How It Works
AramDungeons loads every valid dungeons/<id>.yml template. Each file describes dungeon-level metadata plus exactly three stages of schematics, teleports, regions, NPC locations, and spawn tables.
Runtime Model
- Operator prepares template data in
dungeons/<id>.ymland imported schematic files inimports/. - Player or party starts run through
/ad join <dungeon>or/ad party start <dungeon>. - Plugin snapshots inventory and player state, then clears inventory for dungeon-only progression.
- Current stage schematic is pasted into configured instance world on a spaced grid.
- A 20-second opening draft resolves every player’s Basic augment before wave one; unresolved choices are auto-picked.
- Combat rounds spawn MythicMobs inside configured combat area.
- Round 5 teleports players to supply, spawns native temporary villagers, opens augment/stat/potion/EXP/craft flow, and advances on timeout or unanimous
/ad ready. - Round 7 spawns configured boss entries.
- On stage clear, plugin rewards players, cleans old instance, pastes next stage, and continues.
- On final clear, loss, quit, or restart, plugin restores the durable 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.