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How It Works

AramDungeons operates on one editable dungeon template config. That template describes dungeon-level anchors plus per-stage schematics, teleports, regions, NPC locations, and spawn tables.

Runtime Model

  1. Operator prepares template data in dungeons/dungeon-config.yml and imported schematic files in imports/.
  2. Player or party starts run through /ad join <dungeon> or /ad party start <dungeon>.
  3. Plugin snapshots inventory and player state, then clears inventory for dungeon-only progression.
  4. Current stage schematic is pasted into configured instance world on a spaced grid.
  5. Combat rounds spawn MythicMobs inside configured combat area.
  6. Supply round teleports players to supply point, spawns villager NPCs, opens augment/stat/potion/EXP/craft flow, then advances after configured timer.
  7. Boss round spawns configured boss entries.
  8. On stage clear, plugin rewards players, cleans old instance, pastes next stage, and continues.
  9. On final clear, loss, quit, or shutdown, plugin restores snapshot and removes instance content.

Relative vs Absolute Locations

  • Dungeon anchor is absolute. It points at source/template world location.
  • Stage anchor is absolute for each stage.
  • Most other saved points are relative offsets from anchor.

In operator terms, this means you stand in source build area, save anchors once, then save teleports, NPC positions, and spawn points relative to those anchors so pasted copies still line up correctly in instance world.