage_buffer> Returns the damage buffer of the world border in this world.
<WorldTag.border_warning_distance> Returns the warning distance of the world border in this world.
<WorldTag.border_warning_time> Returns warning time of the world border in this world as a duration.
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| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/WorldBorderCommand.java#L28 |
| Name | tick |
| Syntax | tick [rate/step/sprint/freeze/reset] (amount:<#.#>/cancel) |
| Short Description | Controls the server's tick rate. |
| Full Description | Controls the server's tick rate. MC versions 1.20+ only.
The tick rate affects things such as entity movement (including player movement), entity animations, plant growth, etc.
To change the tick rate, use the 'rate' argument and input the amount using 'amount'. The tick rate must be a number between 1.0 and 10000.0 (inclusive).
To freeze the tick rate, use the 'freeze' argument. To unfreeze, add the 'cancel' argument.
To step the tick rate while the server is frozen for a specific amount of time, use the 'step' argument and input the amount of ticks using 'amount'.
To make the tick rate as fast as possible for a specific amount of time, use the 'sprint' argument and input the amount of ticks using 'amount'.
The tick rate resets to 20.0 on server restart.
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| Group | world |
| Warning(s) | Be careful, this command will affect plugins that depend on tick rate and may cause them to break. For example, setting the tick rate to 1 will cause the Event:tick event to fire once per second. |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/TickCommand.java#L11 |
| Name | Light |
| Syntax | light [<location>] [<#>/reset] (duration:<duration>) |
| Short Description | Creates a light source at the location with a specified brightness. |
| Full Description | This command can create and reset a light source at a specified location, regardless of the type of block.
It will be shown to all players near the location until it is reset. The brightness must be between 0 and 15, inclusive. Optionally, specify the amount of time the light should exist before being removed. Note that lights do not persist across server restarts, but will still be visible in the world after a restart until there is a block change near the location (to reset the light). |
| Related Tags | <LocationTag.light> Returns the total amount of light on the location.
<LocationTag.light.blocks> Returns the amount of light from light blocks that is (...)
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| Group | world |
| Warning(s) | May cause lag spikes, use carefully.
Incompatible with Paper in 1.17+. Use Spigot, or use vanilla Light blocks. |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/LightCommand.java#L24 |
Category: Depenizen
| Name | bossshop |
| Syntax | bossshop [<shop name>] |
| Short Description | Opens a BossShop inventory for a player. |
| Full Description | Use to open up a BossShop inventory for the linked player.
Useful for rewarding players using the BossShop plugin. Shops are made with the BossShop system. |
| Related Tags | <InventoryTag.is_bossshop> Returns whether the inventory is a BossShop.
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| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, BossShopPro |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/bossshop/BossShopCommand.java#L23 |
| Name | Bungee |
| Syntax | bungee [<server>|...] [<commands>] |
| Short Description | Runs a set of commands on another server. |
| Full Description | This command runs a set of commands on another server on the Bungee network.
Tags will be parsed on the remote server, but definitions from the originating queue will be used. The linked player will be available on the remote server if that server has ever seen the player. Generally, prefer Command:BungeeRun. |
| Related Tags | <bungee.list_servers> Returns a list of known bungee server names.
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| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, DepenizenBungee, BungeeCord |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/bungee/BungeeCommand.java#L29 |
| Name | BungeeExecute |
| Syntax | bungeeexecute [<command>] (as:<player>) |
| Short Description | Runs a command on the Bungee proxy server, or a player. |
| Full Description | This command runs a command on the Bungee proxy server. Works similarly to "execute as_server".
If you specify "as:", you can use a PlayerTag or a UUID to automatically execute as that player, similar to "execute as_player". |
| Related Tags | None
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| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, DepenizenBungee, BungeeCord |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/bungee/BungeeExecuteCommand.java#L24 |
| Name | BungeeRun |
| Syntax | bungeerun [<server>|...] [<script name>] (def:<definition>|...) |
| Short Description | Runs a task script on another server. |
| Full Description | This command runs a task on another server on the Bungee network. Works similarly to the 'run' command. |
| Related Tags | <bungee.list_servers> Returns a list of known bungee server names.
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| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, DepenizenBungee, BungeeCord |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/bungee/BungeeRunCommand.java#L26 |
| Name | BungeeTag |
| Syntax | bungeetag [server:<server>] [<tags>] |
| Short Description | Parses tags on another server on a Bungee network and returns the results for this server to process. |
| Full Description | This command parses tags on another server on a Bungee network and returns the results for this server to process.
