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
idis the persistent zone key and should match the filename.ordercontrols zone progression and menu ordering. Orders must be unique and consecutive.display-namecan be changed without changing player ownership keys.next-stage-sequenceallocates 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 stableid.
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.
entryusesworld,x,y,z,yaw,pitch.boundsdefines a deliberate cuboid and is required for packet-block themes.activation-radiuscan be used for an unbounded starter area.spawnsdefines local mob points and optional hitbox overrides.afk: truemarks the area as AFK-only and requiresdrakodungeons.afk.packet-blockscontains 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.
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: