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Updated Scripts (markdown)
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Scripts.md
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Scripts.md
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_Scripts_ are an upcoming feature in DungeonsXL 0.12.
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A script is a [YAML](https://en.wikipedia.org/wiki/YAML) file located at _plugins/DungeonsXL/scripts/<type>/<identifier>.yml_.
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***
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1. [Announcements](#announcements)
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```
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## Classes
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If players should not play the dungeon with their own items but with a set inventory, class scripts are the way to go. Just use a custom [ItemsXL](https://github.com/DRE2N/ItemsXL) item name or an item ID. The second number is the amount.
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In a dungeon, a class can be selected with a [classes sign](signs#classes).
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```
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items:
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- 261,1
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- 262,128
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- 262,64
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- 268,1
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- 298,1
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- 299,1
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```
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## Mobs
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Besides support for multiple external custom mob plugins, _DungeonsXL_ also has its own custom mob system. Just create a
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Besides support for multiple external custom mob plugins, _DungeonsXL_ also has its own custom mob system. Just create a script and the identifier can be used at a mob sign instead of the vanilla mob name.
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_The custom mob feature currently does not use the Caliburn format because it is not mature enough at the moment._
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```
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# Type of the Mob
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```
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## Signs
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Sometimes, it is hard to put all the triggers at one tiny line of a sign. And sometimes, there might not be enough space for multiple signs in a tiny room. The solution for this problem is called [script sign](signs#script). A script sign does everything that its script tells it to do.
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```
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0:
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- "[Mob]"
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