Every dungeon has its own unique config file that lets you further customize the dungeon's behaviour when played. This includes entry requirements, blocking certain potential out-of-bounds abuse (enderpearls, chorus fruit, etc), and reward cooldowns.
General:
# Do not change! Used to track the config version when major updates happen.
You can also modify the `default-config.yml` in the `maps` folder to change the default settings of a brand new dungeon.
Version: 1
DungeonType: CLASSIC
_An in-game editor for this config is planned for the future, but for now, you'll have to manually edit the config file._
# The generator to use for chunks in this dungeon. These can also be provided by other plugins.
# natural = Default superflat.
**NOTE: Gamerules are stored on the map itself and can be changed in-game with the standard /gamerule command while in edit mode.**
# mythicdungeons:void = Classic void generator, provided by Mythic Dungeons.
# mythicdungeons:block.[BLOCKTYPE] = Generates entire chunks of a specific block. (For example, mythicdungeons:block.STONE would generate chunks at full height of all stone.)
---
ChunkGenerator: natural
# The pretty name of this dungeon that'll appear when it's finished and started.
Here is current default config provided by the plugin for your reference. _This file is kept up to date with changes and MAY contain features exclusive to dev builds, so check back here for new dungeon options!_
DisplayName: "&bA Dungeon"
```yml
# Whether to show the display name above in a title message to the players when the dungeon begins.
General:
ShowTitleOnStart: false
# Do not change! Used to track the config version when major updates happen.
Lobby:
Version:1
Enabled: false
DungeonType:CLASSIC
# Where the player appears after leaving the dungeon via the "Finish Dungeon" function. (Use the /md setexit <dungeon> command.)
# The generator to use for chunks in this dungeon. These can also be provided by other plugins.
ExitLocation: null
# natural = Default superflat.
# Whether to use the exit location for any time the player leaves instead of just when they finish the dungeon.
# mythicdungeons:void = Classic void generator, provided by Mythic Dungeons.
AlwaysUseExit: false
# mythicdungeons:block.[BLOCKTYPE] = Generates entire chunks of a specific block. (For example, mythicdungeons:block.STONE would generate chunks at full height of all stone.)
# What game mode the players will be in while in the dungeon.
ChunkGenerator:natural
Gamemode: SURVIVAL
# The pretty name of this dungeon that'll appear when it's finished and started.
# How many times the player can die before being unable to respawn. 0 will give the player infinite lives.
DisplayName:"&bADungeon"
PlayerLives: 0
# Whether to show the display name above in a title message to the players when the dungeon begins.
# Should players be shown minecraft's death screen when they die?
ShowTitleOnStart:false
InstantRespawnPlayers: false
Lobby:
# Whether players who lose all their lives get put into spectator. If this is set to false, the player will instead be kicked from the dungeon.
Enabled:false
# NOTE: Spectators cannot use the spectator menu to exit the dungeon.
# Where the player appears after leaving the dungeon via the "Finish Dungeon" function. (Use the /md setexit <dungeon> command.)
DeadPlayersSpectate: true
ExitLocation:null
# Whether to close the dungeon when all players are spectating. If this is set to false, the dungeon will remain open until all players have left.
# Whether to use the exit location for any time the player leaves instead of just when they finish the dungeon.
# If set to false, players must use /md leave to exit the dungeon.
AlwaysUseExit:false
# NOTE: This option only works if DeadPlayersSpectate is set to true.
# What game mode the players will be in while in the dungeon.
CloseDungeonWhenAllSpectating: true
Gamemode:SURVIVAL
# Whether players keep their inventory upon entering the dungeon.
# How many times the player can die before being unable to respawn. 0 will give the player infinite lives.
KeepInventoryOnEnter: true
PlayerLives:0
# Whether players keep their current health upon entering the dungeon.
# Should players be shown minecraft's death screen when they die?
# (Otherwise,they will be restored to full health upon entry, and set back to their previous health upon exit.)
InstantRespawnPlayers:false
KeepHealthOnEnter: false
# Whether players who lose all their lives get put into spectator. If this is set to false, the player will instead be kicked from the dungeon.
