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Markers

Combat Markers

DungeonForge · 1.2.0

Combat markers spawn enemies and create challenging encounters.

👹 MOB_SPAWN Marker

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Spawns mobs when players enter the area. Configure by right-clicking the marker in edit mode.

Configuration Options:
Option Default Description
mob-type ZOMBIE Entity type, MythicMobs ID (mm:MobName), or Boss (UCM) ID (ucm:BossName)
count 3 Number of mobs to spawn. Set to 1 to spawn a single mob.
level 1 Mob level (scales health and damage)
spawn-radius 3.0 Radius around marker to scatter spawns (blocks)
respawn-time 30 Seconds before dead mobs respawn. Set to 0 to spawn once and never respawn.
spawn-on-enter false If enabled, mobs from this spawner respawn every time a player enters the room — even after the room is cleared.
# Vanilla single mob, never respawns:
mob-type: SKELETON
count: 1
respawn-time: 0

# MythicMobs group, respawns every 60s:
mob-type: mm:SkeletonWarrior
count: 5
respawn-time: 60

# Boss (UCM) mob, spawn fresh on every entry:
mob-type: ucm:CaveTroll
count: 1
spawn-on-enter: true

💀 BOSS_SPAWN Marker

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Spawns a boss with health bar and phases.

Configuration Options:
Option Default Description
boss-type WITHER_SKELETON Entity type, MythicMobs ID (mm:Name), or Boss (UCM) ID (ucm:Name)
boss-name Dungeon Boss Display name above health bar
phase-count 3 Number of phases
phase-health-percentage 33 Health % per phase transition
🔑 Boss Key Drops:

Bosses can optionally drop keys that work with the door/key system:

Option Default Description
drop-key false Enable key drop on boss death
key-lock-id BOSS Lock ID the key opens (matches door lock-id)
key-name Boss Key Display name of the dropped key
key-material TRIPWIRE_HOOK Item material for the key
give-to-players true Give key directly to players (vs drop on ground)

🌊 WAVE_SPAWNER Marker

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Spawns multiple waves of mobs in sequence.

Configuration Options:
Option Default Description
wave-count 3 Number of waves
mobs-per-wave 5 Mobs in each wave
time-between-waves 10 Seconds between waves

⚠️ TRAP Marker

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Creates environmental hazards. In 1.0.12 preview, a disabled trap does not activate, cooldowns apply per player in each run, and safe-zone protection suppresses traps.

Configuration Options:
Option Default Description
trap-type ARROW Type of trap (ARROW, FIRE, POISON, etc.)
damage 4 Damage dealt
cooldown 3 Seconds between activations

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