Marker signs
Place a standing, wall, or hanging sign where the object should spawn, then save the tile with /maze savetile <set> <name> or the stamp. Marker signs become air in generated rooms.
| Line 1 | Object | Example role |
|---|---|---|
[mob] |
monster | grunt |
[loot] |
chest | rare |
[npc] |
NPC | keeper |
[info] |
board | stats |
Keywords ignore case. The parser reads the front face, or the back when the front is blank. These are the only marker types; other signs remain ordinary signs.
Other lines
Section titled “Other lines”Role, chance, count, and lock may appear on any remaining line:
| Value | Meaning |
|---|---|
50% or 0.5 |
spawn chance |
x3 or 3 |
count |
@locked or @boss |
chest lock |
| Other text | role |
Chance and count default to 1. A sign without a role remains an ordinary sign. Chance rolls per tile placement.
[loot]rare30% @locked| Role | Result |
|---|---|
grunt |
elemental or shared grunt |
elite |
room guardian |
boss |
boss spawn position in a boss_ room |
| Exact mob ID | that mob regardless of element |
A boss marker sets the lever-triggered spawn position; it does not spawn the boss early. Without one, the plugin finds a position near the boss room’s centre.
Chests
Section titled “Chests”| Tier | Stars |
|---|---|
common |
1 |
uncommon |
2 |
rare |
3 |
epic |
4 |
boss |
5 |
Tiers come from loot.tiers in config. A tier may upgrade once; stars are shared, contents are personal. Unknown tiers skip the chest and log a warning.
Chest locks
Section titled “Chest locks”| Lock | Requirement |
|---|---|
@locked |
all room elites dead; opens for everyone |
@boss |
boss dead and personal damage or support credit meets loot.boss-contribution (2% by default) |
Without room elites, @locked opens freely. Unknown locks are ignored with a warning. A placed @boss chest in the boss room replaces the automatic boss-death chest.
Roles come from npcs in config:
| Role | Action |
|---|---|
exit |
confirm leaving |
keeper |
dungeon menu |
quest_master |
quests and missions |
potion_master |
potion shop |
class_mirror |
class selection |
party_finder |
party menu |
quartermaster |
dungeon stash |
weaponsmith, armorer, jeweler |
gear shops |
hunter |
contracts and hunting shop |
rune_dealer |
rune shop |
blacksmith |
reroll and merge |
Place a Keeper in the entry room. The plugin places start after boss death for returning to the entrance.
Roles define appearance, dialogue, click count, and commands. Commands run as the player unless prefixed console:; %player% and %run% are substituted. Reload after adding roles.
Boards
Section titled “Boards”| Role | Shows | Visibility |
|---|---|---|
dungeon |
element, boss, rooms, date | shared |
stats |
account and run figures | personal |
Place the sign on the floor. info.lift and scale control board height; check ceiling clearance.
Reserved fixtures
Section titled “Reserved fixtures”[npc] rescue_hunter @rescue and [npc] rescue_jeweler @rescue reserve captive spawn anchors. rescues.anchor-lock names the lock. Dungeon chooses whether to place the captive; these markers are withheld from ordinary NPC placement.
The Practice Cellar uses [info] roles tutorial_start, tutorial_gate, tutorial_chest, tutorial_locked_chest, and tutorial_lever, each with @<room-id>, chance 1, and count 1. These fixtures belong to the authored tutorial rooms.
Facing and placement
Section titled “Facing and placement”Objects face the readable side of the sign and rotate with the tile. Diagonal signs work for mobs and NPCs; chests round to a cardinal direction.
Keep chest markers apart: adjacent markers create separate single chests. A [mob] marker disables that room’s fallback grunt. Mobs stay near their assigned room.
Check a tile
Section titled “Check a tile”/da dryrun <tileset> generates, reports, and removes a test dungeon. Add a day offset, such as /da dryrun v1 7, to check another date.