animate out of 3939 meta-documentation entries...| 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: ARM_SWING, HURT, CRIT, MAGIC_CRIT, SIT, SLEEP, SNEAK, STOP_SITTING, STOP_SLEEPING, STOP_SNEAKING, START_USE_MAINHAND_ITEM, START_USE_OFFHAND_ITEM, STOP_USE_ITEM, EAT_FOOD, ARM_SWING_OFFHAND All entities also have available Bukkit's entity effect list: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/EntityEffect.html These EntityEffect options can optionally be played only for specific players with the "for:" argument input. In addition, Denizen adds a few new entity animations: SKELETON_START_SWING_ARM, SKELETON_STOP_SWING_ARM, POLAR_BEAR_START_STANDING, POLAR_BEAR_STOP_STANDING, HORSE_BUCK, HORSE_START_STANDING, HORSE_STOP_STANDING, IRON_GOLEM_ATTACK, VILLAGER_SHAKE_HEAD, SWING_MAIN_HAND, SWING_OFF_HAND 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 EntityTag.play_hurt_animation |
| Related Tags | None
|
| Usage Example | |
| Usage Example | |
| 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 |
| 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, which means other block types may also react to this command. |
| Related Tags | None
|
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | world |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/world/AnimateChestCommand.java#L30 |
| Name | player animates animation |
| Event Lines | player animates (<animation>) |
| Triggers | when a player performs an animation. |
| Generated Examples | after player animates:
on player animates animation: |
| Has Player | Always. - this adds switches 'flagged:<flag name>' + 'permission:<node>', in addition to the '<player>' link. |
| Switches | with:<item> to only run if an item being swung by a swing animation matches the item-matcher. |
| Contexts | <context.animation> returns the name of the animation, from https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/event/player/PlayerAnimationType.html.
|
| Cancellable | True - This adds <context.cancelled> and determine 'cancelled' or 'cancelled:false' |
| Has Location | True - This adds the switches 'in:<area>', 'location_flagged:<flag>', ... |
| Group | Player |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/events/player/PlayerAnimatesScriptEvent.java#L17 |
| Name | <DiscordReactionTag.is_animated> |
| Returns | ElementTag |
| Description | Returns whether the emote reacted is animated (an "animoji"). |
| Requires | dDiscordBot |
| Source | https://github.com/DenizenScript/dDiscordBot/blob/master/src/main/java/com/denizenscript/ddiscordbot/objects/DiscordReactionTag.java#L253 |
| 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'. When using 'image' you can optionally specify 'resize' or 'width:<#>' and 'height:<#>'. When using 'dot', you can specify any valid ColorTag (it will be compressed to map's color space), and you can optionally also specify 'radius' as a number. Use "radius:0" with dot to set on a single pixel. 1 or higher will make a circle centered on the x/y given. You can reset this at any time by using the 'reset:<location>' argument, which will remove all images and texts on the map and show the default world map at the specified location. You can also specify 'reset_to_blank' to reset without specified location. The 'scale' argument takes input of one of the values listed here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/map/MapView.Scale.html The 'tracking' argument determines if the map will track its location on the map it displays. This is often the player holding the map's location. Note that all maps have a size of 128x128. The file path is relative to the 'plugins/Denizen/images/' folder. Instead of a local file path, an http(s) URL can be used, which will automatically download the image from the URL given. If the file path points to a .gif, the map will automatically be animated. 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.
|
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | item |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/item/MapCommand.java#L30 |
| Name | Command Syntax |
| Description | Almost every Denizen command and requirement has arguments after the command itself.
These arguments are just snippets of text showing what exactly the command should do, like what the chat command should say, or where the look command should point. But how do you know what to put in the arguments? You merely need to look at the command's usage/syntax info. Let's take for example:
Obviously, the command is 'animatechest'... but what does the rest of it mean? Anything in [brackets] is required... you MUST put it there. Anything in (parenthesis) is optional... you only need to put it there if you want to. Anything in {braces} is default... the command will just assume this if no argument is actually typed. Anything in <> is non-literal... you must change what is inside of it. Anything outside of <> is literal... you must put it exactly as-is. <#> represents a number without a decimal, and <#.#> represents a number with a decimal Lastly, input that ends with "|..." (EG, [<entity>|...] ) can take a list of the input indicated before it (In that example, a list of entities) An argument that contains a ":" (like "duration:<value>") is a prefix:value pair. The prefix is usually literal and the value dynamic. The prefix and the colon should be kept directly in the final command. A few examples: [<location>] is required and non-literal... you might fill it with a noted location, or a tag that returns one like '<player.location>'. (sound:{true}/false) is optional and has a default value of true... you can put sound:false to prevent sound, or leave it blank to allow sound. (repeats:<#>) is optional, has no clear default, and is a number. You can put repeats:3 to repeat three times, or leave it blank to not repeat. Note: Optional arguments without a default usually have a secret default... EG, the (repeats:<#>) above has a secret default of '0'. Also, you should never directly type in [], (), {}, or <> even though they are in the syntax info. The only exception is in a replaceable tag (EG: <npc.has_trait[<traitname>]> will take <npc.has_trait[mytrait]> as a valid actual usage) Highly specific note: <commands> means a block of commands wrapped in braces or as a sub-block... EG: |
| Group | Script Command System |
| Source | https://github.com/DenizenScript/Denizen-Core/blob/master/src/main/java/com/denizenscript/denizencore/scripts/commands/CommandRegistry.java#L45 |
| Name | Map Script Containers |
| Description | Map scripts allow you define custom in-game map items, for usage with the map command.
The following is the format for the container.
A list of cursor types is available through server.map_cursor_types. |
| Group | Script Container System |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/containers/core/MapScriptContainer.java#L23 |
| Name | play_hurt_animation |
| Object | EntityTag |
| Input | ElementTag(Decimal) |
| Description | Plays a hurt animation that makes the living entity flash red. When the entity is a player, you can change the direction the camera rotates.
Damage direction is relative to the player, where 0 is in front, 90 is to the right, 180 is behind, and 270 is to the left. For versions 1.19 or below, use animate. |
| Example | |
| Example | |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/objects/EntityTag.java#L3287 |
| Name | <BigDoorsDoorTag.is_busy> |
| Returns | ElementTag(Boolean) |
| Description | Returns whether the door is busy (currently animated/opening/closing). |
| Requires | Depenizen, Big Doors |
| Source | https://github.com/DenizenScript/Depenizen/blob/master/src/main/java/com/denizenscript/depenizen/bukkit/objects/bigdoors/BigDoorsDoorTag.java#L120 |
| 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 MapTags, with each map being a frame to send; see 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. Note that this is the delay between each frame, regardless of their content (see examples). |
| Related Tags | None
|
| Usage Example | |
| Usage Example | |
| Usage Example | |
| Group | entity |
| Source | https://github.com/DenizenScript/Denizen/blob/dev/plugin/src/main/java/com/denizenscript/denizen/scripts/commands/entity/FakeInternalDataCommand.java#L46 |