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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.
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Setup
Example of creating simple gate spot:
- Build a "structure" for a new spot with its initial "closed state".
- Run the
/ada wand cuboidcommand 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> gatecommand. WheredungeonIdis dungeon ID,gateis 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 closedcommand. WheredungeonIdis dungeon ID,gate, is spot ID,closedis 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.