... | ... | @@ -9,7 +9,7 @@ Before we can start building our dungeon, we need to create the map. This can be |
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Once you've created your dungeon map, you can use `/md edit [dungeon]` to open the dungeon editor and begin building and scripting your dungeon!
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#### The Dungeon Editor
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## The Dungeon Editor
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Welcome to the dungeon editor. This is where you can build the dungeon itself and set up all your scripts and events. By default, the dungeon will be autosaved every 5 minutes, but this can be changed in the plugin's `config.yml`. It will also save when you `/md leave` the dungeon, or when you use the command `/md save`.
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**Setting the Start Point**
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... | ... | @@ -18,7 +18,21 @@ Let's say we've built a pretty nice looking dungeon, but we want to change where |
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**OPTIONAL: Dungeon Lobby**
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An optional feature your dungeons can make use of is a lobby. You can create an area where the players will first appear in the dungeon before it begins. You can set the lobby spawn point to where you're standing with `/md setlobby`. This will also enable the lobby. _NOTE: If the lobby is enabled, none of your functions will work until a Dungeon Start function has been activated. (See below to learn more about functions.)_
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#### The Function Editor
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### The Function Editor
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Once you open your dungeon in edit mode, you'll be given a Function Builder item. As its name implies, this item is used to set up dungeon functions - your bread and butter for dungeon scripting. If you ever lose the function builder, you can always get it back with `/md functiontool`.
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#### Making a Function
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![](https://i.imgur.com/1LhBj9u.png)
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**Functions** perform actions in your dungeons, including spawning monsters, sending messages, and teleporting players. All functions have a set of configurable options on them.
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#### Examples |
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By right-clicking a block with the function builder, you'll see a list of function types. These categories will each contain different functions for your dungeon. [**You can find a list of functions here.**](Functions)
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#### Adding a Trigger
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![](https://i.imgur.com/6BpAqyk.png)
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After selecting a function to build, you'll be prompted to choose a trigger. **Triggers** are effectively your "objectives", running the function when activated. Functions can be triggered by mob deaths, player actions (such as right-clicking or entering an area), and other events. Like functions, triggers will have configurable options on them. [**You can find a list of triggers here.**](Triggers)
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#### Adding Trigger Conditions
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If you want even more control over your trigger, you can add **Conditions** to it. Conditions can be attached to triggers to prevent them from running until the conditions are met. This can include players being nearby, player count, or a custom Mythic Mobs condition. [**You can find a list of conditions here.**](Conditions)
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### Examples |
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