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Challenges & Rewards ​

The full player loop covers how a run starts, how limits are counted, how rewards are paid, and what happens when you fail

Entry flow ​

  1. Start: first run /edg list to see available dungeons, then /edg enter <dungeonId> to start a challenge (leader only while in a party)
  2. Pre-checks: the plugin checks dungeon existence, entry permission (emakidungeon.dungeon.<dungeonId>), party state, capacity, and limits (cooldown, then day, week, month, and time window); the first failing check explains why
  3. Difficulty: a "select difficulty" panel opens and offers the tiers configured under the dungeon's difficulty
  4. Drop mode: a "select drop distribution mode" panel opens with the modes from drop.mode-allowed
  5. Ready confirmation: every member confirms with /edg ready or the confirmation button within enter.prepare-window-seconds; timing out cancels the challenge
  6. World preparation: the plugin clones the template world and shows progress on enter.wait-channel (bossbar / scoreboard / chat); any member can /edg cancel, and waiting longer than enter.wait-timeout-seconds cancels automatically
  7. Entry: the party is assigned a pooled world and teleported in, the daily count is charged, and a snapshot is taken at that moment for later rollback

NOTE

Starting requires every member online - a single offline member refuses the start; a party can only have one active challenge at a time

Entry limits ​

Each dungeon keeps its own limits, always evaluated as month > week > day:

  • count: 0 means unlimited for that tier; failing any tier (exhausted count, wrong weekday, wrong week-of-month, or outside the time window) refuses entry and shows how long until the next chance
  • cooldown-seconds is a hard cooldown between entries and is evaluated on its own
  • Counts bucket per day using general.timezone, falling back to the server timezone
  • Check your day/week/month usage, cooldown, and best result with /edg stats [player] [dungeonId]
  • OPs and players holding emakidungeon.bypass.limit ignore all counts and cooldowns

Party rules ​

  • Party size is capped by party.max-size; joining behavior follows party.invite-mode (public direct join / apply application pending approval / invite invite only)
  • Only the leader can start a challenge and pick difficulty and drop mode; the start is refused while any member is offline
  • A party that is already in a run does not accept new members and cannot start a second challenge
  • The party channel (/edg party chat) keeps your messages among teammates; dungeon chat stays inside the instance by default, /edg globalchat on bridges it back to the whole server

Command and permission details are on Commands

In-run rewards and settlement ​

  • Routed rewards go to your stash first: loot handled by the distribution modes (roll / contribution pool / share) and items granted by the flow land in your stash with a "stored for this run, paid on clear" message; dungeon reward chests stay locked until settlement
  • Only a clear pays out: on completion the stash is paid out, then settlement.commands runs line by line (handy for EmakiItem/EmakiLevel items and experience)
  • The five modes (drop.default-mode / drop.mode-allowed) decide what monster drops do:
    • free vanilla drops: not intercepted, whoever picks it up keeps it (default)
    • roll drops are rolled automatically and the winner's share goes to their stash, paid on clear
    • killer drops go to the killer
    • score drops enter the contribution pool, distributed by score weight on settlement (drop.levels applies)
    • share drops are split across the party
  • Payout is announced as "N items paid from your stash"; with the reward box enabled they land in the box, otherwise in the inventory
  • Drop amounts scale with difficulty.<tier>.drop-multiplier, and waves marked as no-drop produce nothing

Reward box and claiming ​

With rewardbox.enabled: true (default), clear payouts go to your personal reward box, and chat shows a clickable /edg rewards hint:

ActionEffect
/edg rewardsOpen the reward box; drag items into your inventory to claim them
Click "previous / next page"Flip pages; the base page count comes from default-pages in gui/rewardbox.yml
Click "auto-flow"On: later rewards go straight to your inventory (they still land in the box if your inventory is full); off: rewards keep accumulating in the box for manual pickup

Capacity rules (capacity-slots in gui/rewardbox.yml, default 135 slots):

  • A full box refuses claims; items stay inside until you free up space
  • Rolls skip players whose box is full
  • When everyone's box is full, the batch falls to the ground as collectible drops
  • With rewardbox.enabled: false the whole feature is off: payouts go straight to the inventory, falling to the ground when it is full

Failure, leaving, and rollback ​

SituationResult
Voluntary exit (/edg leave)Type confirm in chat to proceed; inventory and state roll back to the entry snapshot and you return to your origin; the whole run stash is voided
Failure / all players dead / timeout destroySame void: stashed items, experience, and other outputs are wiped, the player snapshot is restored, and you are sent back
ReconnectReconnecting returns you into the running instance; if the instance is already gone, the snapshot is restored with a notice
Instance lost to a plugin faultOrphan snapshots restore inventory and state from the entry snapshot automatically

In short: you only keep rewards by clearing; leaving early costs whatever the run produced

Spectation and survival ​

  • Each death consumes difficulty.<tier>.respawn-count; every death broadcasts the remaining count
  • At zero respawns the player moves to spectation: view rotation only, no free flight, unlocked automatically when leaving the dungeon
  • Crossing the dungeon boundary pulls you back to the spawn point (guard.boundary_pullback)
  • The flow can grant temp_items temporary items: a message appears when your inventory is too full to receive them, and the instance takes them back automatically when the run ends

Scoring and leaderboard ​

  • The run score combines the five score weights (damage, kills, heal, deaths, defense), capped by score.max
  • Run /edg rank <dungeonId> to see the dungeon's top 10 (score, duration, difficulty, party); retention is controlled by leaderboard.max-entries
  • Countdown reminders are pushed at the timer.messages marks