As a more technical explanation: All commands in Denizen parse tags in any input arguments prior to processing them further.
Tags will be parsed on the remote server, but definitions from the originating queue will be used.
This command must be held with the '~' prefix. The queue will then wait for the result. |
| Related Tags | <entry[saveName].result> returns the result of the parsed tag.
<bungee.list_servers> Returns a list of known bungee server names.
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| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, DepenizenBungee, BungeeCord |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/bungee/BungeeTagCommand.java#L31 |
| Name | ClientRun |
| Syntax | clientrun [<script>] (path:<name>) (def.<name>:<value>) (defmap:<map>) |
| Short Description | Runs a client script on a Clientizen client. |
| Full Description | Runs a client script on the linked player's client, if they are using Clientizen.
You must specify a client script name to run. Optionally, use the "path:" argument to choose a specific sub-path within a script.
Optionally, use "def.<name>:<value>" to pass one or more definitions to the client.
|
| Related Tags | None
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| Group | Depenizen |
| Requires | Depenizen, Clientizen |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/clientizen/commands/ClientRunCommand.java#L24 |
| Name | effectlib |
| Syntax | effectlib [type:<effect>] (origin:<entity>/<location>) (target:<entity>/<location>) (for:<player>) (effect_data:<map>) |
| Short Description | Show custom effects using EffectLib |
| Full Description | Displays EffectLib effects.
Specify which effect to display using the 'type:' argument, note that effect names are CASE-SENSITIVE.
The origin is the entity/location to play the effect at. If an entity is specified, the effect will follow it.
Some effects (such as the 'Line' effect) require an origin and a target, an effect's target can be a location or an entity.
You can optionally use the 'for:' argument to show the effect to one player only.
EffectLib effects can take additional data to change how the effect looks/works, you can specify that data in the form of a MapTag using the 'effect_data:' argument.
Note that this should only be used for displaying EffectLib's advanced effect shapes. For more general particle usage, use Command:playeffect.
The effectlib command is ~waitable. Refer to Language:~waitable.
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| Related Tags | None
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| Usage Example | |
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| Group | Depenizen |
| Requires | Depenizen, EffectLib |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/effectlib/EffectLibCommand.java#L40 |
| Name | Jobs |
| Syntax | jobs [promote/demote/join/quit] [<job>] (<#>) |
| Short Description | Modifies the specified job of a player. |
| Full Description | This allows you to promote or demote a player's job level.
This also allows you to force a player to join or quit a job. |
| Related Tags | <PlayerTag.job[<job>]> Returns the job specified with the player's information attached.
<PlayerTag.current_jobs> Returns a list of all jobs that the player is in.
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| Group | Depenizen |
| Requires | Depenizen, Jobs |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/jobs/JobsCommand.java#L28 |
| Name | libsdisguise |
| Syntax | libsdisguise [remove/player/mob/misc] (type:<entity type>) (target:<entity>) (name:<text>) (display_name:<text>) (baby) (id:<item>) (self) (hide_name) |
| Short Description | Disguises an entity as a different entity. |
| Full Description | Disguises an entity using Lib's Disguises.
This hides the true entity and replaces it with a fake entity as a disguise. The entity mimics the same actions and movement as the entity in a disguise.
The required argument depends on the first argument:
Removing a disguise shows the true entity again for all players.
Optionally specify 'self' to hide the disguise from the target player, so they still see their normal player. Optionally specify 'baby' to make the disguised mob a baby (where applicable). Optionally specifiy 'hide_name' to hide the nameplate of a player disguise. Optionally specify 'display_name' to set the display name of the disguise. |
| Related Tags | <EntityTag.libsdisguise_is_disguised> Returns whether the entity is in a disguise.
<EntityTag.libsdisguise_disguise> Returns the disguise of the entity.
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| Group | Depenizen |
| Requires | Depenizen, LibsDisguises |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/libsdisguises/LibsDisguiseCommand.java#L25 |
| Name | mcMMO |
| Syntax | mcmmo [add/remove/set] [levels/xp/xprate/vampirism/hardcore/leader] (skill:<skill>) (state:{toggle}/true/false) (quantity:<#>) (party:<party>) |
| Short Description | Edits mcMMO information. |
| Full Description | This command allows you to add or remove skill levels and experience for players, add or remove
players to/from parties, set the level, xp, xprate, vampirism state, hardcore state of a player's skill, or set the leader of a party. |
| Related Tags | <PlayerTag.mcmmo.party> Returns the name of the player's party.
