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Dungeon Config

Each dungeons/<id>.yml is an independent dungeon template. IDs must match [a-z0-9][a-z0-9_-]{0,31} and the filename must match the id field.

Top-Level Fields

FieldMeaning
idDungeon id used by /ad join &lt;id&gt; and admin commands.
display-nameHuman-facing name shown in menus.
icon-materialMenu icon material for admin/player interfaces.
descriptionMenu lore text.
permissionOptional permission required for this dungeon to appear in the public menu.
enabledMust be true before normal joins succeed.
anchor-locationAbsolute template anchor for dungeon-level relative positions.
lobby-locationOptional legacy relative lobby location.
spectator-locationOptional legacy relative spectator location.
exit-locationOptional legacy relative exit location.
stagesPer-stage setup entries.
rewardsFinal win gold, EXP, and boss drop rolls.

Stage Fields

Each stage stores:

  • stage-number
  • schematic-file
  • anchor-location
  • combat-teleport-location
  • supply-teleport-location
  • checkpoint-location
  • combat-region
  • supply-region
  • mob-round-spawns
  • boss-spawns
  • supply-npc-locations

What Each Saved Point Means

SettingOperator meaning
anchor-locationExact source/build anchor for stage schematic. Save this before any relative stage point.
combat-teleport-locationWhere players land for combat rounds in this stage.
supply-teleport-locationWhere players land during supply round. Must stay inside supply region.
checkpoint-locationWhere dead players respawn during this stage.
combat-regionFAWE-copied bounds used to validate regular/boss spawns.
supply-regionFAWE-copied bounds used to validate supply teleports and supply NPC positions.

Relative Location Idea

Dungeon-level and stage-level anchors are absolute positions in source world. Most other positions are saved as offsets from those anchors. When plugin pastes schematic into instance world, those offsets are applied to pasted copy so teleports, NPCs, and spawns line up with pasted build.

In practice:

  1. Stand at source anchor and save it.
  2. Move to gameplay point inside source schematic.
  3. Save that point.
  4. Plugin remembers offset, not only raw world coordinates.

Spawns and NPCs

mob-round-spawns is keyed by round number. Default combat rounds are 1, 2, 3, 4, and 6. Each spawn stores group, relative location, amount, MythicMob id, and optional elite. Elite entries drop large blood orbs.

Reward Rules

rewards controls end-of-run win payout:

  • win-gold
  • win-exp
  • boss-drop-rolls
  • completion-commands
  • victory-sound
  • defeat-sound

Completion commands run only after the outside inventory is restored and are suppressed in admin test runs. Supported command placeholders are {player}, {uuid}, {dungeon}, {party-size}, {kills}, {deaths}, {clear-seconds}, {gold}, and {exp}.