One of the most important things you need to understand in order to work effectively with DungeonsXL is the game rule priority system. Game rules define the frame conditions of your DXL games.
Game rules follow a principle of subsidiarity and can be fetched from multiple sources. Thus, dungeon and floor configurations are by design not created automatically. In case of contradicting game rules, only one rule will finally affect the game. Which one is determinated by the inheritance system (first = overriding; last = subsidiary):
If no values are set, DXL will use its internal default values.
Players and permissions
Name
Explanation
Possible values
Default value
Annotation
fly
If players who may normally fly may do so in the dungeon.
Boolean
false
timeUntilKickOfflinePlayer
The time in seconds until a player who left the game is kicked from the dungeon.
Integer
0 (= instant)
-1 = never
gameCommandWhitelist
Commands that are not to be blocked.
List of commands
(empty)
The dxl.bypass permission still allows a player to perform commands. All /dxl commands are allowed by default.
gamePermissions
Permission nodes players have only in the dungeon.
List of permission nodes
empty list
groupTagEnabled
If group name tags are used.
Boolean
false
Requires HolographicDisplays
foodLevel
If food levels (hunger) are used.
Boolean
true
Messages
Name
Explanation
Possible values
Default value
Annotation
messages
Messages that can be sent in the dungeon.
Map of ID Integers and message Strings
Empty map
This can be set in edit mode with /dxl msg
title
The title that shows when the game begins.
Title data
null (Strings)
If the game rule isn't used (=null), the name of the dungeon will be sent.
Title data:
These values set the sent messages:
title.title - String
title.subtitle - String
title.actionBar - String
These values set for how many ticks the title is showed:
title.fadeIn - Integer (20)
title.show - Integer (60)
title.fadeOut - Integer (20)
Requirements
Name
Explanation
Possible values
Default value
Annotation
requirements
The requirements to start this dungeon.
List of requirements
Empty list
How exactly a requirement is represented in YAML is determined by its type or even by a custom reader. See here.
timeToNextLoot
The time in hours until a player can get loot from this dungeon again.
Integer
0
This does not prevent the player from playing the game. He may still join the game and help others getting rewards, but won't get any himself.
Rewards
DungeonsXL currently does not use the rewards game rule internally. However, addons may use the API in order to add rewards through it.
PvP
Name
Explanation
Possible values
Default value
Annotation
playerVersusPlayer
If players in general may hurt each other.
Boolean
false
friendlyFire
If players in the same group may hurt each other.
Boolean
false
initialLives
Initial per player lives.
Integer
-1
Do not use this together with group lives. -1 = unlimited
initialGroupLives
Initial per group lives.
Integer
-1
Do not use this together with player lives. -1 = unlimited
deathScreen
If disabled, players who lose all of their health are healed, teleported to their respawn point and their inventory and experience is dropped as if they actually died. This saves some performance and time.
Boolean
false
World and entity protection etc.
Name
Explanation
Possible values
Default value
Annotation
breakBlocks
If or which blocks may be broken (with which tools).
"true", "false", "placed", or map of materials to break and tools to use to do so
false
Keep the value list empty to allow any tool. "placed" means blocks that have been placed by a player may be broken.
interactionBlacklist
Blocks that players may not interact with.
Map of materials to interact with and tools to use to do so
null
Keep the value list empty to allow any tool.
damageProtectedEntities
Entities that may not be damaged.
Set of entities
[ARMOR_STAND, ITEM_FRAME, PAINTING]
interactionProtectedEntities
Entities that players may not interact with.
Set of entities
[ARMOR_STAND, ITEM_FRAME]
placeBlocks
If or which blocks may be placed.
Boolean or list of materials
false
fireTick
= Vanilla doFireTick
Boolean
false
blockFadeDisabled
Blocks that don't fade away.
Set of blocks
null
Add e.g. "ICE" to prevent ice from melting.
mobExpDrops
If or which mobs drop experience points.
Boolean or list of entities
false
mobItemDrops
If or which mobs drop items.
Boolean or list of entities
false
Inventory
Name
Explanation
Possible values
Default value
Annotation
keepInventoryOnEnter
If the inventory shall be kept when the player enters the dungeon.
Boolean
false
keepInventoryOnDeath
If the inventory shall be kept when the player dies.
Boolean
true
keepInventoryOnFinish
If the inventory shall be kept when the player finishs the dungeon.
Boolean
false
keepInventoryOnEscape
If the inventory shall be kept when the player escapes through a sign, command, losing the last life or anything else without finishing the dungeon.
Boolean
false
secureObjects
Items that are given to other group members if the player who has them leaves.
List of materials
Empty list
resetClassInventoryOnRespawn
If the class inventory shall be reset when the player dies.
Boolean
false
Environment
Name
Explanation
Possible values
Default value
Annotation
rain
Enforces permanent downfall.
Boolean
null
null = Vanilla weather
thunder
Enforces permanent thunder.
Boolean
null
null = Vanilla weather
time
The world time in ticks.
Integer
null
null = Vanilla time
Game type settings
Name
Explanation
Possible values
Default value
Annotation
gameMode
Vanilla game mode.
"ADVENTURE", "CREATIVE", "SPECTATOR" or "SURVIVAL"