# Whether players keep their current food level upon entering the dungeon.
# NOTE: Spectators cannot use the spectator menu to exit the dungeon.
# (Otherwise, they will be restored to full food upon entry, and set back to their previous food level upon exit.)
DeadPlayersSpectate:true
KeepFoodOnEnter: false
# Whether to close the dungeon when all players are spectating. If this is set to false, the dungeon will remain open until all players have left.
# Whether players keep their current potion effects upon entering the dungeon.
# If set to false, players must use /md leave to exit the dungeon.
# (Otherwise, they will have all potion effects cleared upon entry.)
# NOTE: This option only works if DeadPlayersSpectate is set to true.
KeepPotionEffectsOnEnter: false
CloseDungeonWhenAllSpectating:true
# Whether players keep their current EXP and level upon entering the dungeon.
# Whether players keep their inventory upon entering the dungeon.
KeepExpOnEnter: true
KeepInventoryOnEnter:true
# Whether to kick players who disconnect during the dungeon.
# Whether players keep their current health upon entering the dungeon.
KickOfflinePlayers: true
# (Otherwise,they will be restored to full health upon entry, and set back to their previous health upon exit.)
# How long to wait in seconds after a disconnect before kicking the player from the dungeon.
KeepHealthOnEnter:false
KickOfflinePlayersDelay: 300
# Whether players keep their current food level upon entering the dungeon.
# The maximum number of backups the plugin will save before deleting old backups.
# (Otherwise, they will be restored to full food upon entry, and set back to their previous food level upon exit.)
MaxBackups: 7
KeepFoodOnEnter:false
# The maximum number of instances there can be of this dungeon at a time.
# Whether players keep their current potion effects upon entering the dungeon.
MaxInstances: 5
# (Otherwise, they will have all potion effects cleared upon entry.)
# How long in minutes until the dungeon is automatically ended and the players are kicked out. 0 will disable the time limit.
KeepPotionEffectsOnEnter:false
TimeLimit: 0
# Whether players keep their current EXP and level upon entering the dungeon.
# How long in ticks to wait before cleaning up a dungeon when all players have left it. 0 will clean up the dungeon instantly.
KeepExpOnEnter:true
CleanupDelay: 0
# Whether to kick players who disconnect during the dungeon.
# The maximum number of players that can be in this dungeon. Used by the CONTINUOUS dungeon type.
KickOfflinePlayers:true
MaxPlayers: 0
# How long to wait in seconds after a disconnect before kicking the player from the dungeon.
KickOfflinePlayersDelay:300
# When set to 'true', when players take items from reward functions, they'll be put in a rewards list.
# The maximum number of backups the plugin will save before deleting old backups.
# Upon finishing the dungeon, the players will be given the rewards.
MaxBackups:7
GiveLootAfterCompletion: false
# The maximum number of instances there can be of this dungeon at a time.
# Loot Cooldown makes it so that players can't loot chests they've already looted recently.
MaxInstances:5
# Reward functions can be configured individually, or use the default values provided in this section.
# How long in minutes until the dungeon is automatically ended and the players are kicked out. 0 will disable the time limit.
LootCooldown:
TimeLimit:0
Enabled: false
# How long in ticks to wait before cleaning up a dungeon when all players have left it. 0 will clean up the dungeon instantly.
