#
Spots
Spots feature allows you to create dynamic areas inside your dungeons, that can change their "structure" when a specific event(s) occurs.
The most common usage example is openable/closeable gates and doors to unlock/restrict access to certain dungeon's areas upon certain conditions.
Spots configurations located in the /spots/
inside a dungeon's folder.
To change spot states during the game, use the set_spot
and reset_spot
Script Actions.
#
Setup
Example of creating simple gate spot:
- Build a "structure" for a new spot with its initial "closed state".
- Run the
/ada wand cuboid
command to get the selection tool. - Select a cuboid area for a spot. It must be inside the dungeon's protection area.
- Run the
/ada spot create <dungeonId> gate
command. WheredungeonId
is dungeon ID,gate
is spot ID.
A new spot will be created with the default
state included that contains data of all blocks in the selection.
To make a spot functional, it must have at least 2 different "states" with different "structures".
If you "dropped" the wand item, get it back by using the /ada wand cuboid
command and selecting spot area again.
- Rebuild the spot to make the gate open.
- Run the
/ada spot addstate <dungeonId> gate closed
command. WheredungeonId
is dungeon ID,gate
, is spot ID,closed
is spot's state ID.
You can use the addstate command to override existing spot state data.
You can have different cuboid areas selected for each spot state.