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| Group | Depenizen |
| Requires | Depenizen, mcMMO |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/mcmmo/McMMOCommand.java#L26 |
| Name | MobArena |
| Syntax | mobarena [<mobarena>] (add:<player>|...) (remove:<player>|...) (spectate:<player>|...) |
| Short Description | Make a player join, remove a player from or make a player spectate a MobArena. |
| Full Description | This command allows you to make a player join an arena, make them leave an arena or make them spectate an arena.
Follows normal MobArena functionality, so acts as if the player has typed '/mobarena join'. NOTE: You can use all 3: ("add", "remove", and "spectate") as once, however avoid conflicts. |
| Related Tags | <player.mobarena.in_arena> Returns whether the player is in an arena.
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| Group | Depenizen |
| Requires | Depenizen, MobArena |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/mobarena/MobArenaCommand.java#L23 |
| Name | MythicSignal |
| Syntax | mythicsignal [<mythicmob>|...] [<signal>] [source:<entity>] |
| Short Description | Sends a signal trigger to the target MythicMobs. |
| Full Description | This allows you to send a signal trigger to multiple MythicMobs.
If those mobs have any triggers configured for that signal, they will fire. You must specify an entity that acts as the sender. NOTE: signals are case sensitive. |
| Related Tags | None
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| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, MythicMobs |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/mythicmobs/MythicSignalCommand.java#L24 |
| Name | MythicSkill |
| Syntax | mythicskill [<skillname>] [<location>|.../<entity>|...] (power:<#.#>) (casters:<entity>|...) |
| Short Description | Cast a MythicMob skill from an entity. |
| Full Description | This will cast a MythicMob skill from any specified entity.
Optionally, you can have multiple entities cast the skill. You may also specify multiple EntityTag(s) or LocationTag(s) for targets. You may not have both the Entity and Location targets, one or the other. The MythicMob configuration must be configured to account for this. |
| Related Tags | None
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| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, MythicMobs |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/mythicmobs/MythicSkillCommand.java#L28 |
| Name | MythicSpawn |
| Syntax | mythicspawn [<name>] [<location>] (level:<#>) |
| Short Description | Spawns a MythicMob at a location. |
| Full Description | This allows you to spawn a MythicMob at a location using the mob's internal name. |
| Related Tags | <entry[saveName].spawned_mythicmob> returns the spawned MythicMobsMob.
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| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, MythicMobs |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/mythicmobs/MythicSpawnCommand.java#L24 |
| Name | MythicThreat |
| Syntax | mythicthreat [<mythicmob>] [add/subtract/set] [<#.#>] (for:<entity>|...) |
| Short Description | Modifies the threat table of a Mythic Mob. |
| Full Description | This allows you to modify a threat table for an active MythicMob.
Optionally, set a list of entities to apply the threat modification to. |
| Related Tags | None
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| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, MythicMobs |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/mythicmobs/MythicThreatCommand.java#L26 |
| Name | nbs |
| Syntax | nbs [play/stop] (file:<file_path>) (targets:<entity>|...) (at:<location>) (distance:<#>/{16}) |
| Short Description | Plays or stops a noteblock song. |
| Full Description | Plays a .nbs file for the targets, being players specified.
If no targets are specified, the target will be the player in the queue. Optionally specify the location to play the song from using the 'at' argument. Players must still be added using 'targets' in order to hear the song when they are within range. Setting 'distance' will change the range in blocks that a player must be in to hear the song. Numbers below 16 will decrease volume, not decrease range. Numbers greater than 16 will increase range. Note block song files are created using NoteBlockStudio or other programs. The file path starts in the denizen folder: /plugins/Denizen/ The nbs command is ~waitable. Refer to Language:~waitable. |
| Related Tags | <PlayerTag.nbs_is_playing> Returns true if the player is currently listening to a note block song.
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| Group | Depenizen |
| Requires | Depenizen, NoteBlockAPI |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/noteblockapi/NBSCommand.java#L40 |
| Name | playerpoints |
| Syntax | playerpoints [set/give/take] [<#>] |
| Short Description | Adjusts the amount of points the player has. |
| Full Description | Take, give or set the amount of points a player has.
