Denizen Script Language Explanations

Language Explanations explain components of Denizen in a more direct and technical way than The Beginner's Guide.

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NameAdvanced Object Matching
DescriptionScript event lines often include specific 'matchable' keywords.
For example, while you can write "on player breaks block:" as a script event line,
you can also instead write "on player breaks stone:" to listen to a much more specific event.
This is general in-line matching.
This is made available to avoid needing to do things like "- if <> == stone"
just to validate whether an event is even relevant to you.

Of course, there are times when you want to more than one specific thing to be handled by the event, so what do you do?
The Denizen script event system provides a few 'advanced' options to get more detailed matching.

One option is to use wildcards.
For example, there are several 'log' materials, such as 'oak_log', 'birch_log', and more for the rest of the tree types.
So how can you match a player breaking any of these? Use "on player breaks *_log:"
The asterisk is a generic wildcard, it means any text at all will match. So an asterisk followed by '_log' means
any material at all that has a name ending with '_log', including 'birch_log' and the rest.

Note that you can also use multiple wildcards at once, like "on player breaks block with:my_*_script_*:"
That example will work for item scripts named "my_item_script_1" and "my_first_script_of_items" or any similar name.
Note also that wildcards still match for blanks, so "my_item_script_" would still work for that example.

You can also specify lists. For example, if you want an event to work with certain tool types,
the 'on player breaks block:' event supports a switch named 'with', like 'on player breaks block with:iron_pickaxe:'
So lets match multiple tools for our event...
'on player breaks block with:iron_pickaxe|gold_pickaxe|diamond_axe|wooden_shovel:'

You can also combine wildcards and lists... note that lists are the 'wider' option.
That is, if you have wildcards and lists together, you will have a list of possible matches, where each entry may contain wildcards, you will not have a wildcard match with a list.
As a specific example,
'*_pickaxe|*_axe' will match any pickaxe or any axe.
'*_pickaxe|stone' will match any pickaxe or specifically stone. It will NOT match other types of stone, as it interprets
the match to be a list of "*_pickaxe" and "stone", NOT "*" followed by a list of "pickaxe" or "stone".

Additionally, when you're really desperate for a good matcher, you may use 'regex:'
For example, "on player breaks regex:(?i)\d+_customitem:"
Note that generally regex should be avoided whenever you can, as it's inherently hard to track exactly what it's doing at-a-glance, and may have unexpected edge case errors.

If you want to match anything *except* a specific value, just prefix the matcher with '!'
For example, on player breaks !stone:" will fire for a player breaking any block type OTHER THAN stone.
This can be combined with other match modes, like "on player breaks !*wood|*planks|*log:" will fire for any block break other than any wood variant.

Object types have their own special supported matchable inputs, refer to Language:Advanced Object Matchables.

These advanced matchers are also used in some commands and tags, such as Tag:ObjectTag.advanced_matches, or in Command:if with the 'matches' operator.
GroupObject System