# Whether or not the cooldown is per-chest or dungeon-wide. !!NOT CURRENTLY WORKING!!
CleanupDelay:0
PerReward: true
# The maximum number of players that can be in this dungeon. Used by the CONTINUOUS dungeon type.
# Setting this to TIMER will make it so the player can't get loot again until their cooldown is up.
MaxPlayers:0
# Options like HOURLY, DAILY, WEEKLY, and MONTHLY will let you configure a set time for loot to be reset.
CooldownType: DAILY
# When set to 'true', when players take items from reward functions, they'll be put in a rewards list.
# If type is set to TIMER, this is how many minutes until the player can acquire loot again.
# Upon finishing the dungeon, the players will be given the rewards.
# Otherwise, this is the time of day when the reset occurs in hours.
GiveLootAfterCompletion:false
CooldownTime: 0
# Loot Cooldown makes it so that players can't loot chests they've already looted recently.
# If type is set to WEEKLY, ResetDay determines what numbered day of the week the reset occurs.
# Reward functions can be configured individually, or use the default values provided in this section.
# "Sunday" would be 1, "Monday" is 2, "Tuesday" is 3, etc.
LootCooldown:
# If type is set to MONTHLY, ResetDay determines what day of the month the reset occurs.
Enabled:false
# Doesn't do anything if CooldownType is set to "TIMER"
# Whether or not the cooldown is per-chest or dungeon-wide. !!NOT CURRENTLY WORKING!!
ResetDay: 1
PerReward:true
# Setting this to TIMER will make it so the player can't get loot again until their cooldown is up.
# Access cooldown is used to limit how quickly a player can play this dungeon again after playing it.
# Options like HOURLY, DAILY, WEEKLY, and MONTHLY will let you configure a set time for loot to be reset.
# NOTE: Be wary using this, as this can result in players being unable to play with each other if one of them has already run the dungeon recently!
CooldownType:DAILY
# The "LootCooldown" section should be used instead to avoid this.
# If type is set to TIMER, this is how many minutes until the player can acquire loot again.
AccessCooldown:
# Otherwise, this is the time of day when the reset occurs in hours.
Enabled: false
CooldownTime:0
# Whether to apply the cooldown when the player finishes the dungeon (via a "Finish Dungeon" function.)
# If type is set to WEEKLY, ResetDay determines what numbered day of the week the reset occurs.
CooldownOnFinish: true
# "Sunday" would be 1, "Monday" is 2, "Tuesday" is 3, etc.
# Whether to apply the cooldown when the player leaves the dungeon by any means.
# If type is set to MONTHLY, ResetDay determines what day of the month the reset occurs.
CooldownOnLeave: false
# Doesn't do anything if CooldownType is set to "TIMER"
# Whether to apply the cooldown when the player loses all their lives.
ResetDay:1
CooldownOnLoseLives: false
# Whether to apply the cooldown when the player starts the dungeon. If you have a lobby enabled, it won't apply the cooldown until a Start Dungeon function is activated.
# Access cooldown is used to limit how quickly a player can play this dungeon again after playing it.
CooldownOnStart: false
# NOTE: Be wary using this, as this can result in players being unable to play with each other if one of them has already run the dungeon recently!
# Setting this to TIMER will make it so the player can't get run this dungeon again until their cooldown is up.
# The "LootCooldown" section should be used instead to avoid this.
# Options like HOURLY, DAILY, WEEKLY, and MONTHLY will let you configure a set time for access to be reset.
AccessCooldown:
CooldownType: DAILY
Enabled:false
# If type is set to TIMER, this is how many minutes until the player can player the dungeon again.
# Whether to apply the cooldown when the player finishes the dungeon (via a "Finish Dungeon" function.)
# Otherwise, this is the time of day when the reset occurs in hours.
CooldownOnFinish:true
CooldownTime: 0
# Whether to apply the cooldown when the player leaves the dungeon by any means.
# If type is set to WEEKLY, ResetDay determines what numbered day of the week the reset occurs.
CooldownOnLeave:false
# "Sunday" would be 1, "Monday" is 2, "Tuesday" is 3, etc.
# Whether to apply the cooldown when the player loses all their lives.
# If type is set to MONTHLY, ResetDay determines what day of the month the reset occurs.
CooldownOnLoseLives:false
ResetDay: 1
# Whether to apply the cooldown when the player starts the dungeon. If you have a lobby enabled, it won't apply the cooldown until a Start Dungeon function is activated.