This is useful for plugins supporting this kind of economy which uses the points instead of money as an alternative system. This works for offline players. |
| Related Tags | <PlayerTag.playerpoints_points> Returns the amount of points the player has. Only works on online players.
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| Usage Example | |
| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, PlayerPoints |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/playerpoints/PlayerPointsCommand.java#L22 |
| Name | Quests |
| Syntax | quests [add/remove/set] (quest:<quest_id>) (stage:<#>) (points:<#>) (override_checks:{true}/false) |
| Short Description | Edits quest player information. |
| Full Description | This command allows you to give, quit, or set the stage of a quest for a player, or to add, subtract, or set the amount of Quest Points that a player holds.
When modifying quests, the ID (read: NOT the name) must be specified. Numerical stage number must be present when setting progress. 'override_checks' indicates whether to bypass associated checks (see Usage). If not modifying a quest, points must be included as a numerical value. |
| Related Tags | None
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| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | Depenizen |
| Requires | Depenizen, Quests |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/quests/QuestsCommand.java#L26 |
| Name | region |
| Syntax | region [{add} <cuboid>/remove <world>] [id:<name>] |
| Short Description | Adds or removes a protected region. |
| Full Description | Adds a protected region to a region manager based on the specified cuboid,
or removes a protected region from a region manager based on the specified world. Currently, this command only supports cuboid-shaped regions. |
| Related Tags | None
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| Group | Depenizen |
| Requires | Depenizen, WorldGuard |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/worldguard/RegionCommand.java#L27 |
| Name | ViveMirror |
| Syntax | vivemirror [<npc>] [mirror:<vivecraftplayer>] (targets:{player}/<player>|...) |
| Short Description | Mirrors a ViveCraftPlayers pose to the npc, once. |
| Full Description | Mirrors a ViveCraftPlayers pose to the npc, once.
Ideally should run every tick.
Specify a vivecraftplayer that will be mirrored to the NPC.
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| Related Tags | None
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| Usage Example | |
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| Group | Depenizen |
| Requires | Depenizen, ViveCraft |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/vivecraft/ViveMirrorCommand.java#L28 |
| Name | worldedit |
| Syntax | worldedit [create_schematic/copy_to_clipboard/paste] (file:<file path>) (cuboid:<cuboid>) (position:<location>) (rotate:<#>) (undoable) (noair) |
| Short Description | Controls schematics and clipboards in WorldEdit. |
| Full Description | Controls schematics and clipboards in WorldEdit. You should almost always use Command:schematic instead of this.
The action can be create_schematic, copy_to_clipboard, or paste.
For 'paste':
For 'copy_to_clipboard':
For 'create_schematic':
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| Related Tags | <PlayerTag.we_selection> Returns the player's current block area selection, as a CuboidTag, EllipsoidTag, or PolygonTag.
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| Group | Depenizen |
| Requires | Depenizen, WorldEdit |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/commands/worldedit/WorldEditCommand.java#L44 |
Category: external
| Name | discord |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discord [id:<id>] [disconnect/add_role/start_typing/remove_role/status (status:<status>) (activity:<activity>)/rename] (<value>) (message_id:<id>) (channel:<channel>) (user:<user>) (group:<group>) (role:<role>) (url:<url>) |
| Short Description | Interacts with Discord. |
| Full Description | Interacts with Discord.
Commands may fail if the bot does not have permission within the Discord group to perform them.
When setting the status of the Discord bot, the status argument can be: ONLINE, DND, IDLE, or INVISIBLE,
The command should always be ~waited for. See Language:~waitable. |
| Related Tags | <discord[<bot_id>]> Returns the Discord bot for the given bot ID.
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| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordCommand.java#L38 |
| Name | discordban |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discordban (id:<bot>) ({add}/remove) [user:<user>] [group:<group>] (reason:<reason>) (deletion_timeframe:<time>/{0s}) |
| Short Description | Bans or unbans a member from a group. |
| Full Description | Bans or unbans a member from a group.
To ban a user, use the "add" argument. To unban a user, use the "remove" argument.
The "deletion_timeframe" argument will, if set, delete all messages sent by the user being banned within the timeframe given.
The command should usually be ~waited for. See Language:~waitable. |
| Related Tags | <DiscordUserTag.is_banned[<group>]> returns if the user is banned from a certain group.
