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Zones, Stages & Areas

Each file in plugins/DrakoDungeons/zones/ defines one zone. Zones are ordered progression chapters, stages are the unlockable steps inside a zone, and areas are the physical arena regions used by those stages.

Zone structure

schema-version: 1
id: mines
order: 1
next-stage-sequence: 3
display-name: '<gold>Mines</gold>'
world: world
multipliers: { health: 1.0, money: 1.0, souls: 1.0, essence: 1.0 }

areas:
  main_arena:
    display-name: '<yellow>Main Arena</yellow>'
    entry: 'world,100.5,65,200.5,90,0'
    bounds:
      minimum: 'world,90,60,190,0,0'
      maximum: 'world,120,80,220,0,0'
    spawns:
      centre:
        position: 'world,105.5,65,200.5,-90,0'
        hitbox-width: 1.0
        hitbox-height: 2.2

stages:
  '1':
    id: stage_1
    display-name: '<green>Stage 1</green>'
    areas: [main_arena]
    health-multiplier: 1.0
    reward-multipliers: { money: 1.0 }
    purchase: { currency: money, amount: 0 }
    completion: { money-earned: 10000 }
    completion-rewards: { money: 1000, souls: 10 }

Stable IDs and ordering

  • id is the persistent zone key and should match the filename.

  • order controls zone progression and menu ordering. Orders must be unique and consecutive.

  • display-name can be changed without changing player ownership keys.

  • next-stage-sequence allocates future stable stage IDs. Never lower it after deleting a stage.

  • Stage map keys are numeric positions starting at 1; each stage also has its own stable id.

The first zone in order should be selected by settings/gameplay.yml: progression.starting-zone.

Areas

An area controls where a player arrives, where private mobs appear, and when a session is active.

  • entry uses world,x,y,z,yaw,pitch.

  • bounds defines a deliberate cuboid and is required for packet-block themes.

  • activation-radius can be used for an unbounded starter area.

  • spawns defines local mob points and optional hitbox overrides.

  • afk: true marks the area as AFK-only and requires drakodungeons.afk.

  • packet-blocks contains optional client-only material replacements.

Several stages may reuse an area, and one stage may list several areas. Several zones may intentionally reuse identical physical bounds when each zone should show a different packet-block palette.

Stages

Stages must remain consecutive.

Key
Meaning

id

Stable stage ownership key

areas

Area IDs available to the stage

purchase

Currency and amount needed to unlock the stage

completion.money-earned

Gross Money earned in this stage before it completes

completion-rewards

One-time configured currency rewards

health-multiplier

Multiplies stage mob health

reward-multipliers

Per-currency stage reward multipliers

mobs

Optional stage-specific mob pool overriding the zone pool

Completion tracks gross Money earned in the stage. Spending Money does not reduce recorded stage progress.

Setup commands

Use /dga setup for routine editing. The visual workflow performs transactional writes, validates the result, and rolls back rejected changes.

Direct lifecycle commands include: