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.
It would be great if we could get mobarena style mobs, like, get the plugin to spawn a boss with abilities, more life, damage, etc.
@Zimp_Minecraft
I should have been more clear: I meant that going through a portal with your party would teleport you into the dungeon and activate it, and that you can link that portal to the dungeon, maybe with a command like this:
/linkPortal alias
EDIT: Or maybe a player standing on some sort of block to activate it?
@WhosDaMan
If the player is a dungeon creator then they will need to learn the commands, you will simply have to point them at the documentation I have provided to get them started.
If a player is running a dungeon then there should be no need for commands under normal situations. The only two exceptions are the /leaveDungeon and /startDungeon commands but those are convenience commands that aren't required.
@Zimp_Minecraft
Well, I'd just like to make their experience more RP'ey with portals. In other words, it would be less commands (/teleportToDungeon alias, all of those) for them to learn, remember, and pester admins about. Is it possible through scripting or is there already a trick for portals?
Thanks.
@WhosDaMan
What commands are players using that you are hoping to avoid?
Is there any possible way to hook up a portal to a specified dungeon so players do not have to use commands?
@Mal0ne
I've managed to reproduce the water issue. It appears to be part of a generic issue with loading content in separate worlds. I suspect that worlds with no players nearby will spin down their functionality which prevents changes to the blocks. We probably didnt see this before because the change would happen all at once the second the player leaves, getting the changes in before the world would deactivate.
Its all still mostly theory right now and I am not sure how to fix it.
@Zimp_Minecraft
Hi !
No it was with my diving mission. Its a bedrock rectangular prism completely submerged in water with a sunken ship and a sub you start at. You'd spawn and all the water was gone when you'd try to enter the dungeon (normally through published location)..
I'm sticking with your previous release for now until I can pinpoint it for you.
Thanks for the NONE parameter forgot about that hehe
As for the 'open world' one.. it gives the illusion of being in an open world, but you still have to enter through published location. and players cant tp home etc to and from it
@Mal0ne
You can actually skip the whole mess with the glass by specifying "NONE" as the last parameter.
@Mal0ne
I think I know what you are experiencing. But let me start with a question.
Is the dungeon you are having this problem with open world? Meaning players can access it through means other than teleporting in through the enterance teleporter?
What happens when you load the dungeon is it first clears out redstone and water and then begins loading the blocks for the dungeon. The last blocks that get loaded are attachable objects and liquids. So until the loading process is finished you will get the appearance that water has been removed from the dungeon.
Under normal circumstances players will be unable to enter the dungeon until the loading process is finished. If they have open access to the dungeon then this isn't the case.
That said, the only workaround that comes to mind for 0.9.0 is to dial up the number of blocks that are processed at a time to a number big enough to make the dungeon load at once. This should reproduce the behavior of previous versions of the plugin.
As for the number format exception. This is because the dungeon format changes for 0.9.0 are not compatible with previous versions. In this case the party size supports a range of values for 0.9.0 but not for older versions. You can edit the dungeon file and change the party size at the top to a single integer to fix that problem.
@Mal0ne
After further testing I've noticed something. If I /loadDungeon before entering it does load it with water. Is there a way to automate this? That would be a great workaround for me until/if you chose to look into the liquids.
EDIT: Ok did some more testing.. Falling back to the previous release works fine. The new release makes liquids drain and makes redstone vanish from what I'm seeing. The only problem I'm having is this one:
That's most likely one of my signs that says You are entering world 1-1.. Can I fix that inside the file? Is it safe to just remove entries and put new ones etc?
@Chirimorin
My grand colosseum quest is open world..
I started by doing /createDungeon (notice its not /createEMPTYDungeon) around the colosseum
By doing /createDungeon colosseum x y z glass Then I destroyed the surrounding glass and replaced the materials. Then in the distance I've set barriers so players can't wander off in the dungeon world, and set the rest with worldguard.
Just gotta use your imagination ;) This guy's done a hell of a job
Hello again,
I know you say that liquids are fair game. But they were working great in the previous release to this one. Now the dungeons drain it all after a couple of tries :/
Is there anything I can do to avoid this? I have a 200x200 diving quest and its completely submerged in water.. its a real pain to have to redo it every time.
Any workarounds? I don't care if I have to set it 1 block at a time
EDIT: I noticed the dungeon files are filled with coordinates. what's the number next to them? block type? would you mind terribly showing me the syntax? Would I technically be able to go in the file and assign the air blocks to water blocks? Technically I should be able to set the top level and gravity can do the rest? Then maybe the file would permanently save the coordinates I've inputted manually? (Not sure if I'm explaining myself properly)
The plugin looks epic gonna give it a try edit: tried it, its as i expected. An improvement i would like to see is escort missions and stuff like that where theres a battle already going on and you have to stop it.
It acts as if no party was created =/
@meteostrike3
Out of curiosity, what behavior are you seeing when you step on a dungeon teleporter when you are in a heroes party?
Hey thanks for the fast reply i appriciate it, and i do hope you implement Heroes soon, the WONDERFUL dungeon is useless without it :[
@meteostrike3
7-7 is the range, so it is expecting a party that has at least 7 people and no more than 7 people in it. As to why it expects 7 people after you set it to 4, that's a good question.
You shouldn't have to do anything for heroes plugin support however it is still an experimental feature I didn't get to test much so it probably needs more work.
Just asking, i did /setpartysize SnowCavern 4 and when i step on the block, it saids unable to que, expected party size is 7-7... Does that mean 7 people out of 7? And how can i make this work with Heroes plugin? I amde a hero party and it still didnt work.
If there was a sign to command plugin you could have it reload the dungeon. I think I even saw a preasureplate to console command pluggin somewhere
We actualy have an open world ore mine that essentially resets whenever the server restarts, so it is like a regenerating ore mine every few minceraft days