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Markers

Secrets, triggers & safe zones

DungeonForge · 1.2.0

Added in 1.0.12 preview. Place an area marker in a room, then use the marker editor to configure its behavior. Coordinates are transformed into the running dungeon instance.

Marker Behavior
TRIGGER Runs its optional message and command when a player enters its radius in the containing room. Choose one-time or repeat behavior.
SECRET Counts a discovery once per player per run. Discoveries appear in the victory summary. An optional entry message and command can celebrate the find.
SAFE_ZONE Protects players inside the area during active dungeon/boss gameplay: incoming damage, outgoing attacks including projectiles, mob targeting, and traps are suppressed.

Configure in the marker editor

Radius controls all three area types. Cooldown, Once, Message, and Command apply to TRIGGER and SECRET entry events; SAFE_ZONE supplies protection only.

Control / stored key Default Meaning
Radius / areaRadius 3 1–32 blocks. Players must also be in the marker’s room.
Cooldown / areaCooldownSeconds 5 0–86,400 seconds between repeat activations for that player/run.
Once / areaOnce true One activation per player/run. Secrets always count only once.
Message / areaMessage Secret discovered! / Encounter activated! Default depends on the marker type. Set empty to suppress entry text.
Command / areaCommand Empty Optional console command; configuring it in the GUI requires dungeonforge.admin.

Area commands support %player%, %uuid%, and %dungeon%. Keep the command empty for a message-only marker. To test a repeating trigger, turn Once off, leave the radius, wait for the cooldown, and enter again.

Safe-zone boundaries

A safe zone is protection logic, not a physical wall: mobs can still walk into it. Void, kill, and suicide damage remain allowed. Protection only applies to players in the active dungeon run.

Quick playtest

  1. Place a SECRET in a side room, add a discovery message, and save.
  2. Start a test run and enter the area. Leave and return: discovery should count once.
  3. Finish the run and inspect the secret count in the victory summary.
  4. Place a SAFE_ZONE nearby and test incoming and outgoing attacks with a second player.

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