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Getting started
First of all, you should decide which version of DungeonsXL you would like to use. There are two:
- Standard distribution version
- Contains BRCommons
- Standalone
- Available at SpigotMC.org and at the build server
Use the shaded version if you do not need the benefits of the original version.
- The pure DungeonsXL without any dependencies shaded into the jar
- Requires BRCommons
- Available at the build server
Use the original version if you want to run DungeonsXL with a Minecraft version which is not supported by DungeonsXL or if you use another plugin by DRE2N.
Even though DungeonsXL is standalone, you will achieve the best experiences if you use some of this plugins:
CommandsXL unleashes a lot of the potential of DungeonsXL through the possibility to create command signs that use the CXL API to execute commands.
These plugins allows you to create much more sophisticated mobs than DungeonsXL is able to provide itself. You can register any custom mob plugin that provides a spawn command with world, coordinates and some kind of identifier, though, in the main config.
Upcoming
Upcoming
Upcoming
Besides that, DungeonsXL integrates with Vault to support the permission system of PermissionsEx and the economy system of CraftConomy. Other permission or economy plugins might work if they support Vault, but they are completely unsupported.
First of all, you should create a first dungeon map to start.
The command /dxl create {map name} will create a new flat world where you can build the structures you desire to be inside your dungeon. The player who created the new map will instantly be teleported to the map spawn.
You can always leave a dungeon map (or, precisely: A dungeon player group) with /dxl leave. A player who leaves a dungeon gets his old inventory, potion effects, levels, game mode etc. back.
Of course, you do not have to build a new map. Just copy any map you want as a DXL map to DungeonsXL/maps/; DungeonsXL will find and recognize it.
If you want to work on an existing map, just type in /dxl edit {map name}. You can see a list of all existing maps with /dxl list. If a player edits a map, he gets creative mode, the inventory is saved and cleared and all commands are denied unless the player has the permission node dxl.bypass. Therefore, a player who is editing a dungeon map is unable to interact with the main worlds of the server. This is quite useful if you want to provide a possibility to build in creative mode without the need to grant dangerous permissions.
Block structures are not the only thing to prepare in the edit mode. You can also setup the details of the game experience, like where the players spawn, checkpoints, enemy spawn points and so on. This can be done with signs with special codes. The signs will disappear when players play the game, though, so you do not have to worry about hiding them. A list of all sign codes is available here.
A player is allowed to edit a map if he has the permission node dxl.edit or if he is explicitely invited to work on a map. To invite a player, run the command /dxl invite {player name} {map}.
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Use /dxl test in a lobby. TO DO
Creating one is as simple as creating a dungeon configuration. You can then join an MFD with /dxl play d [dungeon] or with a group sign with the + attribute. TO DO
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Wiki: © 2015-2021 Daniel Saukel and contributors, licensed under CC BY-SA (only unless otherwise stated)
- General information
- General setup and usage
- Dungeon setup
- Signs
- Game rules
- Linked dungeon configuration
- Dungeon world configuration
- Details
- Examples (WIP)
- Simple dungeon
- Bedwars TODO
- PVP arena TODO
- Mob arena TODO
- Tutorial TODO
- Data structure guide
- FAQ