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.
@sykefuu
Boss mobs and similar concepts most likely require some level of client modification. Currently this plugin is server side only which places limitations on what I can do.
@cena6665
This plugin is not for creating randomly generated dungeons like the strongholds and cube dungeons you see in the game world. It is a framework for creating and managing custom dungeons. Meaning you craft the dungeon, save its state, set up the monster spawn locations, teleporter locations, etc and then publish it for players on the server to enjoy.
Is the making of "boss mobs" going to be possible one day ?
ok, thank you one of the last things, can your make "stronghold" type dungeons and such(obviously manually adding traps ext) with this plugin or is it simply to make what notch calls a "dungeon"?
@cena6665
There are both a basic dungeon video at:
http://www.youtube.com/watch?v=WEKgLIeFpJw&feature=player_embedded
as well as a how-to guide at:
http://mc.virtuallyabstract.net/How-to.html
The dungeon teleporters can be placed at arbitrary locations in the game world. If you want to mark them by gold blocks then you just need to manually put a gold block underneath it.
Not currently possible.
can you get a real in-depth how-to video on creating dungeons? it would really help. oh and is it possible to make the dungeon entry points something different like stand on this gold block to enter? oh and can players be teleported into a dungeon to start in by a mage NPC? sorry about all the questions but I'm really interested in this. seem really awesome but i wanted kind of a hub area for multiple dungeons and some dungeons that only some players can enter. so ya. but looks awesome.
@MysticRealms
I am going to try and throw together something after Bukkit updates for the official release. I will probably try to target issues with dungeons being locked out with no one inside, normal monster spawns in dungeons and maybe a few queue improvements.
Sorry, it's been so long since I've responded about this awesome plugin!
First off, I greatly appreciate your addition of a nice queue system and publishing multiple dungeons at one location. This is just great!
We have been testing the plugin with beta testers over the past few weeks, and while we have not fully tested everything we need to test, a few issues we are having so far...
Tested issues: 1)If a group is in a dungeon, and one person leaves, it makes the whole group leave. 2)We had an issue where a dungeon was staying active after someone left it and no one else could queue for it. 3)No one can use buttons/levers/anything like that due to some permission issue in dungeon zones.
Will be testing further (no exact (if any) issues necessarily): 1)Queue system in general - having some issues with it every once awhile, but need to test more to give more details into exact issues. Though in general it just seems that the system could use some improvements. 2)Publishing multiple dungeons at one location - We unfortunately still need to test this; I will post another update soon after we do more testing. 3)Certain scenarios such as a player in the party disconnecting, reloads/restarts/crashes during dungeons, other extraneous cases. 4)Dungeons being active when no one is in it (e.g. triggers/save points being active) 5)People getting randomly teleported places. I am unsure if dungeonbuilder is the cause of this, but sometimes people get randomly teleported places when they relog in one of the worlds. It may or may not be connected to dungeons/dungeon queues.
Lingering feature requests: 1)Ability to queue for a dungeon remotely using a command (ability to do this given through permission node) 2)When a party leader invites a player to dungeon party, have it first ask the player if they want to join that party. 3)More robust queue system. We still need to test the current one more, but I think some work could still be done with the current one. For example, I don't think the current system could do this: 4 player party is in a dungeon, one guy has to leave, he disconnects and is gone for over 60 seconds so he is considered out of the dungeon for good, the queue system finds a solo person in the queue for the same dungeon and therefore puts him in.
I will continue to update you as we test more. I am available for any questions you have, as my server dev team and I will probably be the biggest testers and users of your plugin for a long time :) It works very well for what we need!
Yeah, but it doesn't work still. It isn't too big of a problem though, I just put a chest for the reward and have a sign over it saying do /leavedungeon.
@UrNowKoed
Have you tried changing the exit block location for the dungeon to see if it fixes the problem?
@vivnet
I do not think this would be possible from a server plugin because those sounds would have to be available on the client in order to play them not to mention some way for the server to make them play for the user.
Hey, for some reason when I create a dungeon, the exit block does not work. Everything else works fine, but when players step on the exit-trigger block, nothing happens. Any idea why this is happening?
I have a question about the scripting.
I would like to use externally supplied sounds to play on entrance/exit/trigger. Is this possible? If so, can you think of any examples that would get me started off?
I'm not very experienced with Java myself.
Version 0.8.0 has been posted. The main change in this release is the introduction of a new command set.
To get started type "/db" and you will be presented with the initial list of commands and sub categories.
Please note that all old commands are still available and supported.
For the curious you can customize the behavior of the /db command by modifying an embedded xml file in the plugin jar file but it is only recommended for those that know what they are doing.
@Zimp_Minecraft
It is difficult to explain in words as the effects are rather spontaneous and not always the same. What I have done is submit a ticket explaining the issue to the best of my ability. However to further help I have actually attached my Dungeon Template so that it is possible to physically recreate the dungeon and reproduce the errors. Or even if you would prefer to log into the server itself to see them I can arrange for that as well if you would prefer.
@HalestormXV
I wouldn't be surprised if there were some issues with saving/loading redstone states. It has always been a bit of a tricky puzzle and I haven't spent a lot of time looking into it. Any information on the nature of the problems and how to reproduce them would go a long way in refining the behavior.
@Zimp_Minecraft
Using the trigger spawns seemed to do the trick. The only issue I have left is Redstone States don't appear to be saving. This needs more testing though. I have multiple combination locks in my dungeon and players seem to state that the combination does not work. Even when they are inputting the correct one. This needs more confirmation though. But does it seem like it could be a likely bug?
@HalestormXV
Yep, exactly. When you type the command:
/addMonsterTrigger TriggerSilverFish_1 <DungeonName> SilverFish_1 8
It will start a routine that will record the next 8 blocks you step on. When it finishes those blocks will all be considered part of the same trigger. If any player steps on one of those 8 blocks it will cause "Silverfish_1" to spawn.
@Zimp_Minecraft
That is what I figured. It makes sense. I actually didn't think to use the trigger. So lets say I have:
/addMonsterSpawn SilverFish_1 SILVERFISH <DungeonName> <Count>
at the location
I would then do
/addMonsterTrigger TriggerSilverFish_1 <DungeonName> SilverFish_1 8
And instead of trying to load the spawn on entrance to the dungeon it will load it once the player steps within the 8 Square Vicinity of the created location of the trigger?
That is how you are suggesting to do it correct?
I have to say you have thought of every failsafe and I applaud you for that. Thank You for your patience.
@HalestormXV
Sometimes the zone in trigger fails to spawn because the server is running slow or the player is lagging or some combination of the two. This means the player has a chance of moving off the block that is used to trigger the spawn before the server creates an event that the player is at that location.
One thing you could try is changing the size of the trigger for the monster spawns by using the block count parameter on the /addMonsterTrigger command. Just stand on the starting spot for the dungeon and type /addMonsterTrigger triggername dungeonname monsterspawnname 8 and then walk in a square around the starting block until the trigger is finished being created.