Regions

Each defined region typically marks a change to how the game operates for that area, this can be to enable or disable PvP, changing a players gamemode, to denying placing or breaking blocks.

Regions are handled by the WorldGuard plugin and with a few extensions provided by WorldGuard Extra Flags as well as from the Drustcraft engine itself.

Creating a Region

Like WorldEdit, any regions created by a builder is required to be within a region that they already have editing permission.

It is recommended to only create a region if it is required by either a script or a change of player interaction as they do consume server resources.

Load

Command
Script
Command

/kit create <id> [mode] [-i]

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • -i will set the kits contents to the items in your inventory

Script

- run drustcraft.region.load

Returns gamemode as a string

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • items A list of items to use to set the kits contents.

Save

Command
Script
Command

/kit create <id> [mode] [-i]

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • -i will set the kits contents to the items in your inventory

Script

- run drustcraft.region.save

Returns gamemode as a string

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • items A list of items to use to set the kits contents.

Sync

Command
Script
Command

/kit create <id> [mode] [-i]

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • -i will set the kits contents to the items in your inventory

Script

- run drustcraft.region.sync def:[only-permissions]

Syncronizes saved worldguard region data to notable cuboids, worldguard region owners to luckperms, dynmap data

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • items A list of items to use to set the kits contents.

Update spawns

Command
Script
Command

/kit create <id> [mode] [-i]

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • -i will set the kits contents to the items in your inventory

Script

- run drustcraft.region.update_spawns

Adds any blocks/friendly mobs to regions (max 3 each call)

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • items A list of items to use to set the kits contents.

Regions gamemode

Command
Script
Command

/kit create <id> [mode] [-i]

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • -i will set the kits contents to the items in your inventory

Script

- <proc[drustcraftp.region.gamemode].context[<location>]>

Returns gamemode as a string.

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • items A list of items to use to set the kits contents.

Is Member

Command
Script
Command

/kit create <id> [mode] [-i]

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • -i will set the kits contents to the items in your inventory

Script

- <proc[drustcraftp.region.is_member].context[<region>|<player>]>

Returns gamemode as a string

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • items A list of items to use to set the kits contents.

Is Owner

Command
Script
Command

/kit create <id> [mode] [-i]

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • -i will set the kits contents to the items in your inventory

Script

- <proc[drustcraftp.region.is_owner].context[<region>|<player>]>

Returns gamemode as a string

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • items A list of items to use to set the kits contents.

Find Map

Command
Script
Command

/kit create <id> [mode] [-i]

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • -i will set the kits contents to the items in your inventory

Script

- <proc[drustcraftp.region.find_map].context[<location>]>

returns a region map (name/priority) from highest to lowest

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • items A list of items to use to set the kits contents.

Find

Command
Script
Command

/kit create <id> [mode] [-i]

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • -i will set the kits contents to the items in your inventory

Script

- <proc[drustcraftp.region.find].context[<location>]>

returns the absolute region for that particular location

Creates a new kit with a given ID and adds an optional kit mode (see Kit Modes)

Kit IDs are case-insensitive. Only one kit can exist with a given id.

  • items A list of items to use to set the kits contents.

Drustcraft defines areas across its worlds as regions which are used for various reasons including:

  • Announcing a player is entering a specific area

  • Changing player abilities and game-modes

  • Monitoring player movement and triggering events

Drustcraft regions are managed by the WorldGuard and WorldGuard Extra Flags plugins and made available to Denizen scripts using Denizens built in WorldGuard tags. The Drustcraft engine also coverts WorldGuard regions to notable cuboids with the prefix drustcraft_region_<id> for the on player enters * and on player exits * event mechanism for scripts.

Adding/Modifying/Removing Regions

Adding, editing and removing regions are all done using the built-in WorldGuard commands, which are available to players with the builder permission.

Adding a Region

To create a new region, create a cuboid selection using the //wand tool then enter the command /rg create <id> . The ID must be unique and not contain any spaces.

Modifying a Region

If you want to resize or move your region to another location, first use the //wand tool and select the new cuboid area that the existing region will move to. This selection can overlap the existing region. Then enter the command /rg update <id>

Removing a Region

If a region is no longer required, it can (and should) be removed from the game by simply entering /rg delete <id>

Members and Owners

To be updated

Templates

Consistency with Regions

To retain a consistency across the Drustcraft world with regions, several templates are defined below that builders can use when creating a new region.

Regions should not discourage or deny players from entering an area unless there is a specific reason such as an area is temporarly reserved for a group of players for an activity or an area outside of the storyline, such as the builders castle.

In the case of a region specifically denying players entry, the outside of the region should contain elements to explain to the player why they cannot, preferrably keeping to the storyline. Examples include:

  • Rowe is surrounded by impassable mountain terrain so players do not unexpectadly change game-modes

  • Builders castle is surrounded by a dry moat that is impassible by non-builder players, with guards announcing this area is off-limits

Towns

Towns typically deny players from breaking and placing blocks and deny mob spawns and block explosions, fire and flooding.

Flag

Value

Protection Related

passthrough

allow

block-break

deny

block-place

deny

tnt

deny

item-frame-rotation

deny

firework-damage

deny