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Stages and Gates

Stages are optional progression gates inside a dungeon.

Stage files live in:

dungeons/<id>/stages/<stage_id>.yml
dungeons/<id>/stages/<stage_id>-hologram.yml

Create a Stage

/dungeon edit dragon_lair
/dungeon stage create entrance
/dungeon stage entrance gate create
# select gate blocks in the template world
/dungeon gate save

Stage Order

Every stage has an order:

stage-id: entrance
stage-order: 1

Order 1 unlocks first. Higher orders unlock only after every lower-order stage opens.

Multiple stages can share the same order. Shared-order stages run in parallel.

/dungeon stage list
/dungeon stage entrance order 2

Gate Editing

Use gate mode to select existing blocks from the template world.

/dungeon stage entrance gate create
/dungeon stage entrance gate stick
/dungeon gate save

Gate stick controls:

Action Result
Left-click Adds one existing block.
Right-click Removes one selected block.
Sneak-left-click Adds connected same-material blocks.
Sneak-right-click Removes connected same-material blocks.

Holograms

/dungeon stage entrance gate hologram create
/dungeon stage entrance gate hologram delete

You can create multiple holograms for the same stage. Delete removes the nearest hologram for that stage within 3 blocks.

Runtime holograms show live mission progress. Locked higher-order holograms show which earlier stages still need to open.

Mission Types

Mission Description
REGION Enter or remain in a selected cuboid, individually or as a party.
KILL_MOBS Party must kill a configured number of mobs.
LEVER Party must pull all mission levers.
BUTTON Party must press all mission buttons at the same time.
PRESSURE_PLATE Party must activate all mission plates at the same time.
REQUIRED_KEY Players submit mission keys by right-clicking the gate.
TIME Waits a configured number of seconds.
SACRIFICE Selects players to eliminate through the mission GUI.
MONEY_PAYMENT Requires a Vault money payment.
ITEM_PAYMENT Requires configured items through a GUI editor.

Mission levers belonging to locked future stages cannot be pulled. They become available when their stage unlocks.

Region Missions

A REGION mission uses a cuboid selected by two opposite block corners in the dungeon template. The corner blocks are included, and either selection order is accepted. Progress starts only after the stage unlocks.

/dg edit <dungeon_id>
/dg stage <stage_id> mission region
/dg stage <stage_id> mission region pos1
# move to the opposite corner in the template world
/dg stage <stage_id> mission region pos2

Run /dg stage <stage_id> mission region first to add the mission. The confirmation shows the two commands for selecting its corners. Then stand at each corner in the template world and run pos1 or pos2; each command saves your current block as that corner. Running the creation command again preserves the existing corners and settings. Do not use the generated instance world name in the stage config.

In editor mode, cyan particles mark pos1 and pink particles mark pos2. Markers are visible only to the editing admin within 50 blocks of a corner.

missions:
  - type: REGION
    region:
      mode: ENTER_ONCE
      whole-party: false
      pos1: {x: 10, y: 60, z: 10}
      pos2: {x: 20, y: 70, z: 20}
Mode whole-party: false whole-party: true
ENTER_ONCE Any participant enters once. Each required participant enters once; their visits may happen at different times.
STAY_UNTIL_COMPLETE At least one participant is currently inside until all stage missions complete. All required participants are inside at the same time until all stage missions complete.

Spectators do not count. A dead or offline participant does not count as currently inside. For the stay mode, the same player does not have to remain throughout: the configured number of participants must currently satisfy the condition. Leaving before the gate opens makes the stay condition incomplete again. Opening the gate finishes the stage permanently.

With whole-party: true, the requirement uses the actual participants in the run, not the dungeon's maximum capacity. A solo run in a dungeon configured for 1–5 players requires only that solo player.

In STAY_UNTIL_COMPLETE, the hologram shows the region as complete while the required participants are inside and returns to pending if they leave before the stage opens. The mission completion message and sound occur only when all stage missions are satisfied and the gate opens. In ENTER_ONCE, completion is announced as soon as the required visits are recorded and stays complete after players leave.

Set region.mode and region.whole-party in the stage YAML. These settings have no command variants. Use /dg stage <stage_id> mission region delete to remove the mission. Validation rejects missing corners or invalid settings.

One REGION mission is supported across the entire dungeon, including all its stages. Other mission limits still apply. Extra REGION missions in manually edited configs are reported by validation; files are not deleted.

Mission Commands

/dg stage <stage_id> mission region
/dg stage <stage_id> mission region pos1
/dg stage <stage_id> mission region pos2
/dg stage <stage_id> mission region delete
/dungeon stage <stage_id> mission kill_mobs <amount>
/dungeon stage <stage_id> mission lever
/dungeon stage <stage_id> mission button <button_material>
/dungeon stage <stage_id> mission pressure_plate <plate_material>
/dungeon stage <stage_id> mission required_key <amount>
/dungeon stage <stage_id> mission time <seconds>
/dungeon stage <stage_id> mission sacrifice [mode] [drop_items]
/dungeon stage <stage_id> mission money_payment <amount> [ANY_PLAYER|LEADER_ONLY]
/dungeon stage <stage_id> mission item_payment
/dungeon stage <stage_id> mission <type> delete

Clickable missions

SACRIFICE, MONEY_PAYMENT, and ITEM_PAYMENT are opened during a run by right-clicking a gate block.

Kill Mobs Filters

New KILL_MOBS missions include both options:

missions:
  - type: KILL_MOBS
    required: 20
    only-dungeon-spawner-mobs: true
    count-baby-variants: true

only-dungeon-spawner-mobs counts only mobs spawned by this dungeon instance's configured spawners, including vanilla and MythicMobs pools. Friendly summons from enchantments or other plugins, natural mobs, and mobs already stored in the template do not count. Bosses remain excluded from stage kill missions. Dungeon-spawned mobs still count after transformations, such as a zombie becoming a drowned.

Set only-dungeon-spawner-mobs: false to count mobs from other sources inside the instance. Kills must be credited to a player. Mobs summoned separately by a Mythic skill are not automatically treated as dungeon spawner mobs.

count-baby-variants includes baby versions of eligible mobs, including zombies, drowned, piglins, and other ageable mobs. Set it to false to exclude babies. The spawner-source filter still applies. To control which variants spawn, use the spawner settings.

Both options default to true when omitted, including in existing missions. Changing the required amount through a command or the editor preserves these filters. Save the mission to write the fields, or add them manually and reload.