<DiscordGroupTag.banned_members> returns a list of all banned members in a group.
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| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordBanCommand.java#L27 |
| Name | discordcommand |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discordcommand (id:<bot>) [create/delete] (group:<group>) (name:<name>) (type:{slash}/user/message) (description:<description>) (options:<options>) |
| Short Description | Manages Discord application commands. |
| Full Description | Manages Discord application commands.
You can create a new command, edit the permissions of an existing command, or delete an existing command.
To create (or delete) a command in a specific Discord guild, use the "group" argument. If not present, a global command will be created. NOTE: Global commands take up to an hour to register.
Commands can be slash commands - activated via typing "/", message commands - activated by right-clicking a message, or user commands - activated by right-clicking a user.
The "options" argument controls the command parameters. It is a MapTag of ordered MapTags that can sometimes hold ordered MapTags. It is recommended to use Command:definemap or a data script key when creating commands.
Editing application command permissions has been moved to the "Integrations" section in the server settings.
You DO NOT need to create a command on startup every time! Once a command is created, it will persist until you delete it.
Commands and replies to interactions have limitations. See 🔗https://gist.github.com/MinnDevelopment/b883b078fdb69d0e568249cc8bf37fe9. See also Discord's internal API documentation for commands: 🔗https://discord.com/developers/docs/interactions/application-commands Generally used alongside Command:discordinteraction The command should usually be ~waited for. See Language:~waitable. |
| Related Tags | <entry[saveName].command> returns the DiscordCommandTag of a command upon creation, when the command is ~waited for.
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| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordCommandCommand.java#L40 |
| Name | discordconnect |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discordconnect [id:<id>] [token:<secret>] (intents:<intent>|...) |
| Short Description | Connects to Discord. |
| Full Description | Connects to Discord.
The connection will automatically specify the following gateway intents:
use "intents:clear|SOME_INTENT|etc" (ie the first entry as "clear") to clear out default intents and use only your manually specified choices.
Note that you need to enable the 'members' and 'message content' intent on your bot in Discord bot settings https://discord.com/developers/applications
Store your Discord bot token in the Denizen secrets file at 'plugins/Denizen/secrets.secret'. Refer to ObjectType:SecretTag for usage info. The command should usually be ~waited for. See Language:~waitable. |
| Related Tags | <discord[<bot_id>]> Returns the Discord bot for the given bot ID.
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| Usage Example | |
| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordConnectCommand.java#L52 |
| Name | discordcreatechannel |
| Syntax | discordcreatechannel (id:<bot>) [group:<group>] [name:<name>] (description:<description>) (type:<type>) (category:<category_id>) (position:<#>) (roles:<list>) (users:<list>) |
| Short Description | Creates text channels on Discord. |
| Full Description | Creates text channels on Discord.
This functionality requires the Manage Channels permission. You can optionally specify the channel description (aka "topic") with the "description" argument.
You can optionally specify the channel type. Valid types are TEXT, NEWS, CATEGORY, and VOICE.
You can optionally specify the channel's parent category with the "category" argument.
You can optionally specify the channel's position in the list as an integer with the "position" argument.
You can optionally specify the roles or users that are able to view the channel.
The command can be ~waited for. See Language:~waitable. |
| Related Tags | <entry[saveName].channel> returns the DiscordChannelTag of a channel upon creation when the command is ~waited for.
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| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordCreateChannelCommand.java#L30 |
| Name | discordcreatethread |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discordcreatethread (id:<bot>) [name:<name>] [message:<message>/parent:<channel> (private)] |
| Short Description | Creates a new Discord thread. |
| Full Description | Creates a new Discord thread.
You must specify the bot object ID, and the thread name.
You can either specify a full DiscordMessageTag instance to create a thread based on that message,
The command can be ~waited for. See Language:~waitable. |
| Related Tags | <entry[saveName].created_thread> returns the newly created thread.
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| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordCreateThreadCommand.java#L30 |
| Name | discordinteraction |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discordinteraction [defer/reply/delete] [interaction:<interaction>] (ephemeral) (rows:<rows>) (<message>) (embed:<embed>|...) (attach_files:<map>) |
| Short Description | Manages Discord interactions. |
| Full Description | Manages Discord interactions.
You can defer, reply to, edit, or delete an interaction. These instructions all require the "interaction" argument. The "ephemeral" argument can be used to have the reply message be visible to that one user.
