- Denizen Version
- 1.2.1-b5682-DEV
This contains, just, oh so many different utilities, from procs to tasks to commands that I all use on a day to day basis when working on projects.
The config contains some stuff you might want to change for your particular setup, including a custom model data offset, to offset all the custom item textures (of which there are currently none but one day I'll get around to that) by a certain amount, so that it doesn't conflict with the cmd of other custom items you may have.
You have a bunch of color stuff, like errors, warnings, and the like, which can all be changed here, as well as the coloring for the formatting for commands. Right now, commands have a colorful usage, and you can change the color for all of them by changing just the color for, say right bracket, to change how all right brackets in command usage's look.
There's also a quick blacklist for two of the commands, one which removes all flags, and one that removes all mobs. The blacklist comes with some defaults, feel free to add or remove to taste.
This is where all of the lib procedures are located. They are split into a number of different files, labeled roughly by what they effect or do. So for example, random.dsc is all of the procedures that have to do with random stuff, such as a random pitch, or a random color. Below is a list of all of the procedures (as of 5/16/21), with zero explination. hopefully the name of each proc is clear enough on it's own, but if that's not enough, at the top of each file is a description of what each proc does, so feel free to take a look at that if you need more information. KEEP IN MIND that this library does change frequently as stuff is added to Denizen, and my stuff becomes less relevant, or is sometimes changed when I find out there is an easier way to do the thing I was doing, etc etc. Not all of these will be useful to you, but hopefully some of it is.
We have a data script which is used a lot internally for data that doesn't need to keep being redefined everytime a procedure or task is called, but still needs to, ya know, exist somewhere. Most likely not useful, unless you need phi, epsilon, or the alphabet in a character set?
There are some internal procedures that really aren't useful for anything but the one task they were designed for, which is why they live in a separate procedure file. The entities file is some custom entities for the spawn_falling_block task, the items file is custom items for the commands and the events file are events that work in conjunction with the commands.
The commands... oh sorry-
CONFIG
The config contains some stuff you might want to change for your particular setup, including a custom model data offset, to offset all the custom item textures (of which there are currently none but one day I'll get around to that) by a certain amount, so that it doesn't conflict with the cmd of other custom items you may have.
You have a bunch of color stuff, like errors, warnings, and the like, which can all be changed here, as well as the coloring for the formatting for commands. Right now, commands have a colorful usage, and you can change the color for all of them by changing just the color for, say right bracket, to change how all right brackets in command usage's look.
There's also a quick blacklist for two of the commands, one which removes all flags, and one that removes all mobs. The blacklist comes with some defaults, feel free to add or remove to taste.
BIN > PROCEDURES
This is where all of the lib procedures are located. They are split into a number of different files, labeled roughly by what they effect or do. So for example, random.dsc is all of the procedures that have to do with random stuff, such as a random pitch, or a random color. Below is a list of all of the procedures (as of 5/16/21), with zero explination. hopefully the name of each proc is clear enough on it's own, but if that's not enough, at the top of each file is a description of what each proc does, so feel free to take a look at that if you need more information. KEEP IN MIND that this library does change frequently as stuff is added to Denizen, and my stuff becomes less relevant, or is sometimes changed when I find out there is an easier way to do the thing I was doing, etc etc. Not all of these will be useful to you, but hopefully some of it is.
- as_alpha
- as_numeric
- as_alphanumeric
- as_nonalpha
- as_nonnumeric
- as_nonalphanumeric
- is_alpha
- is_numeric
- is_alphanumeric
- is_player
- has_alpha
- has_numeric
- has_alphanumeric
- has_permission
- flipped_case
- rainbow_text
- animated_rainbow_text
- instances_of_character
- map_range
- cycle_value
- numeric_list
- farthest_from_zero
- normalize
- clamp
- sine_wave
- sine_wave_increment
- ease
- romanize
- random_pitch
- random_color
- random_color_tag
- random_text
- random_uppercase
- random_by_weight
- fill_list
- find_nearest_npc_by_name
- exact_match_offline_player
- outline_cuboid
- outline_location
- shell_ellipsoid
- center_armor_stand_on_head
- block_face
- block_facing
- rainbow_list
- unstackable_item
BIN >CORE
This is all the other stuff! We've got commands, tasks, as well as events and so on that help with the tasks and things. These aren't all immediately drop in like the procs are, but there's still lots of goodies in here. For example, in our tasks we have:spawn_falling_block
Spawns in a falling sand block with collision at the passed location, with the passed material. This block has an armor stand that is determined to you (along with the shulker and falling sand) so you can easily move around the block with the stand, and then simply remove all three things to clean up nice and easy!simulate_block_placing
Simulates block placement! Does the arm swing, makes the sound, doesn't actually place a block. Used internally for the random block placer tool, but can be useful in any instance where you want to pretend to place a block, and then just adjust it later, instead of actually placing a block down. Currently the sound matching doesn't work as well as I'd like it to, but one of these days I'll get around to making a big block-to-sound LUT so it works nicer.We have a data script which is used a lot internally for data that doesn't need to keep being redefined everytime a procedure or task is called, but still needs to, ya know, exist somewhere. Most likely not useful, unless you need phi, epsilon, or the alphabet in a character set?
There are some internal procedures that really aren't useful for anything but the one task they were designed for, which is why they live in a separate procedure file. The entities file is some custom entities for the spawn_falling_block task, the items file is custom items for the commands and the events file are events that work in conjunction with the commands.
The commands... oh sorry-