BEFORE YOU LOSE THE PLOT, I KNOW I REQUEST A LOT OF PLUGINS! IM SORRY! Plugin category: Role Playing Suggested name: AdvDungeons What I want: Legend of Zelda-style addons that can bring a whole new level of complexity to dungeons. IDEA 1 - Keys and Locked Doors When you make a dungeon, you can build a wall of sorts, and use the //wand command to select the region. Then typing "/advdungeon door create" would turn that wall to a "door" of sorts that can be opened by a key or button. Then, when looking at the door, you can type "/advdungeon key create" which creates a key that can be used for the door. (The item of the key can be changed in config, default is tripwire hook.) When you right click the door with the key that was generated specifically for that door, the blocks will disappear and you lose the key. (Ive seen plugins that make blocks only visible to certain players and can have collisions with only the player) When the blocks disappear, only the player who opened the door is able to walk through it, other players see it as a door still and can collide with it. If you were to run the key command more than once on the same door, the door will require multiple keys for it to open for the specific player. IDEA 2 - Buttons, more locked doors and pushable blocks (if possible) When creating a door (using "/advdungeon door create") you can look at the door and type "/advdungeon button create" This makes the door toggle whether its opened or closed via a button. After typing the command, the plugin alerts the player to right click a certain block to act as the button for the door. This will then make a button which everytime a player steps on it, it toggles the door, but if you type "/advdungeon button2 create" the door will be opened via a different kind of button. This button acts like a pressure plate, standing on it opens the door but walking off it closes the door. If you were to run the button2 command multiple times on the same door, it will make it so the door can only be opened if all the buttons have pressure on them. That is where the pushable blocks come in. Looking at any block and typing "/advdungeon pblock create" will make a block that can be pushed only left to right, foward to back. Not up stairs, not up or down ladders. When the block reaches an edge, it will fall down. If it is pushed down stairs, it will fall all the way down to the end of the chain of stairs. To move the block, you punch it (Left click.) Running the command "/advdungeon block reset" whilst looking at the pushable block will return it to its location were it was first made a pushable block (AKA its original location) IDEA 3 - Removing doors, buttons and pushable blocks. Whilst looking at any AdvDungeon item and running the command "/advdungeon remove" it will remove that certain item. IDEA 4 - Certain mob kills to open doors. Yet again with doors. Running the command "/advdungeon killdoor <MobType> <Amount>" instead of "/advdungeon door create" will make the door only openable when the player has killed a certain amount of 1 or more mobs. The player will first need to right click the door with the "killdoor" variable to make the door begin counting. When the player has killed X amount of Y (can be more than 1 mob) and right clicks the door, it will open. IDEA 5 - All opening of doors compatible with eachother (OPTIONAL) Make it so you can have doors that require a key or more, a button or more, and mob kills able to work with eachother. For example, a door that requires 2 keys AND a minimum of 5 zombie kills and 3 skeleton kills. IDEA 6 - IF THE BLOCKS CANT DISAPPEAR FOR CERTAIN PLAYERS If the blocks cant be invisible and uncollidable for a certian player, make it so: KEYS - Right clicking with the final key required teleports the player to the opposite side of the door. BUTTON 1 - Make it so the door is toggled for all players BUTTON 2 - Same as above MOB KILLS - Same as keys. Ideas for commands: /advdungeon - HELP /advdungeon door create /advdungeon key create /advdungeon button1 create /advdungeon button2 create /advdungeon killdoor <MobType> <Amount> /advdungeon block reset /advdungeon remove Ideas for permissions: advdungeon.op - All commands advdungeon.reset - Access to only /advdungeon block reset When I'd like it by: ASAP!