Updated Signs (markdown)

Daniel Saukel 2016-04-28 00:15:38 +02:00
parent c24945493c
commit fc2d63528c

@ -1,18 +1,29 @@
## Global signs
DungeonsXL offers signs which can be placed in the main world of your server to allow players to team up in parties, sothat they can loot the dungeon.
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### Group
A group sign can get created using this lines:
![[DXL] / Group / TEST / 1,3](http://feuerstern.bplaced.net/ressourcen/DXLSigns/Group.png)
The third line equals the name of the dungeon or, if only one floor shall be played, of the map. The last sign defines the amount of groups who can play parallelly, the amount of players in one group and, if another variable is added, whether a whole dungeon with multiple maps (multi floor dungeon; MFD) or a single map (single floor dungeon; SFD) is specified. The last line for an MFD would therefore be e.g. "3,4,+", for an SFD, it would be "3,4".
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### Leave
You should also add a leave sign as an alternative for the command.
_TO DO: Game sign_
![[DXL] / Leave](http://feuerstern.bplaced.net/ressourcen/DXLSigns/Leave.png)
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### Game
_TO DO_
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## Edit signs
In the edit mode you can place different signs with different functions executed when they are triggered. They won't appear in game mode.
The first line determines the type. The two lines in the middle contain additional values. The bottommost line contains the triggers executing the sign functions.
@ -26,48 +37,63 @@ Each dungeon needs at least these signs:
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### Lobby
![Lobby Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Lobby.png)
Creates a lobby spawn point
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### Ready
![Ready Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Ready.png)
Creates a "Ready" Sign, which, after choosing the class in the lobby, has to be triggered / klicked to start the dungeon. In the second line, you may specify a [game type](game-types).
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### Leave
![Leave Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Leave.png)
With this Sign you can leave the Dungeon and the Group.
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### Start
![Start Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Stasrt.png)
This sign sets the Startpoint of the Dungeon. When every Player is ready, they will be teleported there.
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### End
![End Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/End.png)
When each player of the group triggered this sign, the players finish the dungeon.
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### Floor
![Floor Sign](http://feuerstern.bplaced.net/ressourcen/DXLSigns/Floor.png)
When triggered, e.g. because a player punchs it, the floor is finished and the player will be teleported to the next one. If there is no floor specified in the second line, the player will be teleported to a random floor from the list inside the [dungeon configuration](dungeon-configuration) as long as the floorCount is higher than 0.
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### Classes
![Classes Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Classes.png)
Creates a class sign. You will need one sign per class.
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### Command
![Cmd Sign](http://feuerstern.bplaced.net/ressourcen/DXLSigns/Cmd.png)
@ -75,6 +101,8 @@ This sign requires [CommandsXL](https://github.com/DRE2N/CommandsXL). It execute
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### Mob
![Mob Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Mob.png)
![MM Sign](http://feuerstern.bplaced.net/ressourcen/DXLSigns/MythicMobs.png)
@ -96,6 +124,8 @@ Creates a Mob-Spawnpoint. As of v0.9.5, DungeonsXL supports MythicMobs. Triggers
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### Message
![Msg Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Msg.png)
Shows a Message, that was set before.
@ -116,6 +146,8 @@ Shows a Message, that was set before.
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### Place
![Place Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Place.png)
Allows placing of Blocks on this position.
@ -136,6 +168,8 @@ Allows placing of Blocks on this position.
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### Checkpoint
![Checkpoint Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Checkpoint.png)
Creates a Checkpoint.
@ -143,12 +177,16 @@ If you die, you will automatically get to the latest Checkpoint, otherwise to th
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### Chest
![Chest Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Chest.png)
All Chest around this Sign become "Reward-Chests". When you open those Chests in a Dungeon, the content will be added to the "Reward-Inventory", which you receive upon finishing the Dungeon.
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### Trigger
![Trigger Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Trigger.png)
Can Trigger other signs.
@ -170,6 +208,8 @@ Triggers all signs, that have defined this sign as Trigger
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### Redstone
![Redstone Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Redstone.png)
Turns into a Redstone block, that provides redstone power.
@ -193,6 +233,8 @@ _**Protipp:** With adding ",x" to the Delay, you can also set the power-on time
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### Block
![Block Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Block.png)
Transforms into a Block.
@ -215,6 +257,8 @@ _**Tipp:** To find out BlockId and Blockdata of a Block, rightclick it with a st
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### Interact
![Interact Sign](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Interact.png)
Transforms into a clickable sign:
@ -237,53 +281,60 @@ Transforms into a clickable sign:
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# Trigger
# Triggers
To trigger most of these signs, they need a Trigger. It is determined in the Bottom line of a sign. This explains all available Triggers:
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### [D]istance
![Distance Trigger](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/Distance.png)
**D**istance
Sign will be triggered when a player is within the defined radius of Blocks. In this case it would be 15 Blocks.
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### [R]edstone
![Redstone Trigger](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/RedTrigger.png)
**R**edstone
Sign will be triggered when the Block below it receives Redstone power. Is the Sign placed on the side of a block, that will be used as receiver.
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### [T]rigger sign
![Sign Trigger](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/SignTrigger.png)
**T**riggersign
Sign will be triggered upon triggering the Triggersign with the ID 1.
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### [I]nteract
![Interact Trigger](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/InteractTrigger.png)
**I**nteract
Sign will be triggered, when the Interact sign with the ID 1 is clicked.
The sign will be triggered when the interact sign with the ID ( in this case 1) is clicked.
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### [U]se item
![Use Item Trigger](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/UseItem.png)
**U**se Item
Sign will be triggered when a player uses the Item "Scroll" with a rightclick. The name of the item may be the name of a minecraft item, of a book, or of a renamed item.
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### [M]ob death
![Mob Death Trigger](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/MobTrigger.png)
**M**ob
Sign will be triggered when the mob "Boss" was killed. The name of the mob may be the type (as sample "zombie"), or the name of a custom mob from the config.yml
The sign will be triggered when the mob "Boss" is killed. The name of the mob may be the type (e.g. "zombie"), the name of a custom mob from the config.yml or a MythicMobs mob (e.g. SkeletalKnight).
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### Multiple Triggers
![Multiple Triggers](https://dl.dropboxusercontent.com/u/16240159/Minecraft/DungeonsXL/ManyTriggers.png)
@ -293,14 +344,14 @@ A sign can have multiple triggers, seperated with a comma. Important: Only if al
If there is no Trigger declared, the sign becomes active instantly.
_Exception_: The signs Ready, Leave and End become Interact signs, that are triggered through clicking.
### Disable Signs
### Disable signs
Signs with Redstone and/or Triggersign trigger can be disabled, through disabling the redstone power that has triggered it.
Now the sign is inactive until it receives power again.
### Playerspecific triggers
### Player specific triggers
Playerspecific triggers are those, in that only a single player may be involved. They include Distance, Interact and Use Item triggers. With one of these as only trigger, the sign will only be triggered for the involved player. Only he has reached that Checkpoint or receives that message.
Player specific triggers are those, in that only a single player may be involved. They include Distance, Interact and Use Item triggers. With one of these as only trigger, the sign will only be triggered for the involved player. Only he has reached that Checkpoint or receives that message.
Sample: A message, that will be triggered through distance. The message appears only for the players, that ar within the given radius.
Of course the other players can still trigger that sign afterwards.