CooldownOnStart:false
Requirements:
# Setting this to TIMER will make it so the player can't get run this dungeon again until their cooldown is up.
# A list of permissions the player must have.
# Options like HOURLY, DAILY, WEEKLY, and MONTHLY will let you configure a set time for access to be reset.
Permissions: []
CooldownType:DAILY
MinPartySize: 1
# If type is set to TIMER, this is how many minutes until the player can player the dungeon again.
MaxPartySize: 4
# Otherwise, this is the time of day when the reset occurs in hours.
# A list of dungeons the player must have completed. Note: "Finished" means the "Finish Dungeon" function was used in the required dungeon.
CooldownTime:0
DungeonsComplete: []
# If type is set to WEEKLY, ResetDay determines what numbered day of the week the reset occurs.
# If a Vault-based economy is installed, it costs this much to play the dungeon.
# "Sunday" would be 1, "Monday" is 2, "Tuesday" is 3, etc.
Cost: 0
# If type is set to MONTHLY, ResetDay determines what day of the month the reset occurs.
# Set to "true" if you only want to consume the above cost from the party leader.
ResetDay:1
LeaderOnlyCost: false
Requirements:
AccessKeys:
# A list of permissions the player must have.
# Whether to consume keys when players enter the dungeon using the key.
Permissions:[]
Consume: true
MinPartySize:1
# Set to "true" if you only want to consume the key from the party leader.
MaxPartySize:4
LeaderOnly: false
# A list of dungeons the player must have completed. Note: "Finished" means the "Finish Dungeon" function was used in the required dungeon.
# A list of itemstacks that are valid key items. NOTE: It is not recommended adding keys from here. Use the `/md addkey <dungeon>` command instead.
DungeonsComplete:[]
# Mythic items are supported and will default to the latest version of the Mythic item (based on its namespace).
# If a Vault-based economy is installed, it costs this much to play the dungeon.
KeyItems: []
Cost:0
# Set to "true" if you only want to consume the above cost from the party leader.
Difficulty:
LeaderOnlyCost:false
# Whether or not to enable difficulty levels for dungeons.
AccessKeys:
EnableDifficultyLevels: false
# Whether to consume keys when players enter the dungeon using the key.
# Whether or not to show a difficulty selection menu to the player when playing. Requires the above to ALSO be true.
Consume:true
EnableDifficultyMenu: false
# Set to "true" if you only want to consume the key from the party leader.
# A list of difficulty options and how they affect the dungeon. You can name them whatever you want and have as many as you like!
LeaderOnly:false
# Useful in combination with the "Dungeon Difficulty" condition.
# A list of itemstacks that are valid key items. NOTE: It is not recommended adding keys from here. Use the `/md addkey <dungeon>` command instead.
Levels:
# Mythic items are supported and will default to the latest version of the Mythic item (based on its namespace).
HARD: # EXAMPLE
KeyItems:[]
# An icon item that will represent this difficulty in the difficulty menu
Difficulty:
Icon:
# Whether or not to enable difficulty levels for dungeons.
Material: DIAMOND
EnableDifficultyLevels:false
#CustomModelData: 1
# Whether or not to show a difficulty selection menu to the player when playing. Requires the above to ALSO be true.
Display: "&cHard"
EnableDifficultyMenu:false
Lore:
# A list of difficulty options and how they affect the dungeon. You can name them whatever you want and have as many as you like!
- "&cOnly for the truest gamers."
# Useful in combination with the "Dungeon Difficulty" condition.
# How much to increase the mobs health by (1.2 would be +20%)
Levels:
MobHealth: 1.5
HARD:# EXAMPLE
# How much to increase the amount of mobs coming from spawner functions (1.2 would be +20%)
# An icon item that will represent this difficulty in the difficulty menu
MobAmounts: 1.5
Icon:
# How much to increase the amount of damage mobs do by (1.2 would be +20%)
Material:DIAMOND
MobDamage: 1.25
#CustomModelData: 1
# How much to increase all Mythic Mobs' levels by
Display:"&cHard"
BonusMythicLevels: 1
Lore:
# A range of how much bonus loot to add to loot table and random rewards functions.
-"&cOnlyforthetruestgamers."