You can defer an interaction before replying, which is useful if your reply may take more than a few seconds to be selected.
Slash commands, and replies to interactions, have limitations. See 🔗https://gist.github.com/MinnDevelopment/b883b078fdb69d0e568249cc8bf37fe9. Generally used alongside Command:discordcommand The command can be ~waited for. See Language:~waitable. |
| Related Tags | <entry[saveName].command> returns the DiscordCommandTag of a slash command upon creation, when the command is ~waited for.
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| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordInteractionCommand.java#L31 |
| Name | discordmessage |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discordmessage (id:<id>) [reply:<message>/edit:<message>/channel:<channel>/user:<user>] (<message>) (no_mention) (rows:<rows>) (embed:<embed>|...) (attach_files:<map>) (post_title:<name>) |
| Short Description | Sends a message to a Discord channel. |
| Full Description | Sends a message to a Discord channel.
Command may fail if the bot does not have permission within the Discord group to send a message in that channel.
You can send the message to: a channel, user, or in reply to a previous message.
Channels can be specified as either a copied ID, or using any tag that returns a valid DiscordChannelTag.
You can edit an existing message by using "edit:<message>".
You can use "attach_file_name:<name>" and "attach_file_text:<text>" to attach a text file with longer content than a normal message allows.
To send embeds, use "embed:<embed>|...". You can use "rows" to attach action rows of components, such as buttons to the message, using ObjectType:DiscordButtonTag, and ObjectType:DiscordSelectionTag. You can send a message into a Forum Channel with "post_title" specified to create a post in that forum. The command can be ~waited for. See Language:~waitable. |
| Related Tags | <entry[saveName].message> returns the DiscordMessageTag of the sent message, when the command is ~waited for.
<discord[mybot].group[Denizen].channel[bot-spam]> is an example of a tag that will return an appropriate channel object for a named channel in a named group.
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| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordMessageCommand.java#L43 |
| Name | discordmodal |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discordmodal [interaction:<interaction>] [name:<name>] [rows:<rows>] (title:<title>) |
| Short Description | Manages Discord modals. |
| Full Description | With this command you can respond to an interaction using a modal.
A "modal" is a popup window that presents the user with a form to fill out.
You can specify the modal's internal name for matching with in events.
You can listen to the responses to forms using Event:discord modal submitted. You cannot defer an interaction before using a modal. It must be sent immediately. Note that the interaction can be any button or application command, but cannot be a modal submission - you cannot reply to a modal submit with a second modal. The command can be ~waited for. See Language:~waitable. |
| Related Tags | None
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| Usage Example | |
| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordModalCommand.java#L34 |
| Name | discordreact |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discordreact (id:<bot>) (channel:<channel>) [message:<message>] [add/remove/clear] [reaction:<reaction>/all] (user:<user>) |
| Short Description | Manages message reactions on Discord. |
| Full Description | Manages message reactions on Discord.
The message can be a ObjectType:DiscordMessageTag, or just the message ID, with a channel ID also given. You can add or remove reactions from the bot, or clear all reactions of a specific ID, or clear all reactions from a message entirely. Reactions can be unicode symbols, or custom emoji IDs. Optionally specify a user for 'remove' to remove only a specific user's reaction.
'Add' requires basic add-reaction permissions.
For custom emoji, the ID is the numeric ID. For default emoji, the ID is the unicode symbol of the emoji.
The command can be ~waited for. See Language:~waitable. |
| Related Tags | <DiscordMessageTag.reactions> Returns a list of reaction on this message.
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| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordReactCommand.java#L33 |
| Name | discordtimeout |
| Related Guide Page | https://guide.denizenscript.com/guides/expanding/ddiscordbot.html |
| Syntax | discordtimeout (id:<bot>) ({add}/remove) [user:<user>] [group:<group>] (reason:<reason>) (duration:<duration>/{60s}) |
| Short Description | Puts a user in timeout. |
| Full Description | Puts a user in timeout.
To put a user in timeout, use the "add" argument. To remove the timeout, use the "remove" argument.
The timeout duration defaults to 60 seconds. The duration cannot be greater than 28 days.
The command can be ~waited for. See Language:~waitable. |
| Related Tags | <DiscordUserTag.is_timed_out[<group>]> returns if the user is timed out in a certain group.
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| Group | external |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/commands/DiscordTimeoutCommand.java#L31 |