DungeonBuilder
Expand the capability of your world with player created dungeons. Design your dungeon, customize the behavior and publish it for other players to experience. Tap into advanced scripting functionality and trigger mechanisms to surprise users with unique features.
Features included:
- Creation of the basic dungeon shell or create a dungeon from existing landscape.
- Saving/Loading dungeon contents to provide a consistent experience to each adventurer.
- Spawn monsters as the player progresses through the dungeon.
- Create dungeon teleporters in convenient locations for players.
- Store your dungeons in one world and teleport to them from another with multiworld support.
- Rewarding players for finishing the dungeon with money, experience or loot.
- Control how the player interacts with the dungeon with flexible permissions.
- Go beyond basic functionality with advanced scripting support.
- Share your creations with other servers using exportable dungeon templates.
How-to Create and Manage Dungeons
Videos
Command Listing
Configuration
Permissions
Dungeon Queues and Parties
Scripting
GitHub
I've disabled comments on the main page because they were far too inefficient. I would like to encourage everyone to please use the forum feature to post their questions and comments. Thanks.
Hey, I would like to make a request.
Would it be possible to make open world dungeons?
I am aware that I can make a dungeon that is visible from the normal world but basically I want that people are able to walk around in it without problems. Just resetting the area when people walk out of it.
If it's only possible to reset on command it's all right also, since I would like to use it for quests (using citizens) so I can make it reset the place when someone starts the quest.
I must be able to use the command from the console in that case though.
Hmm, not quite sure what exactly the issue could be then. You say that you fixed teleportion? As in the spawn points taking you to different worlds?
EDIT: Just another quick issue I have found. When you have multiple instances of the dungeon loaded, mob spawning may stop working. Once I removed the added copies everything ran smoothly once again.
Hello, please, have you some script example for this? - Players must kill all mobs within a dungeon - when they kill all mobs, they can open some doors or use lever for open piston gate or some... Thanks very much.
@food52012
Edit:
I was wrong, when I went to implement the change it didn't seem my original theory was correct. So far I've identified a problem where teleporters work across worlds and have fixed it but I am still not sure what the source of the problem you are describing is.
Following the exact instructions for transferring it manually that you have posted, it does not work. When you have multiple dungeons set to the same starting location, it appears to add you to two dungeons at once. Then once you die, you are sent to one of the other (generally one of them will take priority and send you to that one). Not quite sure if this is exactly what is occurring, however it is one of the only conclusions I can see possible. Also, generally it occurs once we have set around 3+ instances of the dungeon.
On a side note, when you have multiple dungeons attached to the same starting location and your party queue is not correct, it spams the user with 1 message for every dungeon set to that location.
@food52012
The files should be placed in a dungeon's folder in the plugins directory. There will be subfolders for each player that owns a dungeon that contains the files for their dungeons.
Each dungeon has a set of files associated with it. The one without an extension will contain the core information and there will be separate files with extensions that contain information like permissions, saved cooldowns, etc.
It is not recommended to copy the dungeon files manually. While it is possible to edit them you would have to give each dungeon a distinct world to reside in and make sure you edit all the references of the previous world to match the name of the new world.
My recommendation for copying dungeons is to look into the commands for creating a template of an existing dungeon and then creating dungeons from that template.
@Mal0ne
Triggers are only designed to be a one time use per dungeon reload. I can look into putting in cooldowns and letting them trigger more than once though.
Where does Dungeon Builder place the dungeon when creating a dungeon from a template? Also, con you copy a dungeon by just copying the file itself, renaming it, and changing all instances of the world it is in in the config file? Due to the large number of dungeons I am working with, that method would be easier, however I am running into issues doing it that way. The main issue is Dungeon Builder is appearing to add users to multiple dungeons at the same time.
Hello again,
Is it possible to make a trigger execute multiple times (infinite perhaps?)
ie every time a player passes over that square, it will trigger
@erickingsr
Not currently (except possibly through scripting). It's another thing I am hoping to implement soon since it is a big request.
Is there a way to set it so the players must kill all mobs within a dungeon before they can 'exit and claim the reward'?
Thanks, Eric
@Zimp_Minecraft
Hi Zimp,
Ticket created. Thanks :D
- Eric
@erickingsr
I may look into it since it appears to be a more common request.
Do me a favor and open a ticket for it and lets see how much support the idea gets. In the meantime I'll glance at the Heroes plugin to see how difficult it would be.
@Zimp_Minecraft
Zimp_Minecraft,
What would be the possibility of supporting the Heroes RPG plugin in terms of parties? For instance, if someone creates a Heroes party and joins a dungeon, could the XP be shared amongst the party, could the party port in together, etc....
Is this out of the realm of possibility? I know MobArena supports Heroes but I am looking to get away from MobArena as the dev is very slow on updates.
Thanks, Eric
@Zimp_Minecraft
ah cool good to know
@Mal0ne
Its a bug I ran into when trying to implement it, I actually have a bug report open against it but for now I am programming around it. Looks like I missed a spot.
@Zimp_Minecraft
yes in this specific dungeon I am using
/permitDungeonInventory dungeon NONE
/keepDungeonInventory dungeon ALL
@Mal0ne
Do the client's crash on dungeons where you are using inventory management?
@erickingsr
There is currently no integration with other RPG plugins.
@wow4201
If a player leaves a dungeon through any means other than /leaveDungeon or stepping on the exit teleporter it *will* bug the plugin. Meaning they will still be functioning under the restrictions placed on them as if they were still in the dungeon.
While it would be an impossible task for me to explicitly deny commands (since there are an unknown number of commands from other plugins that may allow you to do this) there may be other ways to tackle the problem. So please go ahead and open a ticket and I'll see if there is anything I can do.
In the meantime, I recommend referring to MalOne's workaround for disabling commands in dungeons.
That command is a failsafe that will clear their status back to "Not in dungeon". I shouldn't introduce bugs provided you dont use it while they are actually still in the dungeon. I haven't been maintaining that command very well though so if you do run into trouble then there may be a regression that should be fixed.
I have heard one report recently about issues with the dungeon exits but haven't had much luck reproducing it. Are you saying that they worked at one point but now no longer work for anyone?
As for items disappearing, you may have to be more specific about the problem