# WARNING: Only works on Mythic Dungeons loot tables and 'random rewards' functions!
# How much to increase the mobs health by (1.2 would be +20%)
# Mythic Mobs drop tables do not get bonus drops. Instead, use the `dungeondifficulty` mythic condition in your mythic drop table!
MobHealth:1.5
BonusLoot: 1-3
# How much to increase the amount of mobs coming from spawner functions (1.2 would be +20%)
MobAmounts:1.5
# Allows configuring a "map" item the players can get that displays the surrounding dungeon area.
# How much to increase the amount of damage mobs do by (1.2 would be +20%)
Map:
MobDamage:1.25
# Gives the players the map when they join. Effectively enables use of the map.
# How much to increase all Mythic Mobs' levels by
GiveOnJoin: false
BonusMythicLevels:1
# How fast the blocks on the map should fade out as the player rises higher.
# A range of how much bonus loot to add to loot table and random rewards functions.
MaxRenderDepth: 10
# WARNING: Only works on Mythic Dungeons loot tables and 'random rewards' functions!
# Displays a floor label in the corner of the map based on the Y value the player is at. Useful for procedural dungeons.
# Mythic Mobs drop tables do not get bonus drops. Instead, use the `dungeondifficulty` mythic condition in your mythic drop table!
DisplayFloors: false
BonusLoot:1-3
# How many blocks along the Y axis the player must travel before we consider the player to be on a different floor.
Rules:
FloorDepth: 3
SpawnMobs:false
# Whether to show icons for other players on the map instead of just the player holding the map.
SpawnAnimals:false
ShowAllPlayers: true
SpawnMonsters:false
AllowBreakBlocks:false
Rules:
AllowPlaceBlocks:false
SpawnMobs: false
AllowSpawnEggs:true
SpawnAnimals: false
AllowEnderpearl:false
SpawnMonsters: false
AllowChorusFruit:false
AllowBreakBlocks: false
AllowBucket:false
AllowPlaceBlocks: false
# Limits placing things that don't count as blocks like boats.
AllowSpawnEggs: true
AllowPlaceEntities:false
AllowEnderpearl: false
# Effectively sets RandomTickSpeed to 0 inside the dungeon, preventing blocks from spreading, plants from growing, ice from melting, etc.
AllowChorusFruit: false
DisableRandomTick:true
AllowBucket: false
PreventPlantGrowth:true
# Limits placing things that don't count as blocks like boats.
PreventExplosionBlockDamage:false
AllowPlaceEntities: false
PvP:false
# Effectively sets RandomTickSpeed to 0 inside the dungeon, preventing blocks from spreading, plants from growing, ice from melting, etc.
HideDeathMessages:false
DisableRandomTick: true
# Prevents players outside the dungeon from teleporting in. Admins can bypass with the `dungeons.bypassjoin` permission. (Or `dungeons.bypassjoin.[dungeon_name]`)
PreventPlantGrowth: true
PreventTeleportIn:false
PreventExplosionBlockDamage: false
# Whether to allow all commands in the dungeon.
PvP: false
AllowCommands:false
HideDeathMessages: false
# A list of commands that can still be used, even when "AllowCommands" is set to false.
# Prevents players outside the dungeon from teleporting in. Admins can bypass with the `dungeons.bypassjoin` permission. (Or `dungeons.bypassjoin.[dungeon_name]`)
AllowedCommands:
PreventTeleportIn: false
-party
# Whether to allow all commands in the dungeon.
-dparty
AllowCommands: false
-p
# A list of commands that can still be used, even when "AllowCommands" is set to false.
-dungeon leave
AllowedCommands:
-md leave
- party
-leave
- dparty
# A list of commands that CAN'T be used, even when "AllowCommands" is set to true.
- p
DisallowedCommands:[]
- dungeon leave
# Vanilla Minecraft item materials to ban. (Must be a valid Spigot material.)
- md leave
BannedItems:[]
- leave
# A list of more detailed items to ban from the dungeon. (Recommended to use the /md banitem command instead of modifying this directly.)
# A list of commands that CAN'T be used, even when "AllowCommands" is set to true.
CustomBannedItems:[]
DisallowedCommands: []
# Toggles whether banned items can be picked up if they are on the ground in the dungeon.
# Vanilla Minecraft item materials to ban. (Must be a valid Spigot material.)
AllowPickupBannedItems:false
BannedItems: []
# Toggles whether banned items can be crafted while inside the dungeon.
# A list of more detailed items to ban from the dungeon. (Recommended to use the /md banitem command instead of modifying this directly.)
AllowCraftBannedItems:false
CustomBannedItems: []
# Toggles whether banned items can be placed in or removed from storage in the dungeon.
# Toggles whether banned items can be picked up if they are on the ground in the dungeon.
AllowStorageBannedItems:false
AllowPickupBannedItems: false
# A list of blocks that are allowed to be PLACED in this dungeon, regardless of the "AllowPlaceBlocks" rule.
# Toggles whether banned items can be crafted while inside the dungeon.
# Remove the [] and add the blocks like a list as show in the comments.
AllowCraftBannedItems: false
BlockPlaceWhitelist:[]
# Toggles whether banned items can be placed in or removed from storage in the dungeon.
# - DIAMOND_ORE
AllowStorageBannedItems: false
# - GOLD_ORE
# A list of blocks that are allowed to be PLACED in this dungeon, regardless of the "AllowPlaceBlocks" rule.
# A list of blocks that are allowed to be BROKEN in this dungeon, regardless of the "AllowBreakBlocks" rule.
# Remove the [] and add the blocks like a list as show in the comments.
BlockBreakWhitelist:[]
BlockPlaceWhitelist: []
# A list of blocks that are NOT allowed to be PLACED in this dungeon, regardless of the "AllowPlaceBlocks" rule.
# - DIAMOND_ORE
BlockPlaceBlacklist:[]
# - GOLD_ORE
# A list of blocks that are NOT allowed to be BROKEN in this dungeon, regardless of the "AllowBreakBlocks" rule.
# A list of blocks that are allowed to be BROKEN in this dungeon, regardless of the "AllowBreakBlocks" rule.
BlockBreakBlacklist:[]
BlockBreakWhitelist: []
# Whether to let players break any blocks they've placed in this dungeon. Useful when "AllowPlaceBlocks" is true, but "AllowBreakBlocks" is false.
# A list of blocks that are NOT allowed to be PLACED in this dungeon, regardless of the "AllowPlaceBlocks" rule.
# OVERRIDES THE ABOVE RULES!!
BlockPlaceBlacklist: []
AllowBreakPlacedBlocks:false
# A list of blocks that are NOT allowed to be BROKEN in this dungeon, regardless of the "AllowBreakBlocks" rule.
# A list of Spigot entities that cannot be damaged.
BlockBreakBlacklist: []
DamageProtectedEntities:[]
# Whether to let players break any blocks they've placed in this dungeon. Useful when "AllowPlaceBlocks" is true, but "AllowBreakBlocks" is false.
# A list of Spigot entities that cannot be interacted with. Useful for protecting Item Frames and Armor Stands.
# OVERRIDES THE ABOVE RULES!!
InteractProtectedEntities:[]
AllowBreakPlacedBlocks: false
# When set to true, prevents armor, weapons and/or tools from losing durability while in the dungeon
# A list of Spigot entities that cannot be damaged.
PreventDurabilityLoss:
DamageProtectedEntities: []
Armor:false
# A list of Spigot entities that cannot be interacted with. Useful for protecting Item Frames and Armor Stands.
Weapons:false
InteractProtectedEntities: []
Tools:false
# When set to true, prevents armor, weapons and/or tools from losing durability